My biggest issue with unpurgable is it makes one item in the game the exception to the rules.
The same way blocking/skills protect against all pulls/pushes in the game... except stanglers. The more of these exceptions you add the more confusing the game becomes for people who need to have it explained to them.
I would still rather this was something changed at the skill level.
@Turelus @ToRelax and others who were commenting on the flag system - you may be interested in my Active Flag Capture Concept, which I wrote on Wednesday but forgot to link.
@ZOS_BrianWheeler
Why do you hate small groups so much? This will make it even harder for groups that arent 24 man raids. You should promote smaller groups, not destroy them.
PainfulFAFA wrote: »PainfulFAFA wrote: »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!
Excellent.
Since purge won't remove the negative effects of siege, will rapid maneuvers work to removes things like snares?
Siege might be a little OP with un-purgeable snare. Need to test it first though.
Also, any new on forward camps?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!
If defenders are raining catapults on a single breach, guess what?
The old meta of zerging through won't work. Time to open up a second breach. Plenty of people in a full raid to take down a wall quickly (w/ improved siege damage).
People are running out of stam?
-don't stand on the red circles
-use pots
-throw some shards
-use synergies to get back resources (bone shield, orb, altar, etc)
However, maybe 5k Stamina Drain might be too much but I'd like to test it out on Live first, and then have ZOS fix it the week after if neccessary.
ZOS rarely fixes things the week later, so we'll be stuck with anything that's broken for a while most likely. A single catapult fires pretty quickly, multiple catapults make it near impossible to not get hit at all, but using your pot with a long cooldown is supposed to be sufficient given what I just said, right. We could always use synergies and get back <5% of your 10-15k stamina pool as anything other than a stam build, that'll work, oh wait, you just got feared and don't have enough stamina to cc break and even use your pot - oh well.
And then you could always open up a second breach, except unless you're trying to take the inner, in which case you only have 3 possibilities, all far from eachother. Once you have the inner down, you could always not stand in red circles, but oh, you want to actually get a group inside a confined space and the armchair pvpers are telling you to spread out in a place where you can't actually spread out? What's that you're murmuring about? You want to take the flags? Well you aren't supposed to stand in the red circles silly, so you're just going to have to go take a dead keep instead, clearly.
The only broken changes were oil catas and meatbags. Meatbags at least can be somewhat dealt with pending the revise changes. Oil catas will end up being an utter cluster eff for all parties involved. 5k per hit with no cooldown is insane - I can't believe it was even proposed.
Damn dude are you going to QQ for everything?
Not all fights are going to be wins when you're in a zerg in the next meta....
Welcome to the world of skill where you're not always going to be immune to everything with 1 button... including a fear.
Second paragraph is just silly...
Once again if the inner wall breach is being rained down, dispatch your group to take down the other inner or the front door.
Your full raid is enough people to take out immobile siege operators.
Maneuver your way up the stairs, and around, maybe drop some oils on the flags. Plenty of ways to move a zerg inside the inner. Zerg stacking on a flag won't work anymore against a well defended keep and good riddance. You might have to zerg those siege operators since you're so scared of them.
This is what happens when players get used to the current zerg meta of stacking, purging, spamming 1 button, etc.
I just can't anymore.
The sheer ignorance about how a group works, how sieges work, how freaking basic things like AOE caps, damage and choke points work is simply staggering. I'm done explaining to people who don't actually care and have no interest in learning.
@ZOS_BrianWheeler As a long-time PvPer, who's done pretty much every kind of PvP in this game, I'd request these changes be introduced slowly. See what effects you get. Things like capped barriers and purges alone have HUGE impact on organized groups, much less things like removed AoE caps, dynamic ulti, etc--and that's not even getting into these siege changes that take advantage of and exploit the newly-created weaknesses. Taking all the changes you want to make and just dumping them in at once seems like a poor strategy to me, and currently looks like HUGE overkill without much problem solving added in as a side effect.
