mike.gaziotisb16_ESO wrote: »But for every 1 time I get hit, a ball group gets hit 100.
I don't know why people expect to capture a keep without too much troubles if there is alot of sieges already deployed with an organized group.. you should have near to 0 chances.
newtinmpls wrote: »
johan.danielsson1994b16_ESO wrote: »zerosingularity wrote: »Y'all need to chill. These changes may not fix PvP, dunno if anything ever will. What they do add though is a lot more dynamic to siege, which was horribly lacking. Now you will see some siege engines that probably 90% of PvPers don't even know about. Increasing the damage is also very much needed, when someone can face-tank a trebuchet like it is nothing, you know siege is too weak. I look forward to seeing how these changes shake up the PvP META we have.
Also,
#REMOVEAOECAPS
Siege never had aoe caps in the first place. Guess why they removed ground oil, it was a succesfull zergbuster and didnt benefit the masses as much.
@johan.danielsson1994b16_ESO
Yes, it did and does, the 6/24/30 rule.
Before 1.6 when all skills had AoE caps siege didnt have any.johan.danielsson1994b16_ESO wrote: »zerosingularity wrote: »Y'all need to chill. These changes may not fix PvP, dunno if anything ever will. What they do add though is a lot more dynamic to siege, which was horribly lacking. Now you will see some siege engines that probably 90% of PvPers don't even know about. Increasing the damage is also very much needed, when someone can face-tank a trebuchet like it is nothing, you know siege is too weak. I look forward to seeing how these changes shake up the PvP META we have.
Also,
#REMOVEAOECAPS
Siege never had aoe caps in the first place. Guess why they removed ground oil, it was a succesfull zergbuster and didnt benefit the masses as much.
@johan.danielsson1994b16_ESO
Yes, it did and does, the 6/24/30 rule.
Yes but there's 4 player groups and there are large groups (what is it again.. 24 ppl? forgot..).. and with large groups, I don't mean solo's near eachother.. I mean actually grouped up and seen as a group by the game.
johan.danielsson1994b16_ESO wrote: »johan.danielsson1994b16_ESO wrote: »zerosingularity wrote: »Y'all need to chill. These changes may not fix PvP, dunno if anything ever will. What they do add though is a lot more dynamic to siege, which was horribly lacking. Now you will see some siege engines that probably 90% of PvPers don't even know about. Increasing the damage is also very much needed, when someone can face-tank a trebuchet like it is nothing, you know siege is too weak. I look forward to seeing how these changes shake up the PvP META we have.
Also,
#REMOVEAOECAPS
Siege never had aoe caps in the first place. Guess why they removed ground oil, it was a succesfull zergbuster and didnt benefit the masses as much.
@johan.danielsson1994b16_ESO
Yes, it did and does, the 6/24/30 rule.
Thats strange, i've had a lot of larger numbers then x6 on my sieges pre 1.6.
No PvPer fears siege right now. I sieged a keep last night while being attacked by a meatbag and 2 fire ballistas on me without my health every dropping below 90%. I think spending a good part of your time avoiding siege is going to take precedence to staying on crown.
RinaldoGandolphi wrote: »Come on guys you get a 3 secon warning to get out of the circle before it hits, if your dumb enough to stand in it, you should get rekt.....everyone in this game has developed bad habits of just standing in red circles in PVP because siege is rarely a threat to you and 20+ man groups should not be able to stand in concentrated seige fire and not die because of healing and purge spam, its these lag trains that are ruining the darn game.
This change alone may get me to resub! best news i have heard all year concerning ESO!
mike.gaziotisb16_ESO wrote: »But for every 1 time I get hit, a ball group gets hit 100.
Slight correction for you there...
SIX of them get hit for 100
The next 24 get hit for 50
Any others in the area get hit for 25.
johan.danielsson1994b16_ESO wrote: »Thats strange, i've had a lot of larger numbers then x6 on my sieges pre 1.6.
