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.
All you small groups whining about these changes could also learn how to not stand in siege....
Up until 3 weeks ago, I have spent 100% of my time in Cyrodiil on Azuras. Not that the leaderboards matter, but I typically place to earn gold rewards except last cycle I got purple because I started farming vets for head gear. But that does indicate the amount of time I spend in Cyrodiil earning AP.
Don't stack on the flag then. You don't need to stack on the flag to keep it from turning...The last time I checked, the flag room was a lot bigger than the siege circle.
The last time I checked, you can hit every single corner of the flag room (not with one siege but 2 easy)
Up until 3 weeks ago, I have spent 100% of my time in Cyrodiil on Azuras. Not that the leaderboards matter, but I typically place to earn gold rewards except last cycle I got purple because I started farming vets for head gear. But that does indicate the amount of time I spend in Cyrodiil earning AP.
Don't stack on the flag then. You don't need to stack on the flag to keep it from turning...The last time I checked, the flag room was a lot bigger than the siege circle.
Oh right, I'll spread out while moving through a choke, why didnt I think of that?RinaldoGandolphi wrote: »@frozywozy
Agreed, you know I have advocated for un-purgable siege for nearly a year now, and you were one of the first ones on here to see why it was necessary. It is necessary, Siege is useless in its current form.
What many people don't understand is Siege has to be the zerg buster, thats its role, artillery is designed for. Its ridiclious these people can stand in concentrated siege fire and oil pots and not die. I saw a group of 20 get hit by 3 fire ballistas, a fire treb, and a cold harbor fire ballista all at nearly the same time right into the middle of their group and not a single person died, it didn't even make a scratch, thats just outright rubbish plain and simple.
These people are not looking at the bigger picture, Siege has the following DISADVANTAGES:
1. it can only be placed on perfectly flat surfaces
2. around keeps and such the limit is 20
3. while using the siege weapon your 5 abilities and ultimate can not be used without getting off the siege.
4. While using the siege weapin you are a sitting duck with no defense, vulnerable to any one sneaking up and killing you.
5. Siege weapons are slow to turn, have a slow fire rate, and their projectiles travel slowly to far away targets
6 Have a slow reload rate
7. Must be packed and unpacked
8. Each one takes up an inventory slot
9. Cost AP to buy
10. Cost AP to repair
11. Wear out pretty quick
12. Can be destroyed
There is 12 BIG disadvantages to using a siege weapon, its needs to have some benefits for all the drawbacks to using them. Right now the drawbacks far outweigh any advantage there is to using them.
These coming changes will alleviate those drawbacks somewhat, and yes just charging through a breech or chokepoint like you can right now just ignoring siege fire will get you killed...it was probably meant to be this way from the beginning.....right now the only way to defend a keep is to drop off the walls with a larger zerg and just zerg them over, defense of any objective in this game right now is utterly pointless with how useless eige is currently and how OP Purge and Barrier are....
These changes to siege will be the best changes ZOS has ever made to ESO and will actually not only allow defense of objectives being viable, but small scale 4v4 and 6v6 at resources with siege fire from both sides and seeing who cna outflank who will be common place.
Yes playing with strategy and being forced to flank your opponents siege line instead of everyone just zerg stomping everything i think is a win-win.
I think these changes will be great, and i look forward to them...i look forward to the day that actually have a "high ground" defensive advantage will actually be a tactical advantage for a change instead of the current just zerg stomp everything...just my 2 cents
I want siege to help. I want a good group to set up defensive siege and use that advantage to beat me. I don't want them to set up siege, and than simply win because my group can't move, can't heal, can't sustain doesn't want to spread out . Point and click to win is horrible gameplay for an action based mmo.
Here, fixed that for you.
RinaldoGandolphi wrote: »@frozywozy
Agreed, you know I have advocated for un-purgable siege for nearly a year now, and you were one of the first ones on here to see why it was necessary. It is necessary, Siege is useless in its current form.
What many people don't understand is Siege has to be the zerg buster, thats its role, artillery is designed for. Its ridiclious these people can stand in concentrated siege fire and oil pots and not die. I saw a group of 20 get hit by 3 fire ballistas, a fire treb, and a cold harbor fire ballista all at nearly the same time right into the middle of their group and not a single person died, it didn't even make a scratch, thats just outright rubbish plain and simple.
These people are not looking at the bigger picture, Siege has the following DISADVANTAGES:
1. it can only be placed on perfectly flat surfaces
2. around keeps and such the limit is 20
3. while using the siege weapon your 5 abilities and ultimate can not be used without getting off the siege.