Can we maybe throw a pinch of salt in the stew before we just up and dump a whole cup in just because it's not salty enough? Just adding all this in as you've described seems like a disaster to me, and overkilling on changes again is going to be yet another huge hit to a game that simply cannot take many more big hits
It needs to be done. It needs to be done now. Not a little bit, or half way. It needs to be done wholeheartedly to achieve the desired effect of ending the ball up spam purge meta.
So your now just crying about any grp that uses purge or has a dedicated purger >.>
/yawn
PainfulFAFA wrote: »PainfulFAFA wrote: »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!
Excellent.
Since purge won't remove the negative effects of siege, will rapid maneuvers work to removes things like snares?
Siege might be a little OP with un-purgeable snare. Need to test it first though.
Also, any new on forward camps?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!
If defenders are raining catapults on a single breach, guess what?
The old meta of zerging through won't work. Time to open up a second breach. Plenty of people in a full raid to take down a wall quickly (w/ improved siege damage).
People are running out of stam?
-don't stand on the red circles
-use pots
-throw some shards
-use synergies to get back resources (bone shield, orb, altar, etc)
However, maybe 5k Stamina Drain might be too much but I'd like to test it out on Live first, and then have ZOS fix it the week after if neccessary.
ZOS rarely fixes things the week later, so we'll be stuck with anything that's broken for a while most likely. A single catapult fires pretty quickly, multiple catapults make it near impossible to not get hit at all, but using your pot with a long cooldown is supposed to be sufficient given what I just said, right. We could always use synergies and get back <5% of your 10-15k stamina pool as anything other than a stam build, that'll work, oh wait, you just got feared and don't have enough stamina to cc break and even use your pot - oh well.
And then you could always open up a second breach, except unless you're trying to take the inner, in which case you only have 3 possibilities, all far from eachother. Once you have the inner down, you could always not stand in red circles, but oh, you want to actually get a group inside a confined space and the armchair pvpers are telling you to spread out in a place where you can't actually spread out? What's that you're murmuring about? You want to take the flags? Well you aren't supposed to stand in the red circles silly, so you're just going to have to go take a dead keep instead, clearly.
The only broken changes were oil catas and meatbags. Meatbags at least can be somewhat dealt with pending the revise changes. Oil catas will end up being an utter cluster eff for all parties involved. 5k per hit with no cooldown is insane - I can't believe it was even proposed.
Damn dude are you going to QQ for everything?
Not all fights are going to be wins when you're in a zerg in the next meta....
Welcome to the world of skill where you're not always going to be immune to everything with 1 button... including a fear.
Second paragraph is just silly...
Once again if the inner wall breach is being rained down, dispatch your group to take down the other inner or the front door.
Your full raid is enough people to take out immobile siege operators.
Maneuver your way up the stairs, and around, maybe drop some oils on the flags. Plenty of ways to move a zerg inside the inner. Zerg stacking on a flag won't work anymore against a well defended keep and good riddance. You might have to zerg those siege operators since you're so scared of them.
This is what happens when players get used to the current zerg meta of stacking, purging, spamming 1 button, etc.
I just can't anymore.
The sheer ignorance about how a group works, how sieges work, how freaking basic things like AOE caps, damage and choke points work is simply staggering. I'm done explaining to people who don't actually care and have no interest in learning.
@ZOS_BrianWheeler As a long-time PvPer, who's done pretty much every kind of PvP in this game, I'd request these changes be introduced slowly. See what effects you get. Things like capped barriers and purges alone have HUGE impact on organized groups, much less things like removed AoE caps, dynamic ulti, etc--and that's not even getting into these siege changes that take advantage of and exploit the newly-created weaknesses. Taking all the changes you want to make and just dumping them in at once seems like a poor strategy to me, and currently looks like HUGE overkill without much problem solving added in as a side effect.
