ZOS_BrianWheeler wrote: »@Sharee "If healing reduction is purgeable then there is no healing reduction as far as a zergball is concerned."
But if the amount of players that can be Purged is reduced, is that still a valid statement?
@Turelus I think the issue stated by smaller groups here is that with these changes (unpurgeable stuff), enemy randoms will be able to put some sieges and the players won't be able to counter it by their skills meaning that in any case, skills won't matter anymore but instead you will simply need numbers to win. (when attacking a keep)
This is why "unpurgeable" is no good. Keep defense remains the same, still a numbers game. Walls, siege, etc are no benefit to the defense.
If anything, they should buff defense siege even higher.
What happens if the numbers are the defenders? You buff them once again.
TBH I think they can solve the meatbag at a skill or AoE cap level rather than making it unpurgeable. There have been some good arguments as to why that's not a good idea.
Have the meatbag function as it does now but raise (or remove) the cap of how many people are effected by it and make changes to purge so one or more people spamming it isn't the solution to beating it.
In a groups number way then I feel the AoE cap removal fixes the issue all on it's own, you stack 24 guys on one spot and get pelted with Lightning Ballista and Meatbag then you won't be able to permanently purge any more due to resources and additionally you need to cast more times because you have more people who need to be cleansed.
If you are sieging a keep with plenty of enemies inside, plus on top of that, you pick a wall that has already alot of counter-sieges up against you, you are doing it extremely wrong. Use strategies and hit where the enemy doesn't expect it. If you hit a keep already well defended, you should die or be forced to open multiple walls on different sides to find a weak spot.
Or send vampires nightblades mist forming between each siege volleys and cloaking to counter-siegers to neutralize the zone. Remember when it was a thing 8months ago? This is the reality. Getting inside a breach of a defended keep should NOT be a walk in the park.
If you hit a keep that's already well defended you can't just move to the other side... the people inside the keep can just follow you dude. You probably can't even siege because you've got a full raid+ jumping out to attack you while you're being sieged to ***. It's like you never try to do anything without the zerg behind you, Frozn.
Manoe, I have done that dozens of times. Deploying on a keep and then realize that there are scouts on the wall. Or deploying on a keep and then take too much counter-siege damage. I never thought I actually had to explain to someone with your experience how to proceed but I'll do it.
1) You ask your people to pack up their sieges
2) You give a rally point OUT of the line of sight of people on the wall
3) You mount up and go wide around the keep without being seen
4) You redeploy on another side and ask people to not start firing until there is at least 15 stone trebs up (2-3 per player)
5) Resume sieging all togetherZOS_BrianWheeler wrote: »For the sake of discussion, and bearing in mind possible changes to Purge (the ability itself as noted by Wrobel in his thread), how would a 50% healing reduction instead of 75% from the meatbag sound as well as being purge-able?
My own suggestions :
1) Meatbags should be purgable, but not with Efficient Purge and Cleanse. Those should be used to remove player debuffs and player snares only. Cleansing Ritual (which require player interaction by using the synergy) should remove every debuff and snare (including siege debuffs).
2) Lightning balistas and Oil Catapults should deal 2k magicka/stamina damage.
3) Overall siege damage should not be increased.
4) Retreating Maneuvers should NOT remove siege snares
5) Charging Maneuvers should remove all kind of snares but NOT give immunityZOS_BrianWheeler wrote: »@Sharee "If healing reduction is purgeable then there is no healing reduction as far as a zergball is concerned."
But if the amount of players that can be Purged is reduced, is that still a valid statement?
That would only promote more people slotting purge and spamming it, increasing calculation and decreasing server performances in the meantime.ZOS_BrianWheeler wrote: »@Sharee "If healing reduction is purgeable then there is no healing reduction as far as a zergball is concerned."
But if the amount of players that can be Purged is reduced, is that still a valid statement?
Just make purge castable on self only.
I like this idea alot!
You're describing a situation in which there's a few counter siege or scouts on the wall. I'm talking, I run up to a keep and there's a full raid group jumping out after my 12man group with counter siege on the walls. That's what I consider a well defended keep. A keep I can flag without any resistance isn't a well defended keep. Someone might call it out before it gets flagged, but there's no one there actually defending it. Two different things, Frozn.
Your suggestion leaves other classes with no way of dealing with siege. I don't disagree with all of them, though.
Purge casting on self is a terrible idea. Just remove efficient purge.
ZOS_BrianWheeler wrote: »For the sake of discussion, and bearing in mind possible changes to Purge (the ability itself as noted by Wrobel in his thread), how would a 50% healing reduction instead of 75% from the meatbag sound as well as being purge-able?
ZOS_BrianWheeler wrote: »@Sharee "If healing reduction is purgeable then there is no healing reduction as far as a zergball is concerned."
But if the amount of players that can be Purged is reduced, is that still a valid statement?
With a reduction in the number of people purge hits, that should be a viable improvement to meatbags without making them absurd. The more important point though, at 5k stam per pop, I would push heavily for our guys to switch from a group that pretty much only ever uses siege on walls to a raid that drops 2-4 oil catapults so no one can cc break. Who cares about heal debuffs if your stam is all gone in 2 seconds and half or more of the opposing raid is feared and can't cc break? Fight is over at that point, doesn't matter if your incoming heals are weakened, all of your healers are in an unbreakable cc for 3 seconds and you're dead.
myrrrorb14_ESO wrote: »myrrrorb14_ESO wrote: »ZOS_BrianWheeler wrote: »For the sake of discussion, and bearing in mind possible changes to Purge (the ability itself as noted by Wrobel in his thread), how would a 50% healing reduction instead of 75% from the meatbag sound as well as being purge-able?