4. While using the siege weapin you are a sitting duck with no defense, vulnerable to any one sneaking up and killing you.
5. Siege weapons are slow to turn, have a slow fire rate, and their projectiles travel slowly to far away targets
6 Have a slow reload rate
7. Must be packed and unpacked
8. Each one takes up an inventory slot
9. Cost AP to buy
10. Cost AP to repair
11. Wear out pretty quick
12. Can be destroyed
There is 12 BIG disadvantages to using a siege weapon, its needs to have some benefits for all the drawbacks to using them. Right now the drawbacks far outweigh any advantage there is to using them.
These coming changes will alleviate those drawbacks somewhat, and yes just charging through a breech or chokepoint like you can right now just ignoring siege fire will get you killed...it was probably meant to be this way from the beginning.....right now the only way to defend a keep is to drop off the walls with a larger zerg and just zerg them over, defense of any objective in this game right now is utterly pointless with how useless eige is currently and how OP Purge and Barrier are....
These changes to siege will be the best changes ZOS has ever made to ESO and will actually not only allow defense of objectives being viable, but small scale 4v4 and 6v6 at resources with siege fire from both sides and seeing who cna outflank who will be common place.
Yes playing with strategy and being forced to flank your opponents siege line instead of everyone just zerg stomping everything i think is a win-win.
I think these changes will be great, and i look forward to them...i look forward to the day that actually have a "high ground" defensive advantage will actually be a tactical advantage for a change instead of the current just zerg stomp everything...just my 2 cents
I want siege to help. I want a good group to set up defensive siege and use that advantage to beat me. I don't want them to set up siege, and than simply win because my group can't move, can't heal, can't sustain. Point and click to win is horrible gameplay for an action based mmo.
But you can move, heal, sustain if you avoid siege. Right now, you don't need to do anything but stack and purge. Now I'm not completely on board with 6 seconds of unpurgable debuffs. Perhaps numbers can be adjusted. But overall, I see some good things with these changes.
When pushing a choke in a keep, the whole point is it is a choke. if I can't move for shares, can't block or dodge for Stam reduction, can't heal for magica reduction and heal rebuffs, cannot purge these debuffs, what am I supposed to do? It's suicide and everyone knows it.
There's only a few spots siege can fire at from in a keep..A lot of it can't hit the same spot or spots near the choke point..You'll have to time when ya go in...and maybe not rush all in at once (As in half go in to draw fire then the other half rush in right afterwards when they're moving their weapon to hit the people who just ran in)
Going through a choke point thats well defended will be dangerous....compared to now where you just ignore it.
It is still extremely dangerous as is. Pushing into keeps you can put one siege on flag, one on opposite postern, one breach mid stairs, one top breach stairs, and two and the U that can all be set to bombard the breach. As is if defenders know what they are doing a group is usually annihilated on the breach or shortly after.
But most defenders would rather whine about ball groups and clamor for increased siege damage than watch what groups like Haxus do with un-buffed siege and a few ultis beneath oils.
Are you seriously claiming that sieges inside keeps are dangerous as it is right now? You must be kidding me. You are one of the few groups who don't even bother going straight on flags when you get inside an inner. Often I see your group running up the stairs to the back flag to the inner breach, and up the stairs again doing your lil maneuvers for 5minutes straight, killing people NOT because it is necessary and because you risk wiping BUT for the show and for the extra APs, even if you will never admit it.
Siege does absolutely nothing and bring no threat whatsoever to your 4-5 barriers rotation, purge and regen maneuver spammers 24men group. Don't even try..
RinaldoGandolphi wrote: »@frozywozy
Agreed, you know I have advocated for un-purgable siege for nearly a year now, and you were one of the first ones on here to see why it was necessary. It is necessary, Siege is useless in its current form.
What many people don't understand is Siege has to be the zerg buster, thats its role, artillery is designed for. Its ridiclious these people can stand in concentrated siege fire and oil pots and not die. I saw a group of 20 get hit by 3 fire ballistas, a fire treb, and a cold harbor fire ballista all at nearly the same time right into the middle of their group and not a single person died, it didn't even make a scratch, thats just outright rubbish plain and simple.
These people are not looking at the bigger picture, Siege has the following DISADVANTAGES:
1. it can only be placed on perfectly flat surfaces
2. around keeps and such the limit is 20
3. while using the siege weapon your 5 abilities and ultimate can not be used without getting off the siege.