Can we maybe throw a pinch of salt in the stew before we just up and dump a whole cup in just because it's not salty enough? Just adding all this in as you've described seems like a disaster to me, and overkilling on changes again is going to be yet another huge hit to a game that simply cannot take many more big hits
It needs to be done. It needs to be done now. Not a little bit, or half way. It needs to be done wholeheartedly to achieve the desired effect of ending the ball up spam purge meta.
So your now just crying about any grp that uses purge or has a dedicated purger >.>
/yawn
Dont be salty
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!
Teargrants wrote: »
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:
But I thought little groups were not (less)stacking than zergs so they should be able to avoid siege while zergs will get snared and all ? not sure how you can say categorically it's bad for small scale.
PainfulFAFA wrote: »PainfulFAFA wrote: »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!
Excellent.
Since purge won't remove the negative effects of siege, will rapid maneuvers work to removes things like snares?
Siege might be a little OP with un-purgeable snare. Need to test it first though.
Also, any new on forward camps?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!
If defenders are raining catapults on a single breach, guess what?
The old meta of zerging through won't work. Time to open up a second breach. Plenty of people in a full raid to take down a wall quickly (w/ improved siege damage).
People are running out of stam?
-don't stand on the red circles
-use pots
-throw some shards
-use synergies to get back resources (bone shield, orb, altar, etc)
However, maybe 5k Stamina Drain might be too much but I'd like to test it out on Live first, and then have ZOS fix it the week after if neccessary.
ZOS rarely fixes things the week later, so we'll be stuck with anything that's broken for a while most likely. A single catapult fires pretty quickly, multiple catapults make it near impossible to not get hit at all, but using your pot with a long cooldown is supposed to be sufficient given what I just said, right. We could always use synergies and get back <5% of your 10-15k stamina pool as anything other than a stam build, that'll work, oh wait, you just got feared and don't have enough stamina to cc break and even use your pot - oh well.
And then you could always open up a second breach, except unless you're trying to take the inner, in which case you only have 3 possibilities, all far from eachother. Once you have the inner down, you could always not stand in red circles, but oh, you want to actually get a group inside a confined space and the armchair pvpers are telling you to spread out in a place where you can't actually spread out? What's that you're murmuring about? You want to take the flags? Well you aren't supposed to stand in the red circles silly, so you're just going to have to go take a dead keep instead, clearly.
The only broken changes were oil catas and meatbags. Meatbags at least can be somewhat dealt with pending the revise changes. Oil catas will end up being an utter cluster eff for all parties involved. 5k per hit with no cooldown is insane - I can't believe it was even proposed.
Damn dude are you going to QQ for everything?
Not all fights are going to be wins when you're in a zerg in the next meta....
Welcome to the world of skill where you're not always going to be immune to everything with 1 button... including a fear.
Second paragraph is just silly...
Once again if the inner wall breach is being rained down, dispatch your group to take down the other inner or the front door.
Your full raid is enough people to take out immobile siege operators.
Maneuver your way up the stairs, and around, maybe drop some oils on the flags. Plenty of ways to move a zerg inside the inner. Zerg stacking on a flag won't work anymore against a well defended keep and good riddance. You might have to zerg those siege operators since you're so scared of them.
This is what happens when players get used to the current zerg meta of stacking, purging, spamming 1 button, etc.
I just can't anymore.
The sheer ignorance about how a group works, how sieges work, how freaking basic things like AOE caps, damage and choke points work is simply staggering. I'm done explaining to people who don't actually care and have no interest in learning.
@ZOS_BrianWheeler As a long-time PvPer, who's done pretty much every kind of PvP in this game, I'd request these changes be introduced slowly. See what effects you get. Things like capped barriers and purges alone have HUGE impact on organized groups, much less things like removed AoE caps, dynamic ulti, etc--and that's not even getting into these siege changes that take advantage of and exploit the newly-created weaknesses. Taking all the changes you want to make and just dumping them in at once seems like a poor strategy to me, and currently looks like HUGE overkill without much problem solving added in as a side effect.
