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.
Will these oil debuffs stack? A well-timed trio of oils, coupled with the previous nerfing of regeneration rates, could render a lot of stamina-dps players, like myself, completely helpless. @ZOS_BrianWheeler, please consider putting a debuff timer on these, so you can't be affected by multiple stamina-sapping oils within, say, 6 seconds. That means that oil is still brutal, but not completely broken in that it could destroy the viability of stamina builds, and also cripple non-stamina builds who are already low on stamina in the first place.
You think its aoe cap or anything else that keeps the super tight megazergs nigh invulnerable? I laugh at you, its the goddamned purge spamming removing EVERYTHING you throw at them.
Yeah alright, don't rub it in I already said I don't know the difference between snares and roots and why some things can be broken free from and some can't.What are you talking about? Snares and heal debuffs cannot be "broken free" from.Right, but what I'm getting at is that Brian said the snare couldn't be purged, which he defined as any ability which removes a negative effect. He didn't say that it couldn't be CC-broken using "break free" (the RMB/LMB stamina escape), which is not considered an ability.
Ah. That would be the problem then.You can't Break Free from a Snare.Right, but what I'm getting at is that Brian said the snare couldn't be purged, which he defined as any ability which removes a negative effect. He didn't say that it couldn't be CC-broken using "break free" (the RMB/LMB stamina escape), which is not considered an ability.
Someone's going to have to tell me sometime what the difference is between a snare and a root (and also why you can Roll Dodge out of some things and Break Free from others). And maybe while we're at it the difference between stun and disorient.
Ill say the one thing no one else is.
So long as we have a skill in the game that removes all negative effects, from everyone in a large radius, for cheap, with no recourse, no cooldown, and universal availability very early, negative effects will never be considered a threat.
Add in an absolute, something that cant just be spammed off by whacking 1 on a bar like everyone does now, and the whole world goes crazy.
The problem has, and always has been, purge. it was never AoE cap, it was never siege damage, it was never anything except for purge.
Ive actually sat on the upper ring of a keep before and tried to count the number of purges a group below me used, just by visual effect. I literally couldnt count that fast, I got to somewhere near 30 in the span of 10 seconds and was like yep -pack up oil-
You think its aoe cap or anything else that keeps the super tight megazergs nigh invulnerable? I laugh at you, its the goddamned purge spamming removing EVERYTHING you throw at them.
Hmm, maybe the better question we should all be asking is if we'll even be able to put down (working, non bugged) siege during our normal laggy battles. More often than not, attempting to put down siege during big engagements means you just wasted the AP you spent buying the siege...
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?
Not a valid statement imo Wheeler.
Efficient purge is so cheap any magicka build can spam it endlessly.
What the zergs will do is only ask for dedicated purgers 5-10 and theyre all set.
IDK man I've been a part of MANY of GvG fights involving siege. It's plenty easy enough to go off to the side and get siege up. Any enemies coming towards you you can either engage if it's something you can take on or just avoid. Avoiding damage is probably one of the easier things in this game. Most of the times I die it's either extremely laggy and all the damage hits at once, or I get charge spam rooted in place making it impossible to avoid anything.
The last thing I'm trying to do is benefit larger groups because I hate that gameplay. I just think this is overkill and the wrong way of going about it. There's a better option that will make PvP between actual players a lot more fun and dynamic.
Hmm, maybe the better question we should all be asking is if we'll even be able to put down (working, non bugged) siege during our normal laggy battles. More often than not, attempting to put down siege during big engagements means you just wasted the AP you spent buying the siege...
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.
That's kinda contradicting itself in my eyes. Why not just buff/nerf it to the desired streangth?
Rapids is ridiculously expensive (three times the cost of purge), broken by doing damage, purge is not. Not even comparable really. If purge cost 7k-9k like rapids does for most builds, that would change the game dramatically. Even a dedicated purge-bot would struggle to keep up at that cost.
As it is? Efficient costs less than 3k for most people, some even get it down to 2k territory.
Thats ridiculous.
Barrier is an ultimate, by no means truly spammable.
Barrier is an ultimate, by no means truly spammable.
- 30% dmg buff on top of removing the Battle Spirit debuff from siege dmg equates to siege doing 260% more dmg than on Live. Normal Fire Balistas alone will do 13k+ dmg on the initial hit + almost that much on the next tick. That's already enough to kill most people in Cyrodiil if they don't get it purged off immediately. We should all know what this means for Cold Stone Trebs, which will probably actually be one shotting ppl.ZOS_BrianWheeler wrote: »Battlespirit did indeed change the value of damage from Siege weapons, which we are looking to correct with these changes.
Hmm, maybe the better question we should all be asking is if we'll even be able to put down (working, non bugged) siege during our normal laggy battles. More often than not, attempting to put down siege during big engagements means you just wasted the AP you spent buying the siege...
In my experience this has been mostly fixed. As long as you don't try and move until you have completed the placement animation (fully stood up - even if the siege hasn't materialized yet), your siege will work. If you move too soon, there is still a chance of bugging. But it works MUCH better than it did a few months ago.
Teargrants wrote: »- 30% dmg buff on top of removing the Battle Spirit debuff from siege dmg equates to siege doing 260% more dmg than on Live.
Teargrants wrote: »We need more of that - individual members of the zerg needing to do things for themselves - breaking free, purging themselves, dodge rolling. That's when they cannot make overly maxed out builds without needing to consider the negative sides of ignoring something, they need to respond individually to situations (=skill).