4. While using the siege weapin you are a sitting duck with no defense, vulnerable to any one sneaking up and killing you.
5. Siege weapons are slow to turn, have a slow fire rate, and their projectiles travel slowly to far away targets
6 Have a slow reload rate
7. Must be packed and unpacked
8. Each one takes up an inventory slot
9. Cost AP to buy
10. Cost AP to repair
11. Wear out pretty quick
12. Can be destroyed
There is 12 BIG disadvantages to using a siege weapon, its needs to have some benefits for all the drawbacks to using them. Right now the drawbacks far outweigh any advantage there is to using them.
These coming changes will alleviate those drawbacks somewhat, and yes just charging through a breech or chokepoint like you can right now just ignoring siege fire will get you killed...it was probably meant to be this way from the beginning.....right now the only way to defend a keep is to drop off the walls with a larger zerg and just zerg them over, defense of any objective in this game right now is utterly pointless with how useless eige is currently and how OP Purge and Barrier are....
These changes to siege will be the best changes ZOS has ever made to ESO and will actually not only allow defense of objectives being viable, but small scale 4v4 and 6v6 at resources with siege fire from both sides and seeing who cna outflank who will be common place.
Yes playing with strategy and being forced to flank your opponents siege line instead of everyone just zerg stomping everything i think is a win-win.
I think these changes will be great, and i look forward to them...i look forward to the day that actually have a "high ground" defensive advantage will actually be a tactical advantage for a change instead of the current just zerg stomp everything...just my 2 cents
I want siege to help. I want a good group to set up defensive siege and use that advantage to beat me. I don't want them to set up siege, and than simply win because my group can't move, can't heal, can't sustain. Point and click to win is horrible gameplay for an action based mmo.
But you can move, heal, sustain if you avoid siege. Right now, you don't need to do anything but stack and purge. Now I'm not completely on board with 6 seconds of unpurgable debuffs. Perhaps numbers can be adjusted. But overall, I see some good things with these changes.
When pushing a choke in a keep, the whole point is it is a choke. if I can't move for shares, can't block or dodge for Stam reduction, can't heal for magica reduction and heal rebuffs, cannot purge these debuffs, what am I supposed to do? It's suicide and everyone knows it.
There's only a few spots siege can fire at from in a keep..A lot of it can't hit the same spot or spots near the choke point..You'll have to time when ya go in...and maybe not rush all in at once (As in half go in to draw fire then the other half rush in right afterwards when they're moving their weapon to hit the people who just ran in)
Going through a choke point thats well defended will be dangerous....compared to now where you just ignore it.
It is still extremely dangerous as is. Pushing into keeps you can put one siege on flag, one on opposite postern, one breach mid stairs, one top breach stairs, and two and the U that can all be set to bombard the breach. As is if defenders know what they are doing a group is usually annihilated on the breach or shortly after.
But most defenders would rather whine about ball groups and clamor for increased siege damage than watch what groups like Haxus do with un-buffed siege and a few ultis beneath oils.
Are you seriously trying to claim a breech is extremely dangerous right now for a Ball Group?
/facepalm
Against anyone who knows what they are doing, yes. Turns out when you work together as a team and employ basic tactics a heavily defensible position can be ... wait for it... easily defended.
You have a choke you can clog with siege and dump ultis on that your enemy MUST pass through. It's a defenders wet dream. That you don't recognize this is why I mostly don't trust your opinion in group play, as you clearly dont get even basic things like this.
Having personally defended keeps with my "Zerg" of 8-12 people precisely because of siege and convenient chokes, I just don't get what the hell you've going on about
The fact that your medium group successfuly defended a keep against larger numbers doesn't prouve anything. You simply faced disorganized pugs / groups / guilds. You didn't faced Vehemence.
DividendGamer wrote: »I don't see this a too great of a solution to most of the problems that is wrong with pvp.As I see it, these changes are basically the end of organized guild play in ESO. To some that will not be taken as a downside at all.
I'll play the patch and see, but eh, it looks extremely unappealing.
This seems like the perfect thing for organized guilds to capitalize on the most to me.
They can coordinate placement, marshal their forces better, know who and how and with what the people and setups they are playing with and the damage output they are all capable of etc.
Lava_Croft wrote: »The fact that a lot the so-called pro's instantly start crying without even taking the slightest moment to think about how they can adapt to the situation is just cute.
l2p.