If healing reduction is purgeable then there is no healing reduction as far as a zergball is concerned. Reduction in number of targets will simply be compensated by running more purgers. Stick to the original plan. Make them move.
This. Unless there are changes made to purge which stop it being spammable or the AoE caps are removed for siege weapons so you're applying the effect to more numbers than the purges can keep up with then very little changes.
Right now when my guild runs a bomb train we can stand in one location, place a siege bubble, spam healing springs and purge and not suffer any ill effects no matter how much we are hit by meatbags. Granted the new lightning ballista effect will have a massive part to play here in ruining healing done but efficient purge is far too easy to spam for complete protection right now.
At the very least AOE caps need to go on siege equipment. All other arguments aside, siege should effect everything! I mean, it takes down castles why should bodies limit it.
I don't get it, do you want to buff or nerf sieges? O.o
Both!
I want it to make sense and still have abilities mean something.
@Turelus I think the issue stated by smaller groups here is that with these changes (unpurgeable stuff), enemy randoms will be able to put some sieges and the players won't be able to counter it by their skills meaning that in any case, skills won't matter anymore but instead you will simply need numbers to win. (when attacking a keep)
This is why "unpurgeable" is no good. Keep defense remains the same, still a numbers game. Walls, siege, etc are no benefit to the defense.
If anything, they should buff defense siege even higher.
What happens if the numbers are the defenders? You buff them once again.
TBH I think they can solve the meatbag at a skill or AoE cap level rather than making it unpurgeable. There have been some good arguments as to why that's not a good idea.
Have the meatbag function as it does now but raise (or remove) the cap of how many people are effected by it and make changes to purge so one or more people spamming it isn't the solution to beating it.
In a groups number way then I feel the AoE cap removal fixes the issue all on it's own, you stack 24 guys on one spot and get pelted with Lightning Ballista and Meatbag then you won't be able to permanently purge any more due to resources and additionally you need to cast more times because you have more people who need to be cleansed.
If you are sieging a keep with plenty of enemies inside, plus on top of that, you pick a wall that has already alot of counter-sieges up against you, you are doing it extremely wrong. Use strategies and hit where the enemy doesn't expect it. If you hit a keep already well defended, you should die or be forced to open multiple walls on different sides to find a weak spot.
Or send vampires nightblades mist forming between each siege volleys and cloaking to counter-siegers to neutralize the zone. Remember when it was a thing 8months ago? This is the reality. Getting inside a breach of a defended keep should NOT be a walk in the park.
If you hit a keep that's already well defended you can't just move to the other side... the people inside the keep can just follow you dude. You probably can't even siege because you've got a full raid+ jumping out to attack you while you're being sieged to ***. It's like you never try to do anything without the zerg behind you, Frozn.
Manoe, I have done that dozens of times. Deploying on a keep and then realize that there are scouts on the wall. Or deploying on a keep and then take too much counter-siege damage. I never thought I actually had to explain to someone with your experience how to proceed but I'll do it.
1) You ask your people to pack up their sieges
2) You give a rally point OUT of the line of sight of people on the wall
3) You mount up and go wide around the keep without being seen
4) You redeploy on another side and ask people to not start firing until there is at least 15 stone trebs up (2-3 per player)
5) Resume sieging all togetherZOS_BrianWheeler wrote: »For the sake of discussion, and bearing in mind possible changes to Purge (the ability itself as noted by Wrobel in his thread), how would a 50% healing reduction instead of 75% from the meatbag sound as well as being purge-able?
My own suggestions :
1) Meatbags should be purgable, but not with Efficient Purge and Cleanse. Those should be used to remove player debuffs and player snares only. Cleansing Ritual (which require player interaction by using the synergy) should remove every debuff and snare (including siege debuffs).
2) Lightning balistas and Oil Catapults should deal 2k magicka/stamina damage.
3) Overall siege damage should not be increased.
4) Retreating Maneuvers should NOT remove siege snares
5) Charging Maneuvers should remove all kind of snares but NOT give immunityZOS_BrianWheeler wrote: »@Sharee "If healing reduction is purgeable then there is no healing reduction as far as a zergball is concerned."
But if the amount of players that can be Purged is reduced, is that still a valid statement?
That would only promote more people slotting purge and spamming it, increasing calculation and decreasing server performances in the meantime.ZOS_BrianWheeler wrote: »@Sharee "If healing reduction is purgeable then there is no healing reduction as far as a zergball is concerned."
But if the amount of players that can be Purged is reduced, is that still a valid statement?
Just make purge castable on self only.
I like this idea alot!
You're describing a situation in which there's a few counter siege or scouts on the wall. I'm talking, I run up to a keep and there's a full raid group jumping out after my 12man group with counter siege on the walls. That's what I consider a well defended keep. A keep I can flag without any resistance isn't a well defended keep. Someone might call it out before it gets flagged, but there's no one there actually defending it. Two different things, Frozn.
Your suggestion leaves other classes with no way of dealing with siege. I don't disagree with all of them, though.
Purge casting on self is a terrible idea. Just remove efficient purge.
This lead us to the first point I have been talking about. If you attack a well defended keep with a medium group only, you are doing it extremely wrong. Defended keeps should require an army, to not say a legion to take. And this is the case when capping/dethroning the last emp keep.