Can we maybe throw a pinch of salt in the stew before we just up and dump a whole cup in just because it's not salty enough? Just adding all this in as you've described seems like a disaster to me, and overkilling on changes again is going to be yet another huge hit to a game that simply cannot take many more big hits
I think an across the board change for all defensive abilities that have them scale in cost relative to the number of targets hit would be useful. (Or, some form of debuff which causes that effect)PainfulFAFA wrote: »PainfulFAFA wrote: »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!
Excellent.
Since purge won't remove the negative effects of siege, will rapid maneuvers work to removes things like snares?
Siege might be a little OP with un-purgeable snare. Need to test it first though.
Also, any new on forward camps?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!
If defenders are raining catapults on a single breach, guess what?
The old meta of zerging through won't work. Time to open up a second breach. Plenty of people in a full raid to take down a wall quickly (w/ improved siege damage).
People are running out of stam?
-don't stand on the red circles
-use pots
-throw some shards
-use synergies to get back resources (bone shield, orb, altar, etc)
However, maybe 5k Stamina Drain might be too much but I'd like to test it out on Live first, and then have ZOS fix it the week after if neccessary.
ZOS rarely fixes things the week later, so we'll be stuck with anything that's broken for a while most likely. A single catapult fires pretty quickly, multiple catapults make it near impossible to not get hit at all, but using your pot with a long cooldown is supposed to be sufficient given what I just said, right. We could always use synergies and get back <5% of your 10-15k stamina pool as anything other than a stam build, that'll work, oh wait, you just got feared and don't have enough stamina to cc break and even use your pot - oh well.
And then you could always open up a second breach, except unless you're trying to take the inner, in which case you only have 3 possibilities, all far from eachother. Once you have the inner down, you could always not stand in red circles, but oh, you want to actually get a group inside a confined space and the armchair pvpers are telling you to spread out in a place where you can't actually spread out? What's that you're murmuring about? You want to take the flags? Well you aren't supposed to stand in the red circles silly, so you're just going to have to go take a dead keep instead, clearly.
The only broken changes were oil catas and meatbags. Meatbags at least can be somewhat dealt with pending the revise changes. Oil catas will end up being an utter cluster eff for all parties involved. 5k per hit with no cooldown is insane - I can't believe it was even proposed.
Damn dude are you going to QQ for everything?
Not all fights are going to be wins when you're in a zerg in the next meta....
Welcome to the world of skill where you're not always going to be immune to everything with 1 button... including a fear.
Second paragraph is just silly...
Once again if the inner wall breach is being rained down, dispatch your group to take down the other inner or the front door.
Your full raid is enough people to take out immobile siege operators.
Maneuver your way up the stairs, and around, maybe drop some oils on the flags. Plenty of ways to move a zerg inside the inner. Zerg stacking on a flag won't work anymore against a well defended keep and good riddance. You might have to zerg those siege operators since you're so scared of them.
This is what happens when players get used to the current zerg meta of stacking, purging, spamming 1 button, etc.
I just can't anymore.
The sheer ignorance about how a group works, how sieges work, how freaking basic things like AOE caps, damage and choke points work is simply staggering. I'm done explaining to people who don't actually care and have no interest in learning.
@ZOS_BrianWheeler As a long-time PvPer, who's done pretty much every kind of PvP in this game, I'd request these changes be introduced slowly. See what effects you get. Things like capped barriers and purges alone have HUGE impact on organized groups, much less things like removed AoE caps, dynamic ulti, etc--and that's not even getting into these siege changes that take advantage of and exploit the newly-created weaknesses. Taking all the changes you want to make and just dumping them in at once seems like a poor strategy to me, and currently looks like HUGE overkill without much problem solving added in as a side effect.
Can we maybe throw a pinch of salt in the stew before we just up and dump a whole cup in just because it's not salty enough? Just adding all this in as you've described seems like a disaster to me, and overkilling on changes again is going to be yet another huge hit to a game that simply cannot take many more big hits
They are putting in the siege change first.
