@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.
When there are no nearby keeps left, things do get interesting.
Brk is not an example of this as first flagging or taking arrius is certainly helpful.
Note:
None of the suggestions you quoted in my post involved either spreading out, changing to worthless objectives, or bringing more people.
So, for arguments sake, let's say brk is the last emp keep,you've already taken Arrius, and it's just your group against the entire red faction (AD has logged for the night)
Assuming you are fighting pugs:
If you choose to hit a target that your enemy is already actively defending, 'convince them you are weak when you are not'
Unorganized pugs will venture out of the keep if you aren't actively attacking it.
Then have a few people flag the keep, reconsolidate, wipe them open field.
Or if they really won't leave the keep and they have more patience then you? (At which point they are more disciplined than you)
Quickly switch sides, placing troll siege as you go, settle in a relatively defensible spot, and whittle away at it.
There are more strategies than these - but let's see you specifically talk about these first.
I've been taking keeps with experienced groups for a year and a half now.
There is no time where you are forced to eat siege damage.
If you are taking heavy siege you are doing it wrong.
There are times when group leaders make the call to do so anyway, because the current mechanics make it far easier than it should be to do, but don't pretend that's the only option.
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?
@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.
When there are no nearby keeps left, things do get interesting.
Brk is not an example of this as first flagging or taking arrius is certainly helpful.
Note:
None of the suggestions you quoted in my post involved either spreading out, changing to worthless objectives, or bringing more people.
So, for arguments sake, let's say brk is the last emp keep,you've already taken Arrius, and it's just your group against the entire red faction (AD has logged for the night)
Assuming you are fighting pugs:
If you choose to hit a target that your enemy is already actively defending, 'convince them you are weak when you are not'
Unorganized pugs will venture out of the keep if you aren't actively attacking it.
Then have a few people flag the keep, reconsolidate, wipe them open field.
Or if they really won't leave the keep and they have more patience then you? (At which point they are more disciplined than you)
Quickly switch sides, placing troll siege as you go, settle in a relatively defensible spot, and whittle away at it.
There are more strategies than these - but let's see you specifically talk about these first.
I've been taking keeps with experienced groups for a year and a half now.
There is no time where you are forced to eat siege damage.
If you are taking heavy siege you are doing it wrong.
There are times when group leaders make the call to do so anyway, because the current mechanics make it far easier than it should be to do, but don't pretend that's the only option.
Wat?
Unless you are PvDooring a keep, you need to set up a siege line inside and/or out. Defenders will skirmish your line the entire time abd BLANKET you with siege. If you're not getting counter sieges than you're taking empty keeps or keeps with randoms in it who are SO NEW at the game they do t know to put down siege.
Essentially, are you high sir?
Plus, as a raid lead I try to do things like... not push a faction to thier gates? I don't want to stomp on faces I don't want to make a faction log off. I almost never take Arrius/Farra/Kings because it quite literally can kill a factions will to Pvp. If you're suggesting the best way to take a heavily contested keep should be to do just that, than your priorities are messed up.
@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.
When there are no nearby keeps left, things do get interesting.
Brk is not an example of this as first flagging or taking arrius is certainly helpful.
Note:
None of the suggestions you quoted in my post involved either spreading out, changing to worthless objectives, or bringing more people.
So, for arguments sake, let's say brk is the last emp keep,you've already taken Arrius, and it's just your group against the entire red faction (AD has logged for the night)
Assuming you are fighting pugs:
If you choose to hit a target that your enemy is already actively defending, 'convince them you are weak when you are not'
Unorganized pugs will venture out of the keep if you aren't actively attacking it.
Then have a few people flag the keep, reconsolidate, wipe them open field.
Or if they really won't leave the keep and they have more patience then you? (At which point they are more disciplined than you)
Quickly switch sides, placing troll siege as you go, settle in a relatively defensible spot, and whittle away at it.
There are more strategies than these - but let's see you specifically talk about these first.
I've been taking keeps with experienced groups for a year and a half now.
There is no time where you are forced to eat siege damage.
If you are taking heavy siege you are doing it wrong.
There are times when group leaders make the call to do so anyway, because the current mechanics make it far easier than it should be to do, but don't pretend that's the only option.
Wat?
Unless you are PvDooring a keep, you need to set up a siege line inside and/or out. Defenders will skirmish your line the entire time abd BLANKET you with siege. If you're not getting counter sieges than you're taking empty keeps or keeps with randoms in it who are SO NEW at the game they do t know to put down siege.
Essentially, are you high sir?
Plus, as a raid lead I try to do things like... not push a faction to thier gates? I don't want to stomp on faces I don't want to make a faction log off. I almost never take Arrius/Farra/Kings because it quite literally can kill a factions will to Pvp. If you're suggesting the best way to take a heavily contested keep should be to do just that, than your priorities are messed up.