You should never try to siege a well defended keep with a medium group and expect to capture it. If the enemy stack and turtle the next keep in the transit line, such as what DC ballgroups have been doing on Chalman for the past month or two, you go hit deep in enemy territory by flagging keeps or capturing ressources in an attempt to spread them out.
People need to get out of the mindset of stacking to counter AOE
Watch the first fight in this video
https://www.youtube.com/watch?v=_rfmPhRIwpE
That's bad gameplay....They saw an enemy guild group..That group stacked...and so did they when rushing into blow them up.
In fact most of the video is this same thing over and over again...Stacking up and trying to blow each other up with AOE's.
Here is an 8v8 in DAOC now for example
https://www.youtube.com/watch?v=Rc6FX2GAh7M
Notice when the enemy i seen everyone spreads out...
This is the problem with pvp currently in this game...and how people are currently viewing the siege for example....They're expecting to be able to all stack up and take a siege shot and it be fine....When really if you see the enemy with a catapult you should spread the hell out so you don't get screwed.
This game needs to punish people stacking to avoid AOE...AOE should make you spread out...not the opposite...and siege is included in this.
ZOS_BrianWheeler wrote: »@Sharee "If healing reduction is purgeable then there is no healing reduction as far as a zergball is concerned."
But if the amount of players that can be Purged is reduced, is that still a valid statement?
With a reduction in the number of people purge hits, that should be a viable improvement to meatbags without making them absurd. The more important point though, at 5k stam per pop, I would push heavily for our guys to switch from a group that pretty much only ever uses siege on walls to a raid that drops 2-4 oil catapults so no one can cc break. Who cares about heal debuffs if your stam is all gone in 2 seconds and half or more of the opposing raid is feared and can't cc break? Fight is over at that point, doesn't matter if your incoming heals are weakened, all of your healers are in an unbreakable cc for 3 seconds and you're dead.
Problem with reducing it to say 2k stamina..no one is going to really notice........If you get hit by 2 to 4 Oil Catapults at once you should notice....That's a problem here..If you're stacking up so your entire group is eating those constant Oil Catapult hits you should suffer for it.
A lot of people are questioning the changes based on how they play the game currently..Which is stacking up in a tightball..and they're like "Well if I get hit by a bunch of siege while stacked in a tight ball...This will be bad for us" which of course is what the change is designed to do...Get you guys to spread out so all your healers aren't stacked up CCed.
The spreadout argument is nice on paper, but we typically push well defended emp keeps with just our raid. When you're pushing brk and all of GoS is there to defend with counter siege galore it's already a difficult fight. Not many keeps are structured to allow you good sieges unless you're in an open field right below a wall, fighting a raid while pelted by (soon to be OP) siege. Furthermore, once inside, you can set up 3 oil catapults facing a breach (breach, back flag, non breach), one on the middle of stairs facing breach, one on upper level facing the outside of inner breach, and even more if inner was front doored. Realistically, how can you push something like that without going in with zero stamina? How do you 'spreadout' to push into the inner which is meant to be tight spaces? How do you cast immoveable to make sure the pathetic jerks meteoring the stairs don't catch even more of your raid with a oneshot exploit?
Fighting on a resource flag is one thing, pushing a defended inner is another. Does the meta then become who can nightcap and do a better job sitting at keeps to defend with absurd siege mechanics that make it near impossible for a single raid to take alone? (exaggerating here)
As far as spreading out to other keeps, the map design is more to blame than anything. Emp keeps are more valuable than glade/Arrius/fare, and those three are more valuable then gate keeps, and those are more valuable then the three worthless ones that shouldn't even be mentioned. It's nice on paper to say go hi another keep, but when you're one or two away from emp, why in the world would you?
So you're saying you should be able to just rush through a well defended choke point covered by multiple defenders and siege equipment and it be fine cause reasons?
I mean maybe i'm missing something here...But when did everyone start believing they should always be able to win in every situation?
People need to get out of the mindset of stacking to counter AOE
Watch the first fight in this video
https://www.youtube.com/watch?v=_rfmPhRIwpE
That's bad gameplay....They saw an enemy guild group..That group stacked...and so did they when rushing into blow them up.
In fact most of the video is this same thing over and over again...Stacking up and trying to blow each other up with AOE's.
Here is an 8v8 in DAOC now for example
https://www.youtube.com/watch?v=Rc6FX2GAh7M
Notice when the enemy i seen everyone spreads out...
This is the problem with pvp currently in this game...and how people are currently viewing the siege for example....They're expecting to be able to all stack up and take a siege shot and it be fine....When really if you see the enemy with a catapult you should spread the hell out so you don't get screwed.
This game needs to punish people stacking to avoid AOE...AOE should make you spread out...not the opposite...and siege is included in this.
That's AOE caps, not siege. Siege already isn't AOE capped, it just doesn't do enough damage unless you seriously focus the fire and only with stone trebs.
Joy_Division wrote: »Joy_Division wrote: »My quick thoughts:
- Right now, ball-groups literally do not move when hit by siege. Something had to be done and that something was increase it's effectiveness
- Everything favors larger groups. This siege, however, may prompt them to spread out. It also will help defend keeps against large groups which is the point of these weapons.
- I think the secondary effects go too far. 6 seconds is a *long* time to be hit with an unpurgable effect. A magicka build that gets hit with an oil catapult is screwed: snare and half it's stamina gone? The solution to purgespam abuse is to reform purge, not make negative effects unpurgable.