The other changes haven't been confirmed yet, certainly not for the next patch.
2nd, stop assuming that because other people disagree with you, that they are ignorant.
Going in a breach?
You can hit EVERY seige weapon that can be placed inside the inner keep capable of hitting the breach, without going inside.
Like I've said, I've played in situations (e.g. BWB in 1.4) where seige was very effective against organized groups where purge spamming wasn't a thing.
You know what? Defended keeps still got taken, and people found ways through choke points.
And it was fun.
There was a legitimate sense of accomplishment because of how difficult it was.
Does every post of yours need to be laden with personal attacks?
I think an across the board change for all defensive abilities that have them scale in cost relative to the number of targets hit would be useful. (Or, some form of debuff which causes that effect)PainfulFAFA wrote: »PainfulFAFA wrote: »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!
Excellent.
Since purge won't remove the negative effects of siege, will rapid maneuvers work to removes things like snares?
Siege might be a little OP with un-purgeable snare. Need to test it first though.
Also, any new on forward camps?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!
If defenders are raining catapults on a single breach, guess what?
The old meta of zerging through won't work. Time to open up a second breach. Plenty of people in a full raid to take down a wall quickly (w/ improved siege damage).
People are running out of stam?
-don't stand on the red circles
-use pots
-throw some shards
-use synergies to get back resources (bone shield, orb, altar, etc)
However, maybe 5k Stamina Drain might be too much but I'd like to test it out on Live first, and then have ZOS fix it the week after if neccessary.
ZOS rarely fixes things the week later, so we'll be stuck with anything that's broken for a while most likely. A single catapult fires pretty quickly, multiple catapults make it near impossible to not get hit at all, but using your pot with a long cooldown is supposed to be sufficient given what I just said, right. We could always use synergies and get back <5% of your 10-15k stamina pool as anything other than a stam build, that'll work, oh wait, you just got feared and don't have enough stamina to cc break and even use your pot - oh well.
And then you could always open up a second breach, except unless you're trying to take the inner, in which case you only have 3 possibilities, all far from eachother. Once you have the inner down, you could always not stand in red circles, but oh, you want to actually get a group inside a confined space and the armchair pvpers are telling you to spread out in a place where you can't actually spread out? What's that you're murmuring about? You want to take the flags? Well you aren't supposed to stand in the red circles silly, so you're just going to have to go take a dead keep instead, clearly.
The only broken changes were oil catas and meatbags. Meatbags at least can be somewhat dealt with pending the revise changes. Oil catas will end up being an utter cluster eff for all parties involved. 5k per hit with no cooldown is insane - I can't believe it was even proposed.
Damn dude are you going to QQ for everything?
Not all fights are going to be wins when you're in a zerg in the next meta....
Welcome to the world of skill where you're not always going to be immune to everything with 1 button... including a fear.
Second paragraph is just silly...
Once again if the inner wall breach is being rained down, dispatch your group to take down the other inner or the front door.
Your full raid is enough people to take out immobile siege operators.
Maneuver your way up the stairs, and around, maybe drop some oils on the flags. Plenty of ways to move a zerg inside the inner. Zerg stacking on a flag won't work anymore against a well defended keep and good riddance. You might have to zerg those siege operators since you're so scared of them.
This is what happens when players get used to the current zerg meta of stacking, purging, spamming 1 button, etc.
I just can't anymore.
The sheer ignorance about how a group works, how sieges work, how freaking basic things like AOE caps, damage and choke points work is simply staggering. I'm done explaining to people who don't actually care and have no interest in learning.
@ZOS_BrianWheeler As a long-time PvPer, who's done pretty much every kind of PvP in this game, I'd request these changes be introduced slowly. See what effects you get. Things like capped barriers and purges alone have HUGE impact on organized groups, much less things like removed AoE caps, dynamic ulti, etc--and that's not even getting into these siege changes that take advantage of and exploit the newly-created weaknesses. Taking all the changes you want to make and just dumping them in at once seems like a poor strategy to me, and currently looks like HUGE overkill without much problem solving added in as a side effect.
