ZOS_BrianWheeler wrote: »Just to clarify, the DOT on Flame Trebs and Flame Ballista can still be purged....for now.
ZOS_BrianWheeler wrote: »
- Damage across the board for all siege weapons has been increased roughly 30%, but we are considering increasing that more.
- Snares have been normalized on all siege weapons that apply that debuff (ice treb, lightning ballista, oil catapult) to be a 50% snare, and last 6 seconds.
- All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable.
- Oil Catapults will now also have a "Stamina damage" value added, which takes away roughly 5000 Stamina from enemy targets.
- Lightning Ballista will now also have a "Magicka Damage" value added, which takes away roughly 5000 Magicka from enemy targets.
- Ballista now turn faster and have their "scatter" variable removed, making them 100% accurate to your aimed location.
- Scattershot now adds 20% damage taken from other siege weapons instead of 10%
ZOS_BrianWheeler wrote: »Hey gang!
In the next major update we'll be adjusting damage and other effects from siege weapons. This will go in conjunction with other changes regarding repair kits and keep upgrades, but the changes noted here are specific to players effects (damage, snares, dots, etc.).
These changes are currently being tested internally and may change before they go to PTS/Live:
- Damage across the board for all siege weapons has been increased roughly 30%, but we are considering increasing that more.
- Snares have been normalized on all siege weapons that apply that debuff (ice treb, lightning ballista, oil catapult) to be a 50% snare, and last 6 seconds.
- All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable.
- Oil Catapults will now also have a "Stamina damage" value added, which takes away roughly 5000 Stamina from enemy targets.
- Lightning Ballista will now also have a "Magicka Damage" value added, which takes away roughly 5000 Magicka from enemy targets.
Good question but it seems to imply any cleansing ability. If not my Templar will be more popular than ever. (Which still isn't much, but woohoo for the tiny boost!)timidobserver wrote: »@ZOS_BrianWheeler
"Purgable" is a bit misleading? Purge is one skill, but there are multiple skills that remove negative effects like purifying ritual and dark cloak. Does the change apply to all skills that remove negative effects or just the alliance war skill purge?
@ZOS_BrianWheeler
Why do you hate small groups so much? This will make it even harder for groups that arent 24 man raids. You should promote smaller groups, not destroy them.
AwesomeZOS_BrianWheeler wrote: »
- All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable.
- Oil Catapults will now also have a "Stamina damage" value added, which takes away roughly 5000 Stamina from enemy targets.
- Lightning Ballista will now also have a "Magicka Damage" value added, which takes away roughly 5000 Magicka from enemy targets.
Awesome
Awesome
Great changes!
As long as siege is still slow (and therefore easily avoidable) the concerns above are unfounded.
This 'large scale battle' argument again.
Remember from it's original design the main aspect of Cyrodiil PvP is about keep battles with hundreds of players. Siege weapons should be balanced around large scale battles for keeps because that's when they're seen most.
Small gang PvP shouldn't be based around keeps but have other areas where it flourishes. Sandbox PvP (which Cyrodiil emulates) is about each group and style finding its place within the sandbox and playing with the tools the developers give them in the most effective way. ZOS shouldn't have a stance one way or the other on which style of gameplay should be played.
@ZOS_BrianWheeler
Why do you hate small groups so much? This will make it even harder for groups that arent 24 man raids. You should promote smaller groups, not destroy them.
Remember from it's original design the main aspect of Cyrodiil PvP is about keep battles with hundreds of players. Siege weapons should be balanced around large scale battles for keeps because that's when they're seen most.
Small gang PvP shouldn't be based around keeps but have other areas where it flourishes. Sandbox PvP (which Cyrodiil emulates) is about each group and style finding its place within the sandbox and playing with the tools the developers give them in the most effective way. ZOS shouldn't have a stance one way or the other on which style of gameplay should be played.
Yeah that's why small-scale objectives like raiding caravans would be nice to add into the game.@ZOS_BrianWheeler
Why do you hate small groups so much? This will make it even harder for groups that arent 24 man raids. You should promote smaller groups, not destroy them.
Remember from it's original design the main aspect of Cyrodiil PvP is about keep battles with hundreds of players. Siege weapons should be balanced around large scale battles for keeps because that's when they're seen most.
Small gang PvP shouldn't be based around keeps but have other areas where it flourishes. Sandbox PvP (which Cyrodiil emulates) is about each group and style finding its place within the sandbox and playing with the tools the developers give them in the most effective way. ZOS shouldn't have a stance one way or the other on which style of gameplay should be played.
Love Wizard wrote: »Have you considered what the lag is going to be like? I mean currently on live it's pretty bad and it's just zerg vs zerg with a serious lack of siege. I am wondering if it will be worse with a lot of siege added. This change sounds epic, just worried it will cause even more lag, after all, you would be a fool not to bring siege after this change.
@ZOS_BrianWheeler
Why do you hate small groups so much? This will make it even harder for groups that arent 24 man raids. You should promote smaller groups, not destroy them.
Remember from it's original design the main aspect of Cyrodiil PvP is about keep battles with hundreds of players. Siege weapons should be balanced around large scale battles for keeps because that's when they're seen most.
Small gang PvP shouldn't be based around keeps but have other areas where it flourishes. Sandbox PvP (which Cyrodiil emulates) is about each group and style finding its place within the sandbox and playing with the tools the developers give them in the most effective way. ZOS shouldn't have a stance one way or the other on which style of gameplay should be played.
ZOS_BrianWheeler wrote: »Anything that removes a "negative" effect is considered a purge, so not just the "Purge" abliity as you noted.
ZOS_BrianWheeler wrote: »Hey gang!
In the next major update we'll be adjusting damage and other effects from siege weapons. This will go in conjunction with other changes regarding repair kits and keep upgrades, but the changes noted here are specific to players effects (damage, snares, dots, etc.).
These changes are currently being tested internally and may change before they go to PTS/Live:
- Damage across the board for all siege weapons has been increased roughly 30%, but we are considering increasing that more.
- Snares have been normalized on all siege weapons that apply that debuff (ice treb, lightning ballista, oil catapult) to be a 50% snare, and last 6 seconds.
- All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable.
- Oil Catapults will now also have a "Stamina damage" value added, which takes away roughly 5000 Stamina from enemy targets.
- Lightning Ballista will now also have a "Magicka Damage" value added, which takes away roughly 5000 Magicka from enemy targets.
- Ballista now turn faster and have their "scatter" variable removed, making them 100% accurate to your aimed location.
- Scattershot now adds 20% damage taken from other siege weapons instead of 10%
Thanks for any feedback regarding these changes and again, these may or may not go up to PTS/Live exactly as stated here, but this is what we're currently testing
ThyIronFist wrote: »this cant be real
This 'large scale battle' argument again.
Remember from it's original design the main aspect of Cyrodiil PvP is about keep battles with hundreds of players. Siege weapons should be balanced around large scale battles for keeps because that's when they're seen most.
Small gang PvP shouldn't be based around keeps but have other areas where it flourishes. Sandbox PvP (which Cyrodiil emulates) is about each group and style finding its place within the sandbox and playing with the tools the developers give them in the most effective way. ZOS shouldn't have a stance one way or the other on which style of gameplay should be played.
Really?
ZOS_BrianWheeler wrote: »Anything that removes a "negative" effect is considered a purge, so not just the "Purge" abliity as you noted.
WillhelmBlack wrote: »I'm gob smacked! Why are you wasting time and money on this? We're asking for fixes on PvP (players vs players, class balance, the AoE caps, zerging). Not the stuff that knocks walls down, they already do a really, really good job at that.