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
*sigh* Why is it that every change you guys makes only reinforces the zergs and blobs, to the detriment of the smaller groups?
I mean, I grok the difficulty in trying to find the balance between single-target (aka ganking) and group (aka zergs and blobs) play in PvP. But right now, everything you've done has only made things harder and harder for the smaller group. As near as I can tell, this is because you continue to refuse to consider the possibility of timed immunities and cooldowns.
It's not that things are purge-able that's the problem. It's that things are ENDLESSLY purge-able. Instead of making nothing purege-able, what you should be doing is adding in a cooldown timer for purges that gets applied upon the first purge to hit a character.
Thus: a purge gets cast (from whatever skill, be it Purge or Dark Cloak or whatever) and a timer gets applied to the character. For the next X seconds, no further purges can take effect on that character, even if a purge skill is used. So a NB would no longer be able to simply keep cloaking over and over to continue to remove effects, people would no longer be able to spam purges, etc.
So many problems in this game could be solved via cooldown timer implementation, I really wish you devs would implement them. Another example: cc and break-free are still utterly broken and you don't seem to be able to fix it. A cooldown timer on a character being able to be cced would solve this.
I do like that you've made ballis turn faster, because lately people complain if they see someone using a balli instead of a treb due to the fact that trebs do more damage. I also like that you've tweaked the siege weaponry to try and make them more useful - thus, the stam/magicka hit, and the increased dmg from the scattershot. It always seemed sad that so many of the siege options were eschewed because people didn't see enough value in them to use them.
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.
The API is an official product, the UI you have by default is using the same API as the community addons are AFAIK.
Scenarios like the described one are more likely to be a bug in the API or a reflection of the reality.
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?.
ZOS_BrianWheeler wrote: »For clarification, Siege weapons have no cap.
mike.gaziotisb16_ESO wrote: »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.
The API is an official product, the UI you have by default is using the same API as the community addons are AFAIK.
Scenarios like the described one are more likely to be a bug in the API or a reflection of the reality.
Basically every statement Darlgon made today has had some form of incorrect information sprinkled in. Where it was about the siege aoe caps, or how battle spirit works or how programming APIs work.
The fact he is 100% certain he's right makes it all the more hilarious. Like this beauty XDStacking 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?.ZOS_BrianWheeler wrote: »For clarification, Siege weapons have no cap.
The intention of the caps and falloff is that AoE damage will be able to outpace healing in large group battles, but not dominate it. 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).
mike.gaziotisb16_ESO wrote: »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.
The API is an official product, the UI you have by default is using the same API as the community addons are AFAIK.
Scenarios like the described one are more likely to be a bug in the API or a reflection of the reality.
Basically every statement Darlgon made today has had some form of incorrect information sprinkled in. Where it was about the siege aoe caps, or how battle spirit works or how programming APIs work.
The fact he is 100% certain he's right makes it all the more hilarious. Like this beauty XDStacking 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?.ZOS_BrianWheeler wrote: »For clarification, Siege weapons have no cap.
I stand by and use the official ZoS statements, made by @Wrobel that you did NOT quote, until corrected by another ZoS statement, which I immediately added into my post.The intention of the caps and falloff is that AoE damage will be able to outpace healing in large group battles, but not dominate it. 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).
He DID NOT say, except seige, which as Brian noted above, is counted as originating at a player, thus, presumable under the same Battle Spirit rules as other player cast skills, until altered by Brian.
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
And that right there is the terribad mentality that has permeated these forums for months, and gives ZOS the impression that this is both healthy and desirable for pvp. In what world does it make sense for 2 or 3 people to left click a few times and wipe 50 people? All of the 'small groups' seem to want to be able to just sit off to the side in safety and click a few siege and see massive AP ticks scrolling on their screen. If you want AP, use your abilities and actually fight. If you can't kill them, they either outnumber you so significantly you're going to need to get reinforcements and try again, they're just better than you, or there are mechanic changes that wroebel needs to fix. Just because there are 2-3 people sitting alone in a keep and 50 people pour through a breach, that doesn't mean those 2-3 people should have any realistic chance of wiping them by left clicking once or twice. It's the effort/skill equivalent of running by yourself into a large group, light attacking, and expecting to kill them because prox det doesn't work so well when it's just you.