Because not agreeing with you obviously means whatever you say in your failed attempt at insulting me.Lava_Croft wrote: »The fact that a lot the so-called pro's instantly start crying without even taking the slightest moment to think about how they can adapt to the situation is just cute.
l2p.
Funny how all the people who don't want to learn how to beat a good guild come out of the woodwork to cheer a further dumbing down of ESO PvP.
But this has been #1 ESO PvP Strategy since day one: Can't beat a group/guild/person? Don't bother getting better at the game, get even by complaining until the devs tilt the game in your favor!
It should say something that most everyone who actually leads a group and understands game mechanics saw these changes and went, "Hold on now," while those cheering it are mostly those who die to said groups. Because again, easier to have the devs change the game than to get better at the game, right?
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.
Lava_Croft wrote: »The fact that a lot of the so-called pro's instantly start crying without even taking the slightest moment to think about how they can adapt to the situation is just cute.
l2p.
Go ask GANK ME about the insights I provided him surrounding Outpost defenses. I'll talk to you again in a few months after the new siege is implemented, when you adapted and are doing very useful things by farming pugs at Sejanus more than ever before, all because of the new awesome siege equipment.Lava_Croft wrote: »The fact that a lot of the so-called pro's instantly start crying without even taking the slightest moment to think about how they can adapt to the situation is just cute.
l2p.
Kris in a nutshell:
-Sees people reasoning and explaining why a change would advantages numbers further more.
-Jump in and tell people to learn to play without any counter argument whatsoever.
Stay as you are Kris, useless
Teargrants wrote: »1. Going over the post again, I see that was probably a misunderstanding on my part. If it's just a 30% dmg increase of current values, it's a non issue to me, though honestly I prefer siege being more of auxiliary power that helps you kill ppl rather than just a flat out 'lots of dps' that kills ppl outright. Something like lowering the base dmg of stone trebs and instead giving them something like an armor shatter or shielf piercing dmg component.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.
1. He said nothing about removing battle spirit change..He's looking to reverse the change by about 30%...meaning instead of a 50% reduction; we'll now have a 20% reduction on siege..It'll do less damage then 1.6....
2. You can try stacking more healers to counter it...But really you can stack all the healers in the world..you won't be able to heal through a 75% heal debuff very well..Not to mention its not what is going to kill you...It'll be the Lighting ballista and Oil catapults that will do that.
3. Yeap..It'll be dangerous to stack up and get hit by a bunch of Oil Catapults...So don't stack up.
4. Considering your past take on issues (Such as Sorcs for example) and the fact that you run in a Zergball..I don't think you should be commenting on other people in this thread and what they think...You're not exactly the bastion of good judgement on balance or impartialness.
2. I'm not saying stacking heals is going to make it possible for a group to heal through it (if Brian keeps it a 75% debuff), I'm saying that that is what the blob groups will try.
3. My point about Oil Cats and the Stam/Mag imbalance between oil/lightning siege has nothing to do about people 'stacking up'. My point is about how it disproportionately punishes Magicka builds.
4. What do your personal attacks on me have to with siege changes? Like, at all? My past take on issues? Do you really want to go down this road?
- I pointed out how Unchained was insanely OP w/ the original 8 sec duration.
- I pointed out how Talons was stealth nerfed and how stupid that was.
- I pointed out how dmg shields negate destructive touch CC, something that still hasn't been fixed.
- I pointed out how Maelstrom 2 handers having a 14k dot was broken.
Do you want me to keep going? I know you've always harbored a particular hatred for Bolt Escape, both it and roll dodge have been nerfed into the ground. You used to endlessly dodge roll and I used to constantly Bolt Escape.
And your whole 'zergball' QQing, please just stop before you dig yourself any deeper. You fought my smallman plenty when you used to run with Lowbei. You know how I play, claming my input is moot because I'm somehow a 'zergger' is about the most ridiculous thing you've said yet. Or perhaps you would like to consult ~Teargrants YouTube~
┬┴┬┴┤(・_├┬┴┬┴ ?
2. They can try all they want; it will not change the outcome
3. It screws low stamina magicka builds...but at the same time they're able to cast defensive measures and use offense while the stamina user will not...Its going to hurt all sides is what i'm saying...
4. Unchained was gutted to 3 seconds....which is rather crappy now... But pretty much everyone agreed 8 seconds was fairly long; Not sure your point on Talons...as anyone would agreed with that; same with damage shields (which you've defended multiple times) negating Destructive touch CC..the only reason you even care about it not working against Destructive Touch is because it personally affects you....And as for Maelstrom 2 hander..I honestly don't think it would of been that broken..Its a 7k dot in PvP which is ok I suppose...and we all know how dots currently are....and its now a what? 2k dot? 1k in PvP...yea real nasty that is now *grin*.....