Rapids is ridiculously expensive (three times the cost of purge), broken by doing damage, purge is not. Not even comparable really. If purge cost 7k-9k like rapids does for most builds, that would change the game dramatically. Even a dedicated purge-bot would struggle to keep up at that cost.
As it is? Efficient costs less than 3k for most people, some even get it down to 2k territory.
Thats ridiculous.
Barrier is an ultimate, by no means truly spammable.
Rapids is ridiculously expensive (three times the cost of purge), broken by doing damage, purge is not. Not even comparable really. If purge cost 7k-9k like rapids does for most builds, that would change the game dramatically. Even a dedicated purge-bot would struggle to keep up at that cost.
As it is? Efficient costs less than 3k for most people, some even get it down to 2k territory.
Thats ridiculous.
Barrier is an ultimate, by no means truly spammable.
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.
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.
The point IS to make it the most important thing to force zergballs to spread out, since magicka detonation didn't work and since purge / barrier spam counter everything. Those changes (if tweaked correctly and this is the reason why Brian Wheeler made this discussion in the first place) are going to finally give a chance to solo, small/medium groups to counter large organized groups during keep battles.
Teargrants wrote: »These sweeping changes aren't the kind of thing that should be pushed at once, it needs to be done incrementally to allow fine tuning. Let's look at some of this:- 30% dmg buff on top of removing the Battle Spirit debuff from siege dmg equates to siege doing 260% more dmg than on Live. Normal Fire Balistas alone will do 13k+ dmg on the initial hit + almost that much on the next tick. That's already enough to kill most people in Cyrodiil if they don't get it purged off immediately. We should all know what this means for Cold Stone Trebs, which will probably actually be one shotting ppl.ZOS_BrianWheeler wrote: »Battlespirit did indeed change the value of damage from Siege weapons, which we are looking to correct with these changes.
- Unpurgable status effects. Unpurgable disease is insane, there's a reason heal debuff stacking was removed. This change falls into a similar vein. What's this going to encourage groups to do? RUN BIGGER BY STACKING MOAR HEALERS TO HEAL THROUGH DISEASE.
- Flat value Magicka/Stamina dmg. Instant 5k resource loss is particularly stacked against Magicka builds. As Brian already pointed out, Oil Cats take an instant 5k Stam, while Lightning Balistas take 2.5k, then another 2.5k on the next tick. Already here, you can hit peoples Stam instantly twice as hard. This is compounded when you hit Magicka builds who don't have more than 10-15k Stam to begin with. 2-3 concurrent Oil Cat hits, and a Mag build is stuck + snared, any CC + a fire siege hit and they just sit there watching their toon die. Stam builds would still be able to CC break and dodge roll out.
Of course, predictably, this thread is full of people who either didn't think about this or think that precisely this is healthy for competitive PvP somehow. If you think this siege buff is going to be even remotely like the siege buff of 1.6, you're very wrong. This time it's not just a siege dmg increase, it's compounded by us now having Cold Harbor siege, by us now having 30% less healing, by us now having unpurgable heal debuff siege, and by us now having unpurgable snare + stam dmg siege.
Rapids is ridiculously expensive (three times the cost of purge), broken by doing damage, purge is not. Not even comparable really. If purge cost 7k-9k like rapids does for most builds, that would change the game dramatically. Even a dedicated purge-bot would struggle to keep up at that cost.
As it is? Efficient costs less than 3k for most people, some even get it down to 2k territory.
Thats ridiculous.
Barrier is an ultimate, by no means truly spammable.
Teargrants wrote: »These sweeping changes aren't the kind of thing that should be pushed at once, it needs to be done incrementally to allow fine tuning. Let's look at some of this:- 30% dmg buff on top of removing the Battle Spirit debuff from siege dmg equates to siege doing 260% more dmg than on Live. Normal Fire Balistas alone will do 13k+ dmg on the initial hit + almost that much on the next tick. That's already enough to kill most people in Cyrodiil if they don't get it purged off immediately. We should all know what this means for Cold Stone Trebs, which will probably actually be one shotting ppl.ZOS_BrianWheeler wrote: »Battlespirit did indeed change the value of damage from Siege weapons, which we are looking to correct with these changes.
- Unpurgable status effects. Unpurgable disease is insane, there's a reason heal debuff stacking was removed. This change falls into a similar vein. What's this going to encourage groups to do? RUN BIGGER BY STACKING MOAR HEALERS TO HEAL THROUGH DISEASE.
- Flat value Magicka/Stamina dmg. Instant 5k resource loss is particularly stacked against Magicka builds. As Brian already pointed out, Oil Cats take an instant 5k Stam, while Lightning Balistas take 2.5k, then another 2.5k on the next tick. Already here, you can hit peoples Stam instantly twice as hard. This is compounded when you hit Magicka builds who don't have more than 10-15k Stam to begin with. 2-3 concurrent Oil Cat hits, and a Mag build is stuck + snared, any CC + a fire siege hit and they just sit there watching their toon die. Stam builds would still be able to CC break and dodge roll out.
Of course, predictably, this thread is full of people who either didn't think about this or think that precisely this is healthy for competitive PvP somehow. If you think this siege buff is going to be even remotely like the siege buff of 1.6, you're very wrong. This time it's not just a siege dmg increase, it's compounded by us now having Cold Harbor siege, by us now having 30% less healing, by us now having unpurgable heal debuff siege, and by us now having unpurgable snare + stam dmg siege.