Do you know what happens when you give 2-3 people the ability to defend against 50 players with stupidly overpowered siege like so many people seem to want? Literally your entire faction can stack to push a single keep while 2-3 people defend your keeps behind you. If you stack that many people in one spot, the rest of your keeps should be easy pickings because you're dumb enough to stack that many and not defend objectives properly. Yeah, this scenario sounds great for 'stopping the ball groups and stopping the lag'.
Sorry, but tactically the best thing for small groups and individual players is to be on the transit lines stopping reinforcements. If they want to be at the keep defending, that's great, we need a few people there, but they should have zero expectations of being god-like and somehow wiping 20 times their number. Having a few people running solo putting up siege to target breaches/flags/whatever while organized defenders take on the attackers is always beneficial, even in today's meta. The problem arises when those few people think they should be able to wipe said attackers solely with siege. Almost no one criticizing these changes is saying that there shouldn't be any buffs at all to siege, the criticism has been that some of these changes are broken as eff and give far too much power for the dude on top of a random wall spamming left click.
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.
I do not mind large groups per se. Watching large groups spam purge after purge after purge, removing and at times even negating all incoming damage, is something that has bothered me since the early game.
Purge is too powerful, game breaking, allows the ignoring of key game systems. Key game systems such as damage over time, roots, snares, heal debuffs, and if timed right direct damage itself.
If you and your friends take it personally, you shouldn't. I believe the incoming changes are good for the game. It just so happens that those who do not what these changes happen to spend 99% of their time in large groups. Groups that just so happen to lean on purge very heavily.
The more complaints I see coming from the members of these groups and their leaders, the more confident I am that these changes are what's needed. The large group purge purge purge...purge purge purge... play style is toxic. It needs to go. Nothing personal.
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.
I do not mind large groups per se. Watching large groups spam purge after purge after purge, removing and at times even negating all incoming damage, is something that has bothered me since the early game.
Purge is too powerful, game breaking, allows the ignoring of key game systems. Key game systems such as damage over time, roots, snares, heal debuffs, and if timed right direct damage itself.
If you and your friends take it personally, you shouldn't. I believe the incoming changes are good for the game. It just so happens that those who do not what these changes happen to spend 99% of their time in large groups. Groups that just so happen to lean on purge very heavily.
The more complaints I see coming from the members of these groups and their leaders, the more confident I am that these changes are what's needed. The large group purge purge purge...purge purge purge... play style is toxic. It needs to go. Nothing personal.
These changes are needed but to this extent no ZOS yet again are over doing stuff and changing stuff ina good way THEN GOING OVERBOARD its stupid i had hope when i saw this now its just put up seige wipe smaller becuase have more numbers so we can do more siege or hit us with mag dmg so our healers cant heal the inc dmg and stam dmg so our stam builds cant do the dmg they need or rapid us up to move just nice simple change to siege would have been nice but ya know ZOS reinventing the wheel for like the 48th time.
Lava_Croft wrote: »I think the whole idea of not always stacking on crown is confusing the AoE blobs. Spread out!
How does all of what you've said still not favour larger groups however. Everything you're asking for still applies to you and they still outnumber you. Making purges have a cooldown means you can't purge the effects off as often either, and they're going to have more sieges than you (as other keep pointing out).
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.
I do not mind large groups per se. Watching large groups spam purge after purge after purge, removing and at times even negating all incoming damage, is something that has bothered me since the early game.
Purge is too powerful, game breaking, allows the ignoring of key game systems. Key game systems such as damage over time, roots, snares, heal debuffs, and if timed right direct damage itself.
If you and your friends take it personally, you shouldn't. I believe the incoming changes are good for the game. It just so happens that those who do not what these changes happen to spend 99% of their time in large groups. Groups that just so happen to lean on purge very heavily.
The more complaints I see coming from the members of these groups and their leaders, the more confident I am that these changes are what's needed. The large group purge purge purge...purge purge purge... play style is toxic. It needs to go. Nothing personal.