You say i fought your small many plenty (which i don't remember you in anything less then 12 as far as groups go)..But I remember you in your zergball far more..Which happens to be what you're running in right now...Far more then you've soloed lately...Your opinion on the matter is frankly suspect..Which is why I called you out on talking down to others in this thread like we don't see why you're complaining in the first place.
Lava_Croft wrote: »Go ask GANK ME about the insights I provided him surrounding Outpost defenses. I'll talk to you again in a few months after the new siege is implemented, when you adapted and are doing very useful things by farming pugs at Sejanus more than ever before, all because of the new awesome siege equipment.Lava_Croft wrote: »The fact that a lot of the so-called pro's instantly start crying without even taking the slightest moment to think about how they can adapt to the situation is just cute.
l2p.
Kris in a nutshell:
-Sees people reasoning and explaining why a change would advantages numbers further more.
-Jump in and tell people to learn to play without any counter argument whatsoever.
Stay as you are Kris, useless
Also, some great arguments you got there. Much pot and kettle.
[PROTIP] Instead of being scared little boys and girls that can only think about what the enemy will do to them, think about what you can do to the enemy.
Change flag ranges to be the entire of a room (ground floor) within keeps and the entire open courtyard of a resource? Would this help spread the fighting out a bit (rather than super balls on the flags themselves) and let people contest the flags easier without being forced into one death zone area.
I would rather cap it at 3-4, so in a group of 4 I can still purge mark and stuff on my mates without having to go full regen build.How would people feel about efficient purge being self target only? So if people want that spammable immunity they have to bring it themselves and use their own resources. Then have the healing variant which is already costly be the AoE one.
I know this is a little more skill based and @Wrobel 's area but seems rather relevant to this thread and the issues on hand.
How would people feel about efficient purge being self target only? So if people want that spammable immunity they have to bring it themselves and use their own resources. Then have the healing variant which is already costly be the AoE one.
I know this is a little more skill based and @Wrobel 's area but seems rather relevant to this thread and the issues on hand.
I think the changes to siege equipment will really benefit you when farming pugs in Sejanus. There's not much pugs can do at your back flag once you've set up 3 pieces of siege equipment on the front flag, covered by your aoe blob. Sure, their siege will be more dangerous to you, but they are still pugs and therefore won't ever be as efficient as an organized group. Just getting them to siege a wall with the proper equipment is a chore.Lava_Croft wrote: »Go ask GANK ME about the insights I provided him surrounding Outpost defenses. I'll talk to you again in a few months after the new siege is implemented, when you adapted and are doing very useful things by farming pugs at Sejanus more than ever before, all because of the new awesome siege equipment.Lava_Croft wrote: »The fact that a lot of the so-called pro's instantly start crying without even taking the slightest moment to think about how they can adapt to the situation is just cute.
l2p.
Kris in a nutshell:
-Sees people reasoning and explaining why a change would advantages numbers further more.
-Jump in and tell people to learn to play without any counter argument whatsoever.
Stay as you are Kris, useless
Also, some great arguments you got there. Much pot and kettle.
[PROTIP] Instead of being scared little boys and girls that can only think about what the enemy will do to them, think about what you can do to the enemy.
The fact that we may adapt and turn this to our advantage doesnt mean it doesnt help the outnumbering side more. If you read the whole 20 pages I'm pretty sure you can find at least 25 posts with great arguments to prove my point. Sure its not a big proportion but still, cba repeating the same thing over and over.
If we don't share how we could use new sieges in our advantage, it doesnt mean we didnt think about it, we might just not want to share everything on the forums. I still dont have a solution tho, how do we do to not let a keep/outpost turns, if we cant go on the flags because there are 4 sieges aiming them and we have perma major defile?
DeanTheCat wrote: »How would people feel about efficient purge being self target only? So if people want that spammable immunity they have to bring it themselves and use their own resources. Then have the healing variant which is already costly be the AoE one.
I know this is a little more skill based and @Wrobel 's area but seems rather relevant to this thread and the issues on hand.
Problem with that is that is only usable for Magicka builds (I'm not asking for a stam purge, so put down your pitchforks), and will further cement the utility disadvantage that Stamina builds face in PvP. It also means that there will be less purges available from allies for Stam builds to purge of siege effects, as a lot of people will most likely still take the efficient morph.