And this is exactly why the last campaign and since the beginning of this one, we see DC with very high AP gains even though the campaign score is pretty even. Guilds like yours will claim that they are being respectful to the other factions by not pushing them, and in the meantime you farm huge amount of AP killing pugs or guilds with less experience. Then in the end of the campaign you make a final huge push to secure the campaign victory and you claim that it was a well earned one.
This doesn't really help to even out the fights. If you really wanna be helpful, push the reds and the yellow to their gates and then maybe some wise DC guild will realize that it is time to reroll in another campaign because there is no competition whatsoever on Azura Star anymore.
But again, I doubt this will happen. People enjoy way too much killing large numbers without too much efforts. Such as what we see everyday when said DC group camps Sej, Nikel and Arrius mine tower.
I don't blame you for not knowing. There are a lot of things in this game you can't know without testing them first because the information is not there. Theorycrafting is really, really important, and I've been lucky to have been surrounded by some of the best since the beginning of the game.
ZOS_BrianWheeler wrote: »Battlespirit did indeed change the value of damage from Siege weapons, which we are looking to correct with these changes.
in-Game ToolTips wrote:- Increase Health 5000
- Reduce damage taken 50%
- Reduce healing received and damage shield strength by 50%
- Increase range of abilities with greater than 28m range by 8m
1.6 Patch Notes wrote:Updated the Cyrodiil buff Battle Spirit so it now reduces damage taken and healing received.
1.6.5 Patch Notes wrote:Other Major Gameplay Changes
The only stats that now cap are Impenetrable, reducing the Critical Strike bonus damage to 0%, and Armor and Spell
Removed hard caps on the number of targets that can be affected by area of effect abilities.
AoE abilities can now hit up to 60 targets; the first 6 will take 100% damage, the next 24 targets will take 50% damage, and the last 30 targets will take 25% damage.
Abilities that apply a secondary effect, such as Dark Talons, will only immobilize the first 6 targets who take damage.
Healing reduction and damage reduction bonuses are now multiplicative instead of additive.
For example, two 50% damage reduction bonuses would have previously resulted in 100% reduced damage, but will now cause 75% reduced damage.
You mean this siege?Totally missed this thread. Wheres the siege weapon that does more damage per targets hit - FENGRUSH will use this one!
@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.
When there are no nearby keeps left, things do get interesting.
Brk is not an example of this as first flagging or taking arrius is certainly helpful.
Note:
None of the suggestions you quoted in my post involved either spreading out, changing to worthless objectives, or bringing more people.
So, for arguments sake, let's say brk is the last emp keep,you've already taken Arrius, and it's just your group against the entire red faction (AD has logged for the night)
Assuming you are fighting pugs:
If you choose to hit a target that your enemy is already actively defending, 'convince them you are weak when you are not'
Unorganized pugs will venture out of the keep if you aren't actively attacking it.
Then have a few people flag the keep, reconsolidate, wipe them open field.
Or if they really won't leave the keep and they have more patience then you? (At which point they are more disciplined than you)
Quickly switch sides, placing troll siege as you go, settle in a relatively defensible spot, and whittle away at it.
There are more strategies than these - but let's see you specifically talk about these first.
I've been taking keeps with experienced groups for a year and a half now.
There is no time where you are forced to eat siege damage.
If you are taking heavy siege you are doing it wrong.
There are times when group leaders make the call to do so anyway, because the current mechanics make it far easier than it should be to do, but don't pretend that's the only option.
Wat?
Unless you are PvDooring a keep, you need to set up a siege line inside and/or out. Defenders will skirmish your line the entire time abd BLANKET you with siege. If you're not getting counter sieges than you're taking empty keeps or keeps with randoms in it who are SO NEW at the game they do t know to put down siege.
Essentially, are you high sir?
Plus, as a raid lead I try to do things like... not push a faction to thier gates? I don't want to stomp on faces I don't want to make a faction log off. I almost never take Arrius/Farra/Kings because it quite literally can kill a factions will to Pvp. If you're suggesting the best way to take a heavily contested keep should be to do just that, than your priorities are messed up.
Totally missed this thread. Wheres the siege weapon that does more damage per targets hit - FENGRUSH will use this one!
nordickittyhawk wrote: »Are you going to trying to encourage more use for the siege bubble/shield if so id like see them poping up around alot (Just make sure ball groups cant use em)
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!
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!
Why should I not replace the healers in my group with Obsidian Shield spamming DK's? It would produce more effective damage mitigation than a heal that's only 75% as effective as the tooltip. You're going to break an entire aspect of the game.
nordickittyhawk wrote: »Are you going to trying to encourage more use for the siege bubble/shield if so id like see them poping up around alot (Just make sure ball groups cant use em)
And of course, therein lies the rub. Because anything solo-ers/small groups can use, zergs/blobs can use.