These changes are needed but to this extent no ZOS yet again are over doing stuff and changing stuff ina good way THEN GOING OVERBOARD its stupid i had hope when i saw this now its just put up seige wipe smaller becuase have more numbers so we can do more siege or hit us with mag dmg so our healers cant heal the inc dmg and stam dmg so our stam builds cant do the dmg they need or rapid us up to move just nice simple change to siege would have been nice but ya know ZOS reinventing the wheel for like the 48th time.
You should really look into commas and periods.. seriously
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
And that right there is the terribad mentality that has permeated these forums for months, and gives ZOS the impression that this is both healthy and desirable for pvp. In what world does it make sense for 2 or 3 people to left click a few times and wipe 50 people? All of the 'small groups' seem to want to be able to just sit off to the side in safety and click a few siege and see massive AP ticks scrolling on their screen. If you want AP, use your abilities and actually fight. If you can't kill them, they either outnumber you so significantly you're going to need to get reinforcements and try again, they're just better than you, or there are mechanic changes that wroebel needs to fix. Just because there are 2-3 people sitting alone in a keep and 50 people pour through a breach, that doesn't mean those 2-3 people should have any realistic chance of wiping them by left clicking once or twice. It's the effort/skill equivalent of running by yourself into a large group, light attacking, and expecting to kill them because prox det doesn't work so well when it's just you.
What you explained in this paragraph is the typical mentality of every single member part of a large 24men group has been praising in these entire 24pages. They want people to use player abilities, ballgroup strategies such as ulti dumbs, stacking on crown, mass barriers, purges and smart healing.
You're trying to convince ZOS that this game, which was promoted in the first place as a large siege warfare involving keep, outpost, ressource captures, that sieges should hit as much as a light attack and that it should not threaten your large ballgroup and incentive them to spread out at any point during a battle.
You're praising that your large group WILL stay stacked up no matter what happen because IF your large group must spread out, your leader will have a hard time controlling the ball, people are going to get picked up by players who have slotted single target abilities and everyone will panic and won't know what to do.
In reality, it is very easy to use the "spread out and reform" tactic in a ballgroup as I, Moon Die, Crystalized and probably several other leaders have done it in the past to avoid ulti dumbs and fake an attack on said group. In this case, it is just the same thing, except you do it to pick up siege operators until you reform again.Do you know what happens when you give 2-3 people the ability to defend against 50 players with stupidly overpowered siege like so many people seem to want? Literally your entire faction can stack to push a single keep while 2-3 people defend your keeps behind you. If you stack that many people in one spot, the rest of your keeps should be easy pickings because you're dumb enough to stack that many and not defend objectives properly. Yeah, this scenario sounds great for 'stopping the ball groups and stopping the lag'.
If you think that 2-3people, even 15 can defend a keep against an organized group successfully with the changes (tweaked down a little bit) proposed and the advices given to guide organized groups into developping new strategies that we mentioned so many times in this thread already, you either need to read again, you are stubborn about your opinion or you simply don't understand the fact that the siege / purge changes proposed have the goal to SLOW DOWN the opposite forces to give time to reinforcements to ride back to the keep being attacked and offer a FAIR CHALLENGE WITH EQUAL NUMBERS.Sorry, but tactically the best thing for small groups and individual players is to be on the transit lines stopping reinforcements. If they want to be at the keep defending, that's great, we need a few people there, but they should have zero expectations of being god-like and somehow wiping 20 times their number. Having a few people running solo putting up siege to target breaches/flags/whatever while organized defenders take on the attackers is always beneficial, even in today's meta. The problem arises when those few people think they should be able to wipe said attackers solely with siege. Almost no one criticizing these changes is saying that there shouldn't be any buffs at all to siege, the criticism has been that some of these changes are broken as eff and give far too much power for the dude on top of a random wall spamming left click.
The way you speak, it's like you think solo / small scale people have to pick between defending a keep or cutting the transit lines. In reality, it's the fact that when an organized group assaults a keep, usually, if they do it right, they assault a keep without proper defenses there if your scouts have done their job properly and that results obviously in smaller numbers defending said keep.