- Somewhere between the ineffectiveness of siege at present and the OP siege in this proposal is where siege effectiveness should be.
- Don't forget flaming oil. It currently is bad and I didn;t see any mention about them. Now that I think about flaming oils not getting the job done, I have noticed that if I try to use them against rams at castle keep gatehouse through the grate, I never see any damage ... is this grate less than 6 meters above the ground?
- I still think you should bring back ground oils.
http://www.esohead.com/skills/40211-retreating-maneuverZOS_BrianWheeler wrote: »Anything that removes a "negative" effect is considered a purge, so not just the "Purge" abliity as you noted.
Even if you could use maneuvers... 5k stam drain follow by a 5k stam skill? REKT
I could pull that off easily on my speed build. That's the problem many don't seem to get - larger groups can dedicate an entire role to some niche, smaller groups can't. Siege needs improvements, yes, but the smaller v larger number debate needs to be solved with mechanics and not siege. Siege can be a piece of the puzzle, perhaps, but this all looks to me like Brian is trying to help the situation with a hail mary because it's one of the few things he does have control over, and wroebel can't/won't/is too slow on making the mechanic changes that are really the source of many of these issues.
Again this change isn't decided around smaller vs larger number debate.
This change will not let small groups take on large groups in a fight.... That will only be fixed when they remove things like AOE caps
This change is designed around punishing zerg balls when fighting pug zergs or defended keeps.
ZOS_BrianWheeler wrote: »@Sharee "If healing reduction is purgeable then there is no healing reduction as far as a zergball is concerned."
But if the amount of players that can be Purged is reduced, is that still a valid statement?
ZOS_BrianWheeler wrote: »For the sake of discussion, and bearing in mind possible changes to Purge (the ability itself as noted by Wrobel in his thread), how would a 50% healing reduction instead of 75% from the meatbag sound as well as being purge-able?
ZOS_BrianWheeler wrote: »@Sharee "If healing reduction is purgeable then there is no healing reduction as far as a zergball is concerned."
But if the amount of players that can be Purged is reduced, is that still a valid statement?
They can't move because they're all snared indefinitely under your scenario.
People need to get out of the mindset of stacking to counter AOE
Watch the first fight in this video
https://www.youtube.com/watch?v=_rfmPhRIwpE
That's bad gameplay....They saw an enemy guild group..That group stacked...and so did they when rushing into blow them up.
In fact most of the video is this same thing over and over again...Stacking up and trying to blow each other up with AOE's.
Here is an 8v8 in DAOC now for example
https://www.youtube.com/watch?v=Rc6FX2GAh7M
Notice when the enemy i seen everyone spreads out...
This is the problem with pvp currently in this game...and how people are currently viewing the siege for example....They're expecting to be able to all stack up and take a siege shot and it be fine....When really if you see the enemy with a catapult you should spread the hell out so you don't get screwed.
This game needs to punish people stacking to avoid AOE...AOE should make you spread out...not the opposite...and siege is included in this.
That's AOE caps, not siege. Siege already isn't AOE capped, it just doesn't do enough damage unless you seriously focus the fire and only with stone trebs.
you're missing the point...I'm showing how 2 different groups handle things....In this game a lot of you guys are arguing based on the point that "Hey there is AOE going to hit us..Lets stack up"....
in DAOC we learned early on.."Hey there is a AOE to hit us..lets not stack up"
The Siege discussion relates directly to this... People are expecting..flat out that they should be able to stack on an objective and take siege hits and it not be a problem.... where as because of how DAOC was from the beginning..No one would ever expect that.
AOE caps in general has really screwed the perspective of a lot of players when it comes to these things.
No one is stacking up to avoid siege damage.
Also, just as a side note, @ZOS_BrianWheeler, have you considered limiting the group sizes in Cyrodiil from 24 down to 12? I know it'd probably be fairly controversial amongst the playerbase, but I really think that forcing a group to run two 12-man squads instead of one 24-person team would, coupled with siege changes, performance improvements, and AP-gain tweaks, actively encourage groups to split up a bit more, while also making it somewhat more challenging to continually follow around in a massive ball.
The reason I bring this up here is because while this discussion about these siege changes, along with @Wrobel's thread about AoE Cap Removal, have me feeling optimistic, I'm still somewhat worried that the PvP "meta" won't really move away from big AoE-spamming ball-groups slamming themselves against one another.
Totally support your point here. Max group size is one of the most important aspect if not the most important one having a direct impact on server performances. With Population cap of campaigns. I think that reducing the max group size to 16 would be be amazing. Or assign 24men to one campaign and 16 to the other.Plus, just from personal experience, while running in ball-groups is enjoyable at times, it's really quite mindless gameplay once you learn to follow directions. It's only really difficult on the leader(s) calling the shots. 24 or 36 or 48+ person "zergs" really do diminish the skill of individual players. Sure, ultimate-rotation and timely CCs require some skill, and some groups do it better than others, but that's still generally something that falls more to the leader to call out rather than the player to execute themselves. I've always found that running a 12-person team of skilled, geared players is a lot more fun and rewarding than larger groups, and it's also doable with newer players and a great way to help them get better individually when you're not just telling someone "Slot your Steel Tornado and follow the Crown". That style of gameplay will always exist to a degree, but 10-15 people vs. 10-15 people fights are among the best I've experienced (and I've been playing since the 2013 beta), and they're also the best kind of experience a new player can have to become a better group-PvP player.