Perhaps instead of making Purge single target only, make it work like a Templar's Cleansing Ritual. This means that if an ally uses a purge near you, you have to manually hit X in order to purge yourself. This purge synergy could have a longer cooldown as compared to the Templar version and use separate cooldowns, but it still allows nearby allies have a chance of purging negative effects.
Another idea is to creat a few "Tiers" of siege effects. For example, let's take the meatbag.
Tier 1: 25% healing reduction, 3 seconds
Tier 2: 50% healing reduction, 6 seconds
When a purge is used, all Tier 2 effects currently applied are turned into Tier 1 effects which are unpurgable. Being hit again by the same type of siege refreshes the duration and reverts the effect back to Tier 2. This allows siege to still have some impact on the battlefield, while still allowing a counter to be used to dampen the effect of the impact.
At one point, sieges were supposed to stack to 5. I wonder what happened to that idea:RinaldoGandolphi wrote: »8. Each one takes up an inventory slot
This is from Patch Notes 1.1.2, May 2014. I haven't found any patch notes saying this was changed, but it's clearly not the case currently.ZOS_GinaBruno wrote:Siege equipment can be stacked to five in the inventory (with the exception of forward camps and mercenary contracts).
RoamingRiverElk wrote: »DeanTheCat wrote: »How would people feel about efficient purge being self target only? So if people want that spammable immunity they have to bring it themselves and use their own resources. Then have the healing variant which is already costly be the AoE one.
I know this is a little more skill based and @Wrobel 's area but seems rather relevant to this thread and the issues on hand.
Problem with that is that is only usable for Magicka builds (I'm not asking for a stam purge, so put down your pitchforks), and will further cement the utility disadvantage that Stamina builds face in PvP. It also means that there will be less purges available from allies for Stam builds to purge of siege effects, as a lot of people will most likely still take the efficient morph.
Perhaps instead of making Purge single target only, make it work like a Templar's Cleansing Ritual. This means that if an ally uses a purge near you, you have to manually hit X in order to purge yourself. This purge synergy could have a longer cooldown as compared to the Templar version and use separate cooldowns, but it still allows nearby allies have a chance of purging negative effects.
Another idea is to creat a few "Tiers" of siege effects. For example, let's take the meatbag.
Tier 1: 25% healing reduction, 3 seconds
Tier 2: 50% healing reduction, 6 seconds
When a purge is used, all Tier 2 effects currently applied are turned into Tier 1 effects which are unpurgable. Being hit again by the same type of siege refreshes the duration and reverts the effect back to Tier 2. This allows siege to still have some impact on the battlefield, while still allowing a counter to be used to dampen the effect of the impact.
Magicka builds need to invest in stamina management if they don't run in huge groups, sacrificing damage. I don't understand why stamina builds are so unwilling to invest in magicka management. It's a choice. It's perfectly doable to have a stamina build that also allows one to use efficient purge relatively often. Purge even gives more magicka regen when it's slotted.
Many people have said that to avoid the siege debuffs, don't stand in the siege. This is being countered by "but you need to stack on flags" and "but I'm going through a choke point". Have you considered, perhaps, that this is actually the point of the siege debuffs? You need to decide whether to hold your position, or to leave the area for a (relatively short) period of time and then go back. For example, if you're on a flag, leave the flag to avoid the siege, then go back to it. If you're going through a choke, back up to avoid the siege then go for it again.At one point, sieges were supposed to stack to 5. I wonder what happened to that idea.RinaldoGandolphi wrote: »8. Each one takes up an inventory slot
Many people have said that to avoid the siege debuffs, don't stand in the siege. This is being countered by "but you need to stack on flags" and "but I'm going through a choke point". Have you considered, perhaps, that this is actually the point of the siege debuffs? You need to decide whether to hold your position, or to leave the area for a (relatively short) period of time and then go back. For example, if you're on a flag, leave the flag to avoid the siege, then go back to it. If you're going through a choke, back up to avoid the siege then go for it again.At one point, sieges were supposed to stack to 5. I wonder what happened to that idea:RinaldoGandolphi wrote: »8. Each one takes up an inventory slotThis is from Patch Notes 1.1.2, May 2014. I haven't found any patch notes saying this was changed, but it's clearly not the case currently.ZOS_GinaBruno wrote:Siege equipment can be stacked to five in the inventory (with the exception of forward camps and mercenary contracts).