How does all of what you've said still not favour larger groups however. Everything you're asking for still applies to you and they still outnumber you. Making purges have a cooldown means you can't purge the effects off as often either, and they're going to have more sieges than you (as other keep pointing out).
It's two separate issues, really. The coming changes favor zergs/blobs, but they are also flat-out BROKEN mechanics, thus my suggestions on how to un-break them.
Fixing the current "Zerg/Blob Trumps All" attitude goes WAY beyond the changes being talked about here. I'm honestly not even sure it CAN be fixed, which is a sad thing to have to say. Every single idea that's popped into my head - I can twist it and see how a zerg/blob could use it. Which is exactly what's happened with proxy det, which was supposed to be the zerg-buster (yet what we see are zergs running 6+ proxy dets non-stop to roll over smaller groups)
How does all of what you've said still not favour larger groups however. Everything you're asking for still applies to you and they still outnumber you. Making purges have a cooldown means you can't purge the effects off as often either, and they're going to have more sieges than you (as other keep pointing out).
It's two separate issues, really. The coming changes favor zergs/blobs, but they are also flat-out BROKEN mechanics, thus my suggestions on how to un-break them.
Fixing the current "Zerg/Blob Trumps All" attitude goes WAY beyond the changes being talked about here. I'm honestly not even sure it CAN be fixed, which is a sad thing to have to say. Every single idea that's popped into my head - I can twist it and see how a zerg/blob could use it. Which is exactly what's happened with proxy det, which was supposed to be the zerg-buster (yet what we see are zergs running 6+ proxy dets non-stop to roll over smaller groups)
The fixes suggested in this thread are, like you said, just one move forward to fix and balance the 24men blob VS medium group situation. AOE cap and Dynamic Ulti Generation are also a major goal to make it fair for everyone.
However, what you seem to forget is that the incentive of this thread is also to help server performances by forcing 24men blobs to spread out from time to time and by changing the purge mechanics so people don't spam it as much as they do right now creating considerable amount of calculations on the server.
How does all of what you've said still not favour larger groups however. Everything you're asking for still applies to you and they still outnumber you. Making purges have a cooldown means you can't purge the effects off as often either, and they're going to have more sieges than you (as other keep pointing out).
It's two separate issues, really. The coming changes favor zergs/blobs, but they are also flat-out BROKEN mechanics, thus my suggestions on how to un-break them.
Fixing the current "Zerg/Blob Trumps All" attitude goes WAY beyond the changes being talked about here. I'm honestly not even sure it CAN be fixed, which is a sad thing to have to say. Every single idea that's popped into my head - I can twist it and see how a zerg/blob could use it. Which is exactly what's happened with proxy det, which was supposed to be the zerg-buster (yet what we see are zergs running 6+ proxy dets non-stop to roll over smaller groups)
The fixes suggested in this thread are, like you said, just one move forward to fix and balance the 24men blob VS medium group situation. AOE cap and Dynamic Ulti Generation are also a major goal to make it fair for everyone.
However, what you seem to forget is that the incentive of this thread is also to help server performances by forcing 24men blobs to spread out from time to time and by changing the purge mechanics so people don't spam it as much as they do right now creating considerable amount of calculations on the server.
24 man blobs can fight eachother just fine on servers other than azuras. We spent an entire month fighting both gos and swp raids at the same keep shortly after IC, and zero lag. The slideshow happens when you have a critical mass of players at a single keep, regardless of whether they're in a group or in 7 different small mans. Many posts in these threads say just bring more numbers, you should need an army to take a defended keep, etc etc. These changes will make it necessary to bring more numbers to take a defended keep, which will make the performance even worse. Obscene numbers are the issue, and always have been.
However, what you seem to forget is that the incentive of this thread is also to help server performances by forcing 24men blobs to spread out from time to time and by changing the purge mechanics so people don't spam it as much as they do right now creating considerable amount of calculations on the server.
How does all of what you've said still not favour larger groups however. Everything you're asking for still applies to you and they still outnumber you. Making purges have a cooldown means you can't purge the effects off as often either, and they're going to have more sieges than you (as other keep pointing out).
It's two separate issues, really. The coming changes favor zergs/blobs, but they are also flat-out BROKEN mechanics, thus my suggestions on how to un-break them.