As much as the leader has the biggest responsability in the medium size group (8-14), the players have a huge role and without proper gearing, specing and knowledges of the games mechanics, the other classes, the counters and over Cyrodiil techniques, the leader will fail in most scenarios without highly valuable teamates.Mind you, with a 12-member cap, guilds or factions could still very much run 3-4 groups and maintain a 50-player group if they wanted to. It'd just be more work and require more skill and better leadership to do so as seamlessly as is currently possible. That said, if I'm commanding 48 people, I'd honestly much prefer being able to more easily take 4 12-mans and say "Group A go to Bleakers, Group C go to Arrius, and Groups B & D go to Chalman". As it currently stands, doing that with 2 24-mans feels like more work than most would care to deal with, and everyone's just like "screw it, everyone go to Chalman" - which leads to the massive lag-fest ball-group Steel Tornado-spamming Barrier-rotating ridiculousness we currently see every night on Azura's Star.
I'm not sure to understand the hard part in splitting two organized groups in two different location. I do it everyday with the pact and it works really well.Also, changing AP-gain rates to scale a bit more punishingly for massive groups would probably be worth, at the very least, testing for a Patch or two (and tie AP-gain to people who participate in the fight, not to whoever sticks around in a point-of-interest for the defensive tick, a problem that groups have been abusing to cheaply and artificially farm up ridiculous levels of AP for one person in their group by forcing everyone to leave a resource so one person can reap the entire AP tick for themselves, effectively removing the possibility of anyone besides the "chosen one" of the top 2-3 groups on a server from having an even remote chance at being crowned Emperor). That, along with removing/changing those AoE Caps and empowering siege would be, together, really big changes, and I think they would work for the better. For everyone - not just experienced groups, or skilled-solo players, or new PvPers.
I support this idea alot. Defensive ticks based on participation instead of locations. I would also like that AP gains on direct attacks/heals worked as followed :
1) AP gains on damage should be given to said player accordingly to the % of damage he delt
2) AP gains on healing should be given to said healer only
No one is stacking up to avoid siege damage.
They are stacking because it avoids ALL damage via AoE heals (which automatically target low health allies) and spammable purge which removes all negative effects. Add to that the "best offense is a good defense" of spammed steel detonation, well...we see the results in idiotic gameplay and lag.
There are a lot of ways to potentially fix that. Siege is the one that @ZOS_BrianWheeler can control. So the goal should be to make siege effective against stacked groups that can spam purge and heals.
People need to get out of the mindset of stacking to counter AOE
Watch the first fight in this video
https://www.youtube.com/watch?v=_rfmPhRIwpE
That's bad gameplay....They saw an enemy guild group..That group stacked...and so did they when rushing into blow them up.
In fact most of the video is this same thing over and over again...Stacking up and trying to blow each other up with AOE's.
Here is an 8v8 in DAOC now for example
https://www.youtube.com/watch?v=Rc6FX2GAh7M
Notice when the enemy i seen everyone spreads out...
This is the problem with pvp currently in this game...and how people are currently viewing the siege for example....They're expecting to be able to all stack up and take a siege shot and it be fine....When really if you see the enemy with a catapult you should spread the hell out so you don't get screwed.
This game needs to punish people stacking to avoid AOE...AOE should make you spread out...not the opposite...and siege is included in this.
That's AOE caps, not siege. Siege already isn't AOE capped, it just doesn't do enough damage unless you seriously focus the fire and only with stone trebs.
you're missing the point...I'm showing how 2 different groups handle things....In this game a lot of you guys are arguing based on the point that "Hey there is AOE going to hit us..Lets stack up"....
in DAOC we learned early on.."Hey there is a AOE to hit us..lets not stack up"
The Siege discussion relates directly to this... People are expecting..flat out that they should be able to stack on an objective and take siege hits and it not be a problem.... where as because of how DAOC was from the beginning..No one would ever expect that.
AOE caps in general has really screwed the perspective of a lot of players when it comes to these things.
I'm not missing the point, you are. You're comparing two different games. Your argument is invalid at that point. There's reasons people stack up and it's not for any reason you've listed so far. Learn a thing or two from the countless number of posts people have made about this. No one is stacking up to avoid siege damage. That's the worst thing you could do to avoid that. The problem is the damage part. The damage part is being addressed. I said in my very first post I'm okay with that. There's no reason at all to add the one part I consider unnecessary. The other changes are enough; we're going overkill at this point. We've made siege useful, let's not make it the most important thing. I want to play a game where I play against other players, not against their siege weaponry.
Joy_Division wrote: »Joy_Division wrote: »My quick thoughts:
- Right now, ball-groups literally do not move when hit by siege. Something had to be done and that something was increase it's effectiveness
- Everything favors larger groups. This siege, however, may prompt them to spread out. It also will help defend keeps against large groups which is the point of these weapons.
- I think the secondary effects go too far. 6 seconds is a *long* time to be hit with an unpurgable effect. A magicka build that gets hit with an oil catapult is screwed: snare and half it's stamina gone? The solution to purgespam abuse is to reform purge, not make negative effects unpurgable.
- Somewhere between the ineffectiveness of siege at present and the OP siege in this proposal is where siege effectiveness should be.