Can we maybe throw a pinch of salt in the stew before we just up and dump a whole cup in just because it's not salty enough? Just adding all this in as you've described seems like a disaster to me, and overkilling on changes again is going to be yet another huge hit to a game that simply cannot take many more big hits
They are putting in the siege change first.
The other changes haven't been confirmed yet, certainly not for the next patch.
2nd, stop assuming that because other people disagree with you, that they are ignorant.
Going in a breach?
You can hit EVERY seige weapon that can be placed inside the inner keep capable of hitting the breach, without going inside.
Like I've said, I've played in situations (e.g. BWB in 1.4) where seige was very effective against organized groups where purge spamming wasn't a thing.
You know what? Defended keeps still got taken, and people found ways through choke points.
And it was fun.
There was a legitimate sense of accomplishment because of how difficult it was.
Does every post of yours need to be laden with personal attacks?
They don't and they aren't. There are, however, plenty of posts discounting my pints simply because I run with and lead a well known guild. Most of my points attempt to be inclusive of varied players and play styles, which I think even a very brief skim should reveal .
5 minutes? SlowpawsPainfulFAFA wrote: »Done in 5 minutes. What a joke.
I think an across the board change for all defensive abilities that have them scale in cost relative to the number of targets hit would be useful. (Or, some form of debuff which causes that effect)PainfulFAFA wrote: »PainfulFAFA wrote: »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!
Excellent.
Since purge won't remove the negative effects of siege, will rapid maneuvers work to removes things like snares?
Siege might be a little OP with un-purgeable snare. Need to test it first though.
Also, any new on forward camps?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!
If defenders are raining catapults on a single breach, guess what?
The old meta of zerging through won't work. Time to open up a second breach. Plenty of people in a full raid to take down a wall quickly (w/ improved siege damage).
People are running out of stam?
-don't stand on the red circles
-use pots
-throw some shards
-use synergies to get back resources (bone shield, orb, altar, etc)
However, maybe 5k Stamina Drain might be too much but I'd like to test it out on Live first, and then have ZOS fix it the week after if neccessary.
ZOS rarely fixes things the week later, so we'll be stuck with anything that's broken for a while most likely. A single catapult fires pretty quickly, multiple catapults make it near impossible to not get hit at all, but using your pot with a long cooldown is supposed to be sufficient given what I just said, right. We could always use synergies and get back <5% of your 10-15k stamina pool as anything other than a stam build, that'll work, oh wait, you just got feared and don't have enough stamina to cc break and even use your pot - oh well.
And then you could always open up a second breach, except unless you're trying to take the inner, in which case you only have 3 possibilities, all far from eachother. Once you have the inner down, you could always not stand in red circles, but oh, you want to actually get a group inside a confined space and the armchair pvpers are telling you to spread out in a place where you can't actually spread out? What's that you're murmuring about? You want to take the flags? Well you aren't supposed to stand in the red circles silly, so you're just going to have to go take a dead keep instead, clearly.
The only broken changes were oil catas and meatbags. Meatbags at least can be somewhat dealt with pending the revise changes. Oil catas will end up being an utter cluster eff for all parties involved. 5k per hit with no cooldown is insane - I can't believe it was even proposed.
Damn dude are you going to QQ for everything?
Not all fights are going to be wins when you're in a zerg in the next meta....
Welcome to the world of skill where you're not always going to be immune to everything with 1 button... including a fear.
Second paragraph is just silly...
Once again if the inner wall breach is being rained down, dispatch your group to take down the other inner or the front door.
Your full raid is enough people to take out immobile siege operators.
Maneuver your way up the stairs, and around, maybe drop some oils on the flags. Plenty of ways to move a zerg inside the inner. Zerg stacking on a flag won't work anymore against a well defended keep and good riddance. You might have to zerg those siege operators since you're so scared of them.