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!
Why should I not replace the healers in my group with Obsidian Shield spamming DK's? It would produce more effective damage mitigation than a heal that's only 75% as effective as the tooltip. You're going to break an entire aspect of the game.
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!
Why should I not replace the healers in my group with Obsidian Shield spamming DK's? It would produce more effective damage mitigation than a heal that's only 75% as effective as the tooltip. You're going to break an entire aspect of the game.
That was what I suggested for AoEs in the AoE threadTotally missed this thread. Wheres the siege weapon that does more damage per targets hit - FENGRUSH will use this one!
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!
Why should I not replace the healers in my group with Obsidian Shield spamming DK's? It would produce more effective damage mitigation than a heal that's only 75% as effective as the tooltip. You're going to break an entire aspect of the game.
I think the idea is, if your group is hit by a 90% of the time avoidable siege weapon (either by proactively placing your own troll siege, or simply moving out of the way) then the 10% of the time you are hit, you should be at a disadvantage.
Sometimes, even after being hit, your stacked group will still prevail. Sometimes they will not.
This is as it should be.
Regarding your remark on Obsidian Shield, perhaps healing debuffs should also effect damage shields granted to other players.
It would also help reign in barrier.
While not effecting sorc shields in any way (this is not a nerf sorc thread)!
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!
Why should I not replace the healers in my group with Obsidian Shield spamming DK's? It would produce more effective damage mitigation than a heal that's only 75% as effective as the tooltip. You're going to break an entire aspect of the game.
I think the idea is, if your group is hit by a 90% of the time avoidable siege weapon (either by proactively placing your own troll siege, or simply moving out of the way) then the 10% of the time you are hit, you should be at a disadvantage.
Sometimes, even after being hit, your stacked group will still prevail. Sometimes they will not.
This is as it should be.
Regarding your remark on Obsidian Shield, perhaps healing debuffs should also effect damage shields granted to other players.
It would also help reign in barrier.
While not effecting sorc shields in any way (this is not a nerf sorc thread)!
No way. The point he was trying to make is it removes players main way to mitigate damage. We don't need to add on top of that.
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!
Why should I not replace the healers in my group with Obsidian Shield spamming DK's? It would produce more effective damage mitigation than a heal that's only 75% as effective as the tooltip. You're going to break an entire aspect of the game.
I think the idea is, if your group is hit by a 90% of the time avoidable siege weapon (either by proactively placing your own troll siege, or simply moving out of the way) then the 10% of the time you are hit, you should be at a disadvantage.
Sometimes, even after being hit, your stacked group will still prevail. Sometimes they will not.
This is as it should be.
Regarding your remark on Obsidian Shield, perhaps healing debuffs should also effect damage shields granted to other players.
It would also help reign in barrier.
While not effecting sorc shields in any way (this is not a nerf sorc thread)!
No way. The point he was trying to make is it removes players main way to mitigate damage. We don't need to add on top of that.
I thought it was more of a concern about the relative strength of mitigation options.
The issue with purge is, the only scenario that meatbag is really intended to counter (a condensed group spamming heals), that group will always also have the counter to the counter.
Healing group is currently both rock and paper to the meatbags scissors.
The way to 'purge' it, is to avoid getting hit in the first place.
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!
Why should I not replace the healers in my group with Obsidian Shield spamming DK's? It would produce more effective damage mitigation than a heal that's only 75% as effective as the tooltip. You're going to break an entire aspect of the game.
I think the idea is, if your group is hit by a 90% of the time avoidable siege weapon (either by proactively placing your own troll siege, or simply moving out of the way) then the 10% of the time you are hit, you should be at a disadvantage.
Sometimes, even after being hit, your stacked group will still prevail. Sometimes they will not.
This is as it should be.
Regarding your remark on Obsidian Shield, perhaps healing debuffs should also effect damage shields granted to other players.
It would also help reign in barrier.
While not effecting sorc shields in any way (this is not a nerf sorc thread)!
No way. The point he was trying to make is it removes players main way to mitigate damage. We don't need to add on top of that.
I thought it was more of a concern about the relative strength of mitigation options.
The issue with purge is, the only scenario that meatbag is really intended to counter (a condensed group spamming heals), that group will always also have the counter to the counter.
Healing group is currently both rock and paper to the meatbags scissors.
And there's no further counter play to be had by the defender.
The way to 'purge' it, is to avoid getting hit in the first place.
Or..
Introduce options for further counter play.
A 'negate' type siege would be interesting.