- Don't forget flaming oil. It currently is bad and I didn;t see any mention about them. Now that I think about flaming oils not getting the job done, I have noticed that if I try to use them against rams at castle keep gatehouse through the grate, I never see any damage ... is this grate less than 6 meters above the ground?
- I still think you should bring back ground oils.
http://www.esohead.com/skills/40211-retreating-maneuverZOS_BrianWheeler wrote: »Anything that removes a "negative" effect is considered a purge, so not just the "Purge" abliity as you noted.
Even if you could use maneuvers... 5k stam drain follow by a 5k stam skill? REKT
I could pull that off easily on my speed build. That's the problem many don't seem to get - larger groups can dedicate an entire role to some niche, smaller groups can't. Siege needs improvements, yes, but the smaller v larger number debate needs to be solved with mechanics and not siege. Siege can be a piece of the puzzle, perhaps, but this all looks to me like Brian is trying to help the situation with a hail mary because it's one of the few things he does have control over, and wroebel can't/won't/is too slow on making the mechanic changes that are really the source of many of these issues.
Again this change isn't decided around smaller vs larger number debate.
This change will not let small groups take on large groups in a fight.... That will only be fixed when they remove things like AOE caps
This change is designed around punishing zerg balls when fighting pug zergs or defended keeps.
Maybe the pug zergs should do something other than be terrible then. There's enough of them there, why don't they coordinate? Because they don't want to. You don't need to throw them i-win buttons because they decide to be bad at the game. Well, maybe they're not all bad? Siege isn't the answer. Remove the AOE caps and let the good players shine. Pugs are pugs. They shouldn't be walking around with 20 nukes in their backpack.
No one is stacking up to avoid siege damage.
They are stacking because it avoids ALL damage via AoE heals (which automatically target low health allies) and spammable purge which removes all negative effects. Add to that the "best offense is a good defense" of spammed steel detonation, well...we see the results in idiotic gameplay and lag.
There are a lot of ways to potentially fix that. Siege is the one that @ZOS_BrianWheeler can control. So the goal should be to make siege effective against stacked groups that can spam purge and heals.
Assuming you can't just drop a catapult and fire it directly in front of you in the heat of combat. It's not like they're shooting it at max range with a hug arc and you have 10 seconds to get out of it. You can aim in front of groups and the shot will hit with essentially no time to react if it's done correctly.
Also assuming you're not being targeted by 5 or more. DC was the best at this, and some of my friends from NM( @hammayolettuce ) can attest that anytime you'd engage in PvP back in the day pugs or players from both factions would just surround the entire engagement with oil catapults and whoever got more up generally won. We even made jokes that DC players were gifted a stack of oil catapults upon character creation it got so bad.
People need to get out of the mindset of stacking to counter AOE
Watch the first fight in this video
https://www.youtube.com/watch?v=_rfmPhRIwpE
That's bad gameplay....They saw an enemy guild group..That group stacked...and so did they when rushing into blow them up.
In fact most of the video is this same thing over and over again...Stacking up and trying to blow each other up with AOE's.
Here is an 8v8 in DAOC now for example
https://www.youtube.com/watch?v=Rc6FX2GAh7M
Notice when the enemy i seen everyone spreads out...
This is the problem with pvp currently in this game...and how people are currently viewing the siege for example....They're expecting to be able to all stack up and take a siege shot and it be fine....When really if you see the enemy with a catapult you should spread the hell out so you don't get screwed.
This game needs to punish people stacking to avoid AOE...AOE should make you spread out...not the opposite...and siege is included in this.
That's AOE caps, not siege. Siege already isn't AOE capped, it just doesn't do enough damage unless you seriously focus the fire and only with stone trebs.
you're missing the point...I'm showing how 2 different groups handle things....In this game a lot of you guys are arguing based on the point that "Hey there is AOE going to hit us..Lets stack up"....
in DAOC we learned early on.."Hey there is a AOE to hit us..lets not stack up"
The Siege discussion relates directly to this... People are expecting..flat out that they should be able to stack on an objective and take siege hits and it not be a problem.... where as because of how DAOC was from the beginning..No one would ever expect that.
AOE caps in general has really screwed the perspective of a lot of players when it comes to these things.
I'm not missing the point, you are. You're comparing two different games. Your argument is invalid at that point. There's reasons people stack up and it's not for any reason you've listed so far. Learn a thing or two from the countless number of posts people have made about this. No one is stacking up to avoid siege damage. That's the worst thing you could do to avoid that. The problem is the damage part. The damage part is being addressed. I said in my very first post I'm okay with that. There's no reason at all to add the one part I consider unnecessary. The other changes are enough; we're going overkill at this point. We've made siege useful, let's not make it the most important thing. I want to play a game where I play against other players, not against their siege weaponry.
It'd be invalid if I was comparing say..FFXIV with ESO; but i'm comparing ESO with the game its directly trying to borrow mechanics from.
And people are stacking for multiple reasons...But seeing siege in an area shouldn't mean.."Hey lets stack more"
It should mean..Hey we better spread out.Joy_Division wrote: »Joy_Division wrote: »My quick thoughts:
- Right now, ball-groups literally do not move when hit by siege. Something had to be done and that something was increase it's effectiveness
- Everything favors larger groups. This siege, however, may prompt them to spread out. It also will help defend keeps against large groups which is the point of these weapons.
- I think the secondary effects go too far. 6 seconds is a *long* time to be hit with an unpurgable effect. A magicka build that gets hit with an oil catapult is screwed: snare and half it's stamina gone? The solution to purgespam abuse is to reform purge, not make negative effects unpurgable.