This is what happens when players get used to the current zerg meta of stacking, purging, spamming 1 button, etc.
I just can't anymore.
The sheer ignorance about how a group works, how sieges work, how freaking basic things like AOE caps, damage and choke points work is simply staggering. I'm done explaining to people who don't actually care and have no interest in learning.
@ZOS_BrianWheeler As a long-time PvPer, who's done pretty much every kind of PvP in this game, I'd request these changes be introduced slowly. See what effects you get. Things like capped barriers and purges alone have HUGE impact on organized groups, much less things like removed AoE caps, dynamic ulti, etc--and that's not even getting into these siege changes that take advantage of and exploit the newly-created weaknesses. Taking all the changes you want to make and just dumping them in at once seems like a poor strategy to me, and currently looks like HUGE overkill without much problem solving added in as a side effect.
Can we maybe throw a pinch of salt in the stew before we just up and dump a whole cup in just because it's not salty enough? Just adding all this in as you've described seems like a disaster to me, and overkilling on changes again is going to be yet another huge hit to a game that simply cannot take many more big hits
They are putting in the siege change first.
The other changes haven't been confirmed yet, certainly not for the next patch.
2nd, stop assuming that because other people disagree with you, that they are ignorant.
Going in a breach?
You can hit EVERY seige weapon that can be placed inside the inner keep capable of hitting the breach, without going inside.
Like I've said, I've played in situations (e.g. BWB in 1.4) where seige was very effective against organized groups where purge spamming wasn't a thing.
You know what? Defended keeps still got taken, and people found ways through choke points.
And it was fun.
There was a legitimate sense of accomplishment because of how difficult it was.
Does every post of yours need to be laden with personal attacks?
I think an across the board change for all defensive abilities that have them scale in cost relative to the number of targets hit would be useful. (Or, some form of debuff which causes that effect)PainfulFAFA wrote: »PainfulFAFA wrote: »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!
Excellent.
Since purge won't remove the negative effects of siege, will rapid maneuvers work to removes things like snares?
Siege might be a little OP with un-purgeable snare. Need to test it first though.
Also, any new on forward camps?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!
If defenders are raining catapults on a single breach, guess what?
The old meta of zerging through won't work. Time to open up a second breach. Plenty of people in a full raid to take down a wall quickly (w/ improved siege damage).
People are running out of stam?
-don't stand on the red circles
-use pots
-throw some shards
-use synergies to get back resources (bone shield, orb, altar, etc)
However, maybe 5k Stamina Drain might be too much but I'd like to test it out on Live first, and then have ZOS fix it the week after if neccessary.
ZOS rarely fixes things the week later, so we'll be stuck with anything that's broken for a while most likely. A single catapult fires pretty quickly, multiple catapults make it near impossible to not get hit at all, but using your pot with a long cooldown is supposed to be sufficient given what I just said, right. We could always use synergies and get back <5% of your 10-15k stamina pool as anything other than a stam build, that'll work, oh wait, you just got feared and don't have enough stamina to cc break and even use your pot - oh well.
And then you could always open up a second breach, except unless you're trying to take the inner, in which case you only have 3 possibilities, all far from eachother. Once you have the inner down, you could always not stand in red circles, but oh, you want to actually get a group inside a confined space and the armchair pvpers are telling you to spread out in a place where you can't actually spread out? What's that you're murmuring about? You want to take the flags? Well you aren't supposed to stand in the red circles silly, so you're just going to have to go take a dead keep instead, clearly.
The only broken changes were oil catas and meatbags. Meatbags at least can be somewhat dealt with pending the revise changes. Oil catas will end up being an utter cluster eff for all parties involved. 5k per hit with no cooldown is insane - I can't believe it was even proposed.
Damn dude are you going to QQ for everything?
Not all fights are going to be wins when you're in a zerg in the next meta....