Fixing the current "Zerg/Blob Trumps All" attitude goes WAY beyond the changes being talked about here. I'm honestly not even sure it CAN be fixed, which is a sad thing to have to say. Every single idea that's popped into my head - I can twist it and see how a zerg/blob could use it. Which is exactly what's happened with proxy det, which was supposed to be the zerg-buster (yet what we see are zergs running 6+ proxy dets non-stop to roll over smaller groups)
@DarlgonCatching up on this thread.. in case no one answered you in the 24ish pages...driosketch wrote: »Okay someone explain to me how non purgable meat bags favors numbers? Often I have found myself dending keeps against a larger seige group and watching as they shrug off my counter siege. I've also been on the reverse, droping purifying ritual and a breath between reloads. As a defender, with less room to place seige, this is better. (And before anyone says it, it is a bit easier to hit players on the ground below than up on the wall.) A small group could also decimate a zergball rushing through a breach with this change.
I guess a large number of spread out players could slaughter a group of players stacked in a train spamming AoE. But that would require smarter play on the former's part, so I don't have an issue with that.
For a 3-5 player gank group vs. a dozen or fewer, the seige is too slow to be an issue.
Bottom line, this doesn't hurt small groups, it hurts the balls.
@driosketch
If you think 3-5 as a small group.. you must have not played in Cyro since Beta. It is indeed a gank squad, useful to take out stragglers then to either Streak away to infinity or be crushed by the group when they come back to rez the dead.
Picture 12 defenders, at BRK, when Arrius gets 20 seige and flags. They arrive from their ride, and 36 attackers have already setup inside the keep. AS THEY try to cross the courtyard, which has already been cleared of guards, they get hit with
Meatbag. six of them for 4420, the other six for 2210.. and all of them have an unpurgable debuff to healing.
Next, a oil catapult, six for 3400 ... and the rest for 1700, plus, taking 5000 stamina from ALL.
Healing springs, is cast, but already debuffed to hit only six of them at half power, heals six for 1200, and the rest for nothing.
Next a fire treb, six for 13260 and all of them for three ticks of 6600. IF unpurgable, they ALL get hit for 19820.
Thats.. all of them hit with 22730 dmg. If they got unlucky on all three, they were hit for 40900.
How many do you think made it more than three hits?
Now.. turn that around.. 24 players at BRK, when Arrius flags with 20 seige. When they arrive at BRK, they find most of the 12 attackers are using two Stone trebs. As such, say they actually breached the outer... without man power to put three seige on the doors, they are all on the inner.
The 24 man, runs inside, unchallenged,
THEY set up a Meatbag, Oil Cat and Fire treb...
See where this would end up?
But, for arguments sake, lets say the 12 attackers did indeed set up Meatbag, Oil Cat and Fire Treb on courtyard and had it manned,, slowing down the keep take.
Meatbag. six of them for 4420, the other 18 for 2210.. and all of them have an unpurgable debuff to healing.
Next, a oil catapult, six for 3400 ... and the rest for 1700, plus, taking 5000 stamina from ALL.
Healing springs, is cast, but already debuffed to hit only six of them at half power, heals six for 1200, and the rest for nothing.
Next a fire treb, six for 13260 and all of them for three ticks of 6600. IF unpurgable, they ALL get hit for 19820.
Thats.. all of them hit with 22730 dmg. If they got unlucky on all three, they were hit for 40900. Except, the chances of them being the unlucky three decreases, because they are a group of 24, instead of 12.
How does this change benefit smaller groups again?
mike.gaziotisb16_ESO wrote: »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.
The API is an official product, the UI you have by default is using the same API as the community addons are AFAIK.
Scenarios like the described one are more likely to be a bug in the API or a reflection of the reality.
Basically every statement Darlgon made today has had some form of incorrect information sprinkled in. Where it was about the siege aoe caps, or how battle spirit works or how programming APIs work.
The fact he is 100% certain he's right makes it all the more hilarious. Like this beauty XDStacking 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?.ZOS_BrianWheeler wrote: »For clarification, Siege weapons have no cap.