- Somewhere between the ineffectiveness of siege at present and the OP siege in this proposal is where siege effectiveness should be.
- Don't forget flaming oil. It currently is bad and I didn;t see any mention about them. Now that I think about flaming oils not getting the job done, I have noticed that if I try to use them against rams at castle keep gatehouse through the grate, I never see any damage ... is this grate less than 6 meters above the ground?
- I still think you should bring back ground oils.
http://www.esohead.com/skills/40211-retreating-maneuverZOS_BrianWheeler wrote: »Anything that removes a "negative" effect is considered a purge, so not just the "Purge" abliity as you noted.
Even if you could use maneuvers... 5k stam drain follow by a 5k stam skill? REKT
I could pull that off easily on my speed build. That's the problem many don't seem to get - larger groups can dedicate an entire role to some niche, smaller groups can't. Siege needs improvements, yes, but the smaller v larger number debate needs to be solved with mechanics and not siege. Siege can be a piece of the puzzle, perhaps, but this all looks to me like Brian is trying to help the situation with a hail mary because it's one of the few things he does have control over, and wroebel can't/won't/is too slow on making the mechanic changes that are really the source of many of these issues.
Again this change isn't decided around smaller vs larger number debate.
This change will not let small groups take on large groups in a fight.... That will only be fixed when they remove things like AOE caps
This change is designed around punishing zerg balls when fighting pug zergs or defended keeps.
Maybe the pug zergs should do something other than be terrible then. There's enough of them there, why don't they coordinate? Because they don't want to. You don't need to throw them i-win buttons because they decide to be bad at the game. Well, maybe they're not all bad? Siege isn't the answer. Remove the AOE caps and let the good players shine. Pugs are pugs. They shouldn't be walking around with 20 nukes in their backpack.
They've given you an I win mechanic based entirely on stacking a bunch of people in a single spot to avoid damage....You can't harp on pugs being terrible when the game has given you a passive damage mitigation for free with no penalty.
Assuming you can't just drop a catapult and fire it directly in front of you in the heat of combat. It's not like they're shooting it at max range with a hug arc and you have 10 seconds to get out of it. You can aim in front of groups and the shot will hit with essentially no time to react if it's done correctly.
Also assuming you're not being targeted by 5 or more. DC was the best at this, and some of my friends from NM( @hammayolettuce ) can attest that anytime you'd engage in PvP back in the day pugs or players from both factions would just surround the entire engagement with oil catapults and whoever got more up generally won. We even made jokes that DC players were gifted a stack of oil catapults upon character creation it got so bad.
Yup. But I have no problem with siege being the difference when two large groups collide.
Spread out. Get your own siege up. Run in places where there isn't a lot of room to siege.
It makes healing harder and AoE damage will no longer overwhelm all enemies around you. But, honestly, that's the point of the changes.
It will (hopefully) require a complete change in tactics by the Blob groups.
timidobserver wrote: »Nobody stacks for this reason. People stack because it makes coordinating movement and damage easier. I have not once heard someone say "stack up so we can take advantage of the aoe cap."
In that scenario it's whoever brings the larger numbers wins though. At least with ground oils it was skillful enough that you had to know how to do it. How many times was a GvG fight back then won by bashing the guy trying to set up the oil? You have to actually be engaged in the fight rather than off to the side pressing left click without a care in the world. Other siege weapons are just pug tools with little to no drawbacks.
timidobserver wrote: »No one is stacking up to avoid siege damage.
They are stacking because it avoids ALL damage via AoE heals (which automatically target low health allies) and spammable purge which removes all negative effects. Add to that the "best offense is a good defense" of spammed steel detonation, well...we see the results in idiotic gameplay and lag.
There are a lot of ways to potentially fix that. Siege is the one that @ZOS_BrianWheeler can control. So the goal should be to make siege effective against stacked groups that can spam purge and heals.
Nobody stacks for this reason. People stack because it makes coordinating movement and damage easier. I have not once heard someone say "stack up so we can take advantage of the aoe cap."
People need to get out of the mindset of stacking to counter AOE
Watch the first fight in this video
https://www.youtube.com/watch?v=_rfmPhRIwpE
That's bad gameplay....They saw an enemy guild group..That group stacked...and so did they when rushing into blow them up.
In fact most of the video is this same thing over and over again...Stacking up and trying to blow each other up with AOE's.
Here is an 8v8 in DAOC now for example
https://www.youtube.com/watch?v=Rc6FX2GAh7M
Notice when the enemy i seen everyone spreads out...
This is the problem with pvp currently in this game...and how people are currently viewing the siege for example....They're expecting to be able to all stack up and take a siege shot and it be fine....When really if you see the enemy with a catapult you should spread the hell out so you don't get screwed.
This game needs to punish people stacking to avoid AOE...AOE should make you spread out...not the opposite...and siege is included in this.
That's AOE caps, not siege. Siege already isn't AOE capped, it just doesn't do enough damage unless you seriously focus the fire and only with stone trebs.
you're missing the point...I'm showing how 2 different groups handle things....In this game a lot of you guys are arguing based on the point that "Hey there is AOE going to hit us..Lets stack up"....
in DAOC we learned early on.."Hey there is a AOE to hit us..lets not stack up"
The Siege discussion relates directly to this... People are expecting..flat out that they should be able to stack on an objective and take siege hits and it not be a problem.... where as because of how DAOC was from the beginning..No one would ever expect that.