What about the oil catapults? So much discussion has focused on the meatbags and them being unpurgeable, but honestly the oil catas are the dark horse. They will be so incredibly strong with snare and -5k stam per hit that it won't matter if meatbags last for 60 seconds and are unpurgeable, people will quickly realize the best way to wipe players is pepper them with multiple oil catas and just laugh as they can stand there unable to break cc and die. Does it really matter if your incoming healing is reduced when your healers all have zero stam and can't cast any heals to begin with because they're cc'd and rendered useless?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!
bowmanz607 wrote: »I would like to point something out to people that say this helps the large groups. The reasoning here seems to be that it is because they have more numbers and can set down more siege. Here is the issue. Many of you are trying to put small groups on equal terms as the large groups. That is just not logical. What this does is give a CHANCE for a small group to fight a larger griup. Everyone has equal access to siege. The problem right now is that siege does not give a small group a chance against larger ones. So currently a large group has the advantage of siege because there is currently little value to a small group dropping siege on a larger group whereas a larger group can utilize siege to put more pressure on that smaller group. What these changes allow is for small groups to now pressure those larger griups.
Additionally, the removal of soft caps is another way to give a CHANCE for smaller groups to defeat a larger group.
When push comes to shove smaller groups will always have an inherent disadvantage of numbers. Trying to make it otherwise is illogical. Ya sure a large group has more bodies for siege. That does not mean that the siege will not be useful for smaller groups. The issue now is that the game mechanics give incentives to run in groups such as a gain and damage mitigation for aoe damage. The game caters to large groups in that way. Simply giving everyone access to the same tools does not give more incentives to run in a large group. It merely gives everyone equal acess.
By saying that the siege changes are giving more incentives to run in a group because they have more numbers to use them is like saying that skills give more incentives to run in a group because you have more numbers to use more skills.
At some point having superior numbers is going to win. The issue is not whether superior numbers should win, but whether smaller numbers have an opportunity or chance to win against larger numbers. Currently the answer is no. With these changes the answer moves toward the answer yes.
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!
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!
Why should I not replace the healers in my group with Obsidian Shield spamming DK's? It would produce more effective damage mitigation than a heal that's only 75% as effective as the tooltip. You're going to break an entire aspect of the game.
I think the idea is, if your group is hit by a 90% of the time avoidable siege weapon (either by proactively placing your own troll siege, or simply moving out of the way) then the 10% of the time you are hit, you should be at a disadvantage.
Sometimes, even after being hit, your stacked group will still prevail. Sometimes they will not.
This is as it should be.
Regarding your remark on Obsidian Shield, perhaps healing debuffs should also effect damage shields granted to other players.
It would also help reign in barrier.
While not effecting sorc shields in any way (this is not a nerf sorc thread)!
No way. The point he was trying to make is it removes players main way to mitigate damage. We don't need to add on top of that.
I thought it was more of a concern about the relative strength of mitigation options.
The issue with purge is, the only scenario that meatbag is really intended to counter (a condensed group spamming heals), that group will always also have the counter to the counter.
Healing group is currently both rock and paper to the meatbags scissors.
And there's no further counter play to be had by the defender.
The way to 'purge' it, is to avoid getting hit in the first place.
Or..
Introduce options for further counter play.
A 'negate' type siege would be interesting.
This is what people are saying : why not just go up to the group and negate them? The old fashioned way?
People want siege to do literally everything for them it seems.
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!
Why should I not replace the healers in my group with Obsidian Shield spamming DK's? It would produce more effective damage mitigation than a heal that's only 75% as effective as the tooltip. You're going to break an entire aspect of the game.
I think the idea is, if your group is hit by a 90% of the time avoidable siege weapon (either by proactively placing your own troll siege, or simply moving out of the way) then the 10% of the time you are hit, you should be at a disadvantage.
Sometimes, even after being hit, your stacked group will still prevail. Sometimes they will not.
This is as it should be.
Regarding your remark on Obsidian Shield, perhaps healing debuffs should also effect damage shields granted to other players.
It would also help reign in barrier.
While not effecting sorc shields in any way (this is not a nerf sorc thread)!
No way. The point he was trying to make is it removes players main way to mitigate damage. We don't need to add on top of that.
I thought it was more of a concern about the relative strength of mitigation options.
The issue with purge is, the only scenario that meatbag is really intended to counter (a condensed group spamming heals), that group will always also have the counter to the counter.
Healing group is currently both rock and paper to the meatbags scissors.
And there's no further counter play to be had by the defender.
The way to 'purge' it, is to avoid getting hit in the first place.
Or..
Introduce options for further counter play.
A 'negate' type siege would be interesting.
This is what people are saying : why not just go up to the group and negate them? The old fashioned way?
People want siege to do literally everything for them it seems.