I stand by and use the official ZoS statements, made by @Wrobel that you did NOT quote, until corrected by another ZoS statement, which I immediately added into my post.The intention of the caps and falloff is that AoE damage will be able to outpace healing in large group battles, but not dominate it. 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).
He DID NOT say, except seige, which as Brian noted above, is counted as originating at a player, thus, presumable under the same Battle Spirit rules as other player cast skills, until altered by Brian.
I don't know what you mean when you say "people used to blob less". Pain trains have been around since beta, theory crafted in alpha. There are only a few guilds left that still do it, as compared to the many that did. If anything it's less common now than before, because most people got bored/frustrated with the game and moved on.
Like, 1.5 the reason negating was so damn effective was that people typically stacked up HARD, both your group and the enemy.
mike.gaziotisb16_ESO wrote: »I don't know what you mean when you say "people used to blob less". Pain trains have been around since beta, theory crafted in alpha. There are only a few guilds left that still do it, as compared to the many that did. If anything it's less common now than before, because most people got bored/frustrated with the game and moved on.
Like, 1.5 the reason negating was so damn effective was that people typically stacked up HARD, both your group and the enemy.
I observe the opposite. Quite a few guilds quit/disbanded as the game performance nosedived, sure. But currently I see more "pain trains" then I did back then. With fewer active campaigns too. There are no campaigns without pain-trains any more, and there used to be a handful of them.
Also many guilds that used to run 5-6 people at best and didn't blob, have since doubled their numbers to cope with said pain trains. And as a result they blob more. Because it's effective.
Before people get defensive, I'm not accusing anyone of doing anything monstrous here. I'm just saying blobbing is currently too effective and more and more people blob as a result.
Zerging on the other hand is not effective, zergs get wiped by organised guilds all the time. It's just more effective than running solo/small-scale these days, escpecially if you are a new/casual/lower-skilled player. Because the solo/small-scale community took a massive hit by the changes I mentioned above.
@Satiar
I'm not sure what to tell you if you can't theory craft a way to take a keep against 2x your number of unorganized defenders using the proposed siege mechanic...
Maybe use your superior coordination to flag neighboring keeps before the 2x your number arrive?
Maybe try, not moving in a predictable pattern, so the siege has a harder time hitting you?
Maybe try, seiging with 6 and have the rest of your group cut off defenders at choke points?
Maybe move to an area of the keep where only 1 or 2 siege can hit you?
And those are just ways that don't involve actually changing group formation.
If these sorts of things don't help out, the defenders probably aren't potatoes... They shouldn't have to use the same tactic as you to beat you.
You describe a scenario 'attacking a keep with 2x your numbers defending' that if you were marginally creative, you could avoid in the first place.
This comes from experience taking keeps in bwb before 1.5, when 3 guys with siege could easily wipe stacked groups. Tactics like these were necessary.. Now groups like yours just barrel through anything that isn't another ball group.
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
And that right there is the terribad mentality that has permeated these forums for months, and gives ZOS the impression that this is both healthy and desirable for pvp. In what world does it make sense for 2 or 3 people to left click a few times and wipe 50 people? All of the 'small groups' seem to want to be able to just sit off to the side in safety and click a few siege and see massive AP ticks scrolling on their screen. If you want AP, use your abilities and actually fight. If you can't kill them, they either outnumber you so significantly you're going to need to get reinforcements and try again, they're just better than you, or there are mechanic changes that wroebel needs to fix. Just because there are 2-3 people sitting alone in a keep and 50 people pour through a breach, that doesn't mean those 2-3 people should have any realistic chance of wiping them by left clicking once or twice. It's the effort/skill equivalent of running by yourself into a large group, light attacking, and expecting to kill them because prox det doesn't work so well when it's just you.
What you explained in this paragraph is the typical mentality of every single member part of a large 24men group has been praising in these entire 24pages. They want people to use player abilities, ballgroup strategies such as ulti dumbs, stacking on crown, mass barriers, purges and smart healing.
You're trying to convince ZOS that this game, which was promoted in the first place as a large siege warfare involving keep, outpost, ressource captures, that sieges should hit as much as a light attack and that it should not threaten your large ballgroup and incentive them to spread out at any point during a battle.