AOE caps in general has really screwed the perspective of a lot of players when it comes to these things.
I'm not missing the point, you are. You're comparing two different games. Your argument is invalid at that point. There's reasons people stack up and it's not for any reason you've listed so far. Learn a thing or two from the countless number of posts people have made about this. No one is stacking up to avoid siege damage. That's the worst thing you could do to avoid that. The problem is the damage part. The damage part is being addressed. I said in my very first post I'm okay with that. There's no reason at all to add the one part I consider unnecessary. The other changes are enough; we're going overkill at this point. We've made siege useful, let's not make it the most important thing. I want to play a game where I play against other players, not against their siege weaponry.
It'd be invalid if I was comparing say..FFXIV with ESO; but i'm comparing ESO with the game its directly trying to borrow mechanics from.
And people are stacking for multiple reasons...But seeing siege in an area shouldn't mean.."Hey lets stack more"
It should mean..Hey we better spread out.Joy_Division wrote: »Joy_Division wrote: »My quick thoughts:
- Right now, ball-groups literally do not move when hit by siege. Something had to be done and that something was increase it's effectiveness
- Everything favors larger groups. This siege, however, may prompt them to spread out. It also will help defend keeps against large groups which is the point of these weapons.
- I think the secondary effects go too far. 6 seconds is a *long* time to be hit with an unpurgable effect. A magicka build that gets hit with an oil catapult is screwed: snare and half it's stamina gone? The solution to purgespam abuse is to reform purge, not make negative effects unpurgable.
- Somewhere between the ineffectiveness of siege at present and the OP siege in this proposal is where siege effectiveness should be.
- Don't forget flaming oil. It currently is bad and I didn;t see any mention about them. Now that I think about flaming oils not getting the job done, I have noticed that if I try to use them against rams at castle keep gatehouse through the grate, I never see any damage ... is this grate less than 6 meters above the ground?
- I still think you should bring back ground oils.
http://www.esohead.com/skills/40211-retreating-maneuverZOS_BrianWheeler wrote: »Anything that removes a "negative" effect is considered a purge, so not just the "Purge" abliity as you noted.
Even if you could use maneuvers... 5k stam drain follow by a 5k stam skill? REKT
I could pull that off easily on my speed build. That's the problem many don't seem to get - larger groups can dedicate an entire role to some niche, smaller groups can't. Siege needs improvements, yes, but the smaller v larger number debate needs to be solved with mechanics and not siege. Siege can be a piece of the puzzle, perhaps, but this all looks to me like Brian is trying to help the situation with a hail mary because it's one of the few things he does have control over, and wroebel can't/won't/is too slow on making the mechanic changes that are really the source of many of these issues.
Again this change isn't decided around smaller vs larger number debate.
This change will not let small groups take on large groups in a fight.... That will only be fixed when they remove things like AOE caps
This change is designed around punishing zerg balls when fighting pug zergs or defended keeps.
Maybe the pug zergs should do something other than be terrible then. There's enough of them there, why don't they coordinate? Because they don't want to. You don't need to throw them i-win buttons because they decide to be bad at the game. Well, maybe they're not all bad? Siege isn't the answer. Remove the AOE caps and let the good players shine. Pugs are pugs. They shouldn't be walking around with 20 nukes in their backpack.
They've given you an I win mechanic based entirely on stacking a bunch of people in a single spot to avoid damage....You can't harp on pugs being terrible when the game has given you a passive damage mitigation for free with no penalty.
Obviously this is not DAOC 2.0. SORRY to ruin your last two years thinking it was.
Your first point... see my previous response. You just don't understand basic game mechanics well enough.
Your second point... see where I don't want that I-win mechanic? Yeah. I'm all up in the AOE cap thread like I am in this one trying to get it fixed. What do I have over there? Other people trying to tell me AOE caps are good like I have people telling me here that the proposed changes aren't the slightest bit overboard. There's a lot of pugs and solo players that I like knowing are there. I know they're not all bad players there's some really good ones. The game does not allow them to show that. I've said that several times in this very thread. Why do you even bring that up? We agree on this, right?
Here's a thought; How about we scale Siege based on how many people hit
For example
Oil Catapult
4 people hit - 1000 Stamina Removed
8 people hit - 2000 Stamina Removed
12 People Hit - 3000 Stamina Removed
16 people hit - 4000 Stamina removed
20 people hit - 5000 stamina removed
24 people hit - 6000 stamina removed
This gives a direct counter to some of the more powerful siege effects...basically don't stack up..and rewards smaller groups by not punishing them as much as larger groups who choose to stack.
In that scenario it's whoever brings the larger numbers wins though. At least with ground oils it was skillful enough that you had to know how to do it. How many times was a GvG fight back then won by bashing the guy trying to set up the oil? You have to actually be engaged in the fight rather than off to the side pressing left click without a care in the world. Other siege weapons are just pug tools with little to no drawbacks.
Not at all. It's whoever has a better field strategy. Where to fight. What siege to deploy where. When to push siege. When to move to better ground.
It's a contest that is actually dynamic. As things stand now it's a game of "stacking on crown" and relying on a few AoE skills.
Setting up siege in the open has never been a no risk move. It almost always brings attackers to you. The only ones "without a care in the world" are those who are tightly packed in a blob group. Well no care until another group spamming the same 4 skills shows up and everyone wonders when the lag will drop enough for damage to start hitting.