Welcome to the world of skill where you're not always going to be immune to everything with 1 button... including a fear.
Second paragraph is just silly...
Once again if the inner wall breach is being rained down, dispatch your group to take down the other inner or the front door.
Your full raid is enough people to take out immobile siege operators.
Maneuver your way up the stairs, and around, maybe drop some oils on the flags. Plenty of ways to move a zerg inside the inner. Zerg stacking on a flag won't work anymore against a well defended keep and good riddance. You might have to zerg those siege operators since you're so scared of them.
This is what happens when players get used to the current zerg meta of stacking, purging, spamming 1 button, etc.
I just can't anymore.
The sheer ignorance about how a group works, how sieges work, how freaking basic things like AOE caps, damage and choke points work is simply staggering. I'm done explaining to people who don't actually care and have no interest in learning.
@ZOS_BrianWheeler As a long-time PvPer, who's done pretty much every kind of PvP in this game, I'd request these changes be introduced slowly. See what effects you get. Things like capped barriers and purges alone have HUGE impact on organized groups, much less things like removed AoE caps, dynamic ulti, etc--and that's not even getting into these siege changes that take advantage of and exploit the newly-created weaknesses. Taking all the changes you want to make and just dumping them in at once seems like a poor strategy to me, and currently looks like HUGE overkill without much problem solving added in as a side effect.
Can we maybe throw a pinch of salt in the stew before we just up and dump a whole cup in just because it's not salty enough? Just adding all this in as you've described seems like a disaster to me, and overkilling on changes again is going to be yet another huge hit to a game that simply cannot take many more big hits
They are putting in the siege change first.
The other changes haven't been confirmed yet, certainly not for the next patch.
2nd, stop assuming that because other people disagree with you, that they are ignorant.
Going in a breach?
You can hit EVERY seige weapon that can be placed inside the inner keep capable of hitting the breach, without going inside.
Like I've said, I've played in situations (e.g. BWB in 1.4) where seige was very effective against organized groups where purge spamming wasn't a thing.
You know what? Defended keeps still got taken, and people found ways through choke points.
And it was fun.
There was a legitimate sense of accomplishment because of how difficult it was.
Does every post of yours need to be laden with personal attacks?
I don't think some have played BWB like you've described. I have. So I know exactly what you are talking about. That's why I'm not too worried about the proposed changes.
One more reason not to do PvP here and look for other games: really good job
i think the fact that siege is can't be remoed with purge is a good thing. you guys complain about zergs right? but if you can just stand still and spamm vigor and purge aren't you playing less skillful then any of the guys in the zerg?
This change is counter productive. It favors zerg surfers and mindlessly placing down siege and shooting it.
Its crazy to think that we are going to repeat the same mistakes that @ZOS_BrianWheeler and the PvP team fixed in the past. Remember when you couldnt counter oil cata's at all? Same basic idea with meat bags and WoE. We have already inadvertently gone down this path before in a very similar fashion.
The idea of siege draining resources is 100% ok with me, and cyrodiil does need an increase in damage. But making healings/snares unable to be purged is a very poor idea.
There are 2 possible ways I see this working:
1) Let our normal purge remove player effects and snares, and then reworking the guard skill into something similar to purge in order to counter the siege skills, and counter them effectively.
2) Purge only removes the effect from you and 3 allies in your group, however we would need to add a stamina version of purge. My recommendation, remove cleanse. I love cleanse, and its kept me alive many times. But it does favor large groups and when only purging 4 allies, wont be used that often.
What we really, really need is slight siege buffs that is still able to be countered, and removal of AoE caps.
I could discuss this forever, but have in the past wrote several pages regarding Cyrodiil and my honest opinion of how to balance it. Then gave it to Rich, Eric, and Gina during our meetings with them. Some things happened, most didn't. Regardless, I am sure most of what I have to say has already been said in the previous 700 posts, lets just hope our opinion for fair game play is heard.
brb
Stocking up on siege.
Edit: for the whole guild