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »But for every 1 time I get hit, a ball group gets hit 100.
Slight correction for you there...
SIX of them get hit for 100
The next 24 get hit for 50
Any others in the area get hit for 25.
Siege weapons have no aoe caps. Never did. Which is why they are an important counter to the ball group meta.
I don't see why not. If I had a pot of oil, and I tipped it up in-place, at ground level, it would spread out radially from the pot. The only problem with it is that it wouldn't damage allies, which it should do (but then, all siege should damage allies).I keep hearing "ground oils", and though I understand the intention of using something against zergs, using a pot of oil on the ground was always silly. And I would never support reverting "oil pots" back to this. But I am not against the idea of something else in its place.Brian,
Not sure if this is taboo, or not following the Lore, but,
Ground Oils?
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
Dear reds and yellows, now your 50 man zergs running into our keeps will be net with death, no longer will you stand there completly ignoring 2 or 3 of us firing siege into your midst, now you will die, or have to back off.
This sounds like a good change, gives small groups or individual players to hit hard and defend once more.
Sincerely
Blues
Stacking doesn't avoid "ALL damage". You get ZERO smart healing from stacking in siege aoe because SIEGE IS NOT AOE CAPPED. Everyone takes the same *** damage. How can I explain basic game mechanics any simpler for you?.
Healing abilities currently cap at 6 targets, where damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30).
Teargrants wrote: »
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. 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.
@ZOS_BrianWheeler
I think ZoS needs to stop rethinking their game. Every major patch there is an accompanying major change to an underlying mechanic (dynamic ulti gen, stam regen while blocking, etc). I feel like small incremental changes more often are much better than these huge changes that completely change the meta every patch.
ZOS_BrianWheeler wrote: »For clarification, Siege weapons have no cap.
Brian meant, Stone trebs NOW go through a 50% damage reduction from Battle Spirit. SO, when they hit walls for 4k, and NPCs for 13292, they have already undergone a reduction. They were originally designed to hit for 8K and 26k. With the changes, upping the damage 30%, it takes the siege back up to 5320 and 17670, closer to their intended hit value.
Not that I agree its the best solution, its.. just how I read what he is saying.
Teargrants wrote: »I'm going to be super cereal here, these posts are like watching a train wreck.Each word here makes this sentence progressively stupider.2) Send vampire nightblades with cloak inside to assassinate people using sieges on the breach
- Relying on vamp NBs in a hotly contested siege, cuz camo hunter/oil/fire siege is fun?
- Cloaking into a breach???? THROUGH THE CALTROPS/MINES/RUNES/FEAR TRAPS/SIEGE HITS?!
- Assassinate them on their siege? So, I kill one guy and.....no one will rez him, when he's in his own keep? OK??
In between siege volleys? Explain to me where the 'in between' is when there are 3+ oil cats alternately hitting a breach? Oil cats will be the most OP siege if these changes go through unmodified. As soon as 1 oil cat hits you group, all the other siege will start finding you.3) Separate your large group into smaller ones and go in between each siege volleys
Give me a break Frozn, I know you're not blind. There were easily upwards of 20+ reds that constantly came streaming out of chalamo pretty much as fast as we killed them and eventually overran us on the mine flag. You were right there in the middle of all of them on that flag and all of the other pushes, so don't play the fool. There was no "constantly rushing ones and twos" as you would like to claim.From what I've seen on the night of tuesday, you were running a medium group of 12 between bleakers and chalman mine and you were constantly rushing ones and twos (me included) and you farmed lower numbers on the chalman mine for a while. Not saying that you do it all the time but still you don't hesitate when you get a chance to get some easy AP.
With the 12 that we had in group, we weren't going to kid ourselves that we would get a siege off. The choices are either take the mine and try getting some good fights around it, or go on the north side and bait with siege in a much less defensible position.