You're praising that your large group WILL stay stacked up no matter what happen because IF your large group must spread out, your leader will have a hard time controlling the ball, people are going to get picked up by players who have slotted single target abilities and everyone will panic and won't know what to do.
In reality, it is very easy to use the "spread out and reform" tactic in a ballgroup as I, Moon Die, Crystalized and probably several other leaders have done it in the past to avoid ulti dumbs and fake an attack on said group. In this case, it is just the same thing, except you do it to pick up siege operators until you reform again.Do you know what happens when you give 2-3 people the ability to defend against 50 players with stupidly overpowered siege like so many people seem to want? Literally your entire faction can stack to push a single keep while 2-3 people defend your keeps behind you. If you stack that many people in one spot, the rest of your keeps should be easy pickings because you're dumb enough to stack that many and not defend objectives properly. Yeah, this scenario sounds great for 'stopping the ball groups and stopping the lag'.
If you think that 2-3people, even 15 can defend a keep against an organized group successfully with the changes (tweaked down a little bit) proposed and the advices given to guide organized groups into developping new strategies that we mentioned so many times in this thread already, you either need to read again, you are stubborn about your opinion or you simply don't understand the fact that the siege / purge changes proposed have the goal to SLOW DOWN the opposite forces to give time to reinforcements to ride back to the keep being attacked and offer a FAIR CHALLENGE WITH EQUAL NUMBERS.Sorry, but tactically the best thing for small groups and individual players is to be on the transit lines stopping reinforcements. If they want to be at the keep defending, that's great, we need a few people there, but they should have zero expectations of being god-like and somehow wiping 20 times their number. Having a few people running solo putting up siege to target breaches/flags/whatever while organized defenders take on the attackers is always beneficial, even in today's meta. The problem arises when those few people think they should be able to wipe said attackers solely with siege. Almost no one criticizing these changes is saying that there shouldn't be any buffs at all to siege, the criticism has been that some of these changes are broken as eff and give far too much power for the dude on top of a random wall spamming left click.
The way you speak, it's like you think solo / small scale people have to pick between defending a keep or cutting the transit lines. In reality, it's the fact that when an organized group assaults a keep, usually, if they do it right, they assault a keep without proper defenses there if your scouts have done their job properly and that results obviously in smaller numbers defending said keep.
Stop making (poor) assumptions about other peoples thoughts. No, I don't think 2/3 people can wipe 50 with these changes, the comment was directed at other comments and a trending mentality that people think this should be a thing, and keep providing feedback to ZOS suggesting as much. In terms of broken to fine, oil catapult changes are mad broken as is simply because of how stam works, meatbag changes are dumb for (what should be) obvious reasons, and the rest of the siege buffs don't seem to be too OP and probably will be fine.
You may want the new meta to be who has the numbers to drop more siege, but most of us don't find that appealing. Clicking left click every few seconds is even less engaging than spamming light attack in a fight, because at least then you can click every second. Much skill. Much fun.
Brian can buff siege without adding broken mechanics like oil catas that will be in the game for months until the next release. All of these strong changes are happening at the same time as purge and barrier caps, the smart people know that we'll be stuck with any broken changes for months, since that seems to be lost on you, I can think of at least one inference to make.
This isn't about large groups, this is about overturned and poorly thought out changes. If the meta becomes spread and siege, large groups will do that and still wipe small groups - they'll just be doing so by left clicking every few seconds rather than having to actually use skills and move.
So, you're saying we should start a 2nd raid group for this? That's about the last thing we as a guild want - running multiple groups. All that aside, your 'glass gannon, single target, high mobility, high survivablility, doesn't exist as it did in 1.6. Mist form doesn't need to be tab targeted any more, you can't rolly polly roll forever anymore, you can't burst individual targets as fast anymore w/o sacrificing survivability, you can't force miss w/ Cloak when you're detected. And let's not even get into what the unpurgable siege will do to these guys trying to 'mist form through a breach'.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??