Bull, Xsorus, the level of hate you guys level at groups is just crazy. I don't know where it comes from or what spawns it, but apparently just being in a guild that runs more than your internal limit of players means our opinion is trash and not to be heard just by merit of who our friends are and who we run with. What even is that? We like to play in a group big enough to take on map objectives and fight similar minded groups, that's literally it. The stuff pouring out of you guys at people like me and my friends is straight up toxic.
johan.danielsson1994b16_ESO wrote: »johan.danielsson1994b16_ESO wrote: »zerosingularity wrote: »Y'all need to chill. These changes may not fix PvP, dunno if anything ever will. What they do add though is a lot more dynamic to siege, which was horribly lacking. Now you will see some siege engines that probably 90% of PvPers don't even know about. Increasing the damage is also very much needed, when someone can face-tank a trebuchet like it is nothing, you know siege is too weak. I look forward to seeing how these changes shake up the PvP META we have.
Also,
#REMOVEAOECAPS
Siege never had aoe caps in the first place. Guess why they removed ground oil, it was a succesfull zergbuster and didnt benefit the masses as much.
@johan.danielsson1994b16_ESO
Yes, it did and does, the 6/24/30 rule.
Thats strange, i've had a lot of larger numbers then x6 on my sieges pre 1.6.
If you're going off add-ons like FTC they report more hits than are actually effected by the Siege. I used to think I was actually hurting 12+ people with my sieges because FTC would come up saying "Fire Ballista 2000 (x13)" or however it used to. Turns out I was hitting them, but not harming them.
ZOS_BrianWheeler wrote: »For clarification, Siege weapons have no cap.
Basic problem with addons.. they are not official ZoS product, so they can be fooled/spoofed or the game can flat out lie to them.
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
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
ZOS_BrianWheeler wrote: »Just to clarify, the DOT on Flame Trebs and Flame Ballista can still be purged....for now.
ZOS_BrianWheeler wrote: »Siege will still travel at it's current speed.
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: »Flaming oil can be purged as it's just a flame tick like the flame treb/ballista DoT. That being said... the feedback here and testing internally and on PTS may change that.
We will look at tool-tips when this goes in as well, however displaying the range won't be possible as it varies based on trajectory of the projectile and whether it will land uphill, downhill, even ground, etc. There may be a generic "about this range" added.
In terms of other side noted questions here about server performance, we have made changes today to various abilities which we will be monitoring their effects on the server. For reference, here's the patch note from today:
Adjusted several abilities to improve the performance in Cyrodiil. The following abilities or item set abilities will now only apply their buffs to allies who are in your group, rather than all nearby allies:
Exploitation
Hemorrhage
Illuminate
Meritorious Service
Mountain’s Blessing
Powerful Assault
Restoring Aura
Radiant Aura
Restoring Twilight
ZOS_BrianWheeler wrote: »Battlespirit did indeed change the value of damage from Siege weapons, which we are looking to correct with these changes.
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: »It's currently a 75% reduction to healing taken.
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: »Changing AP gain rates are in the books to get more AP for smaller groups than larger groups. Not dramatically punishing for super large groups mind you, but really giving a boost to the smaller groups out there.
ZOS_BrianWheeler wrote: »For clarification, Battlespirit is not changing and the damage values on Siege were increased to make up for the damage reduction increase of Battlespirit.
And yes, I've read every bit of the 21 pages so far.
ZOS_BrianWheeler wrote: »@Turelus Correct! However we don't have a way to omit siege damage from Battlespirit as the server considers siege damage originating from a player since it needs an "anchor".
@Enodoc At one point Siege was stackable but in a later patch note during that cycle, we pulled that capability due to getting overwritten HP values on Siege weapons once stacked. Sometimes it fully healed the entire stack, sometimes it nuked the entire HP of all weapons in that stack.
@Docmandu There's always useful info in these posts and the combat gang has also been made aware of Purge opinions here too.
ZOS_BrianWheeler wrote: »For clarification, Siege weapons have no cap.
ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!