Back when my guild was more active (before people started leaving because of bad server performances), we had a dedicated scout group with specific roles and most of them were vampire nightblades. They were spec glass cannon, single target with high mobility and survivability. As soon as the breach would go down, their role was to push inside with immovable, maneuvers and mist form. As soon as they passed the breach, they would start cloaking all the way to single siege operator and focus target them one by one. In the case of the inner breach, they would go up on the catwalk and kill people dropping oils. This tactic was amazing and it was super effective. If I had the numbers, I would reintroduce that right away.
Uh yeah, actually you did.I've never said that you were outnumbering people for the whole night. I've said that sometimes, you won't hesitate to jump on ones and twos with your whole group. This is what I have seen you guys doing on multiple occasions on tuesday evening.
you were constantly rushing ones and twos (me included) and you farmed lower numbers on the chalman mine for a while.
Proves 'once again' that I think you control EP? I've been EP for over a year, why would I think such a stupid thing? I never said you led jack ***, I said you were there and thus know very well our group wasn't "farming lower numbers".The fact that you talk about me sitting on the flag with 20 EPs and you getting pushed by several reds during the evening doesn't change that at any point. It just prouves, once again, that you assume that I control the EP red armies, when in reality, I was soloing all by myself and wasn't ordering to my army of slaves any action against you.
Teargrants wrote: »So, you're saying we should start a 2nd raid group for this? That's about the last thing we as a guild want - running multiple groups. All that aside, your 'glass gannon, single target, high mobility, high survivablility, doesn't exist as it did in 1.6. Mist form doesn't need to be tab targeted any more, you can't rolly polly roll forever anymore, you can't burst individual targets as fast anymore w/o sacrificing survivability, you can't force miss w/ Cloak when you're detected. And let's not even get into what the unpurgable siege will do to these guys trying to 'mist form through a breach'.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??
Back when my guild was more active (before people started leaving because of bad server performances), we had a dedicated scout group with specific roles and most of them were vampire nightblades. They were spec glass cannon, single target with high mobility and survivability. As soon as the breach would go down, their role was to push inside with immovable, maneuvers and mist form. As soon as they passed the breach, they would start cloaking all the way to single siege operator and focus target them one by one. In the case of the inner breach, they would go up on the catwalk and kill people dropping oils. This tactic was amazing and it was super effective. If I had the numbers, I would reintroduce that right away.
@Satiar
I'm not sure what to tell you if you can't theory craft a way to take a keep against 2x your number of unorganized defenders using the proposed siege mechanic...
Maybe use your superior coordination to flag neighboring keeps before the 2x your number arrive?
Maybe try, not moving in a predictable pattern, so the siege has a harder time hitting you?
Maybe try, seiging with 6 and have the rest of your group cut off defenders at choke points?
Maybe move to an area of the keep where only 1 or 2 siege can hit you?
And those are just ways that don't involve actually changing group formation.
If these sorts of things don't help out, the defenders probably aren't potatoes... They shouldn't have to use the same tactic as you to beat you.
You describe a scenario 'attacking a keep with 2x your numbers defending' that if you were marginally creative, you could avoid in the first place.
This comes from experience taking keeps in bwb before 1.5, when 3 guys with siege could easily wipe stacked groups. Tactics like these were necessary.. Now groups like yours just barrel through anything that isn't another ball group.
And when there are no nearby keeps left and there's only one keep that makes sense to hit? Something so obvious even enemy pugs know to be there before a scout warns them? What then? Go hit drakelowe? Smart.
Or how about when there are two keeps left that make sense to hit? Stack with the other group/s hitting the other keep and Zerg it down? I'm sure everyone would love that. Or maybe go push the third alliance who is at 2 bars and down to their tri keeps so you can motivate the remaining pop to log?
Experienced groups who push well defended keeps with enemy siege already know how difficult it is for a single team to do. There are times when you literally can't NOT be hit by countersiege if you want to actually siege down a wall or door. Everyone who say 'just spread out' does so because they have little to zero experience actually pushing those tough well defended objectives and probably just zerg surf. Most of the time we push a heavily defended brk, it's just us. The proposals I've heard thus far are spread out (shows a clear lack of understanding of what those fights even look like), bring far more numbers (that'll help the performance...), or go push a useless undefended objective instead. All great ideas, keep em coming.