@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.
Remember from it's original design the main aspect of Cyrodiil PvP is about keep battles with hundreds of players. Siege weapons should be balanced around large scale battles for keeps because that's when they're seen most.
Small gang PvP shouldn't be based around keeps but have other areas where it flourishes. Sandbox PvP (which Cyrodiil emulates) is about each group and style finding its place within the sandbox and playing with the tools the developers give them in the most effective way. ZOS shouldn't have a stance one way or the other on which style of gameplay should be played.
Spoken like a true zergling
@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.
Remember from it's original design the main aspect of Cyrodiil PvP is about keep battles with hundreds of players. Siege weapons should be balanced around large scale battles for keeps because that's when they're seen most.
Small gang PvP shouldn't be based around keeps but have other areas where it flourishes. Sandbox PvP (which Cyrodiil emulates) is about each group and style finding its place within the sandbox and playing with the tools the developers give them in the most effective way. ZOS shouldn't have a stance one way or the other on which style of gameplay should be played.
Spoken like a true zergling
Huge thread about siege weapons lack of threat against players, they finally make some changes to make it something you really want to avoid again and people still complain. Can't win. Why not wait and test it out before complaining?
@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.
Its ok Sanct
Just because your guild sucks and cant do anything without 50 people, doesnt mean everyone else should be punished just so that you are finally able to kill something.@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.
Remember from it's original design the main aspect of Cyrodiil PvP is about keep battles with hundreds of players. Siege weapons should be balanced around large scale battles for keeps because that's when they're seen most.
Small gang PvP shouldn't be based around keeps but have other areas where it flourishes. Sandbox PvP (which Cyrodiil emulates) is about each group and style finding its place within the sandbox and playing with the tools the developers give them in the most effective way. ZOS shouldn't have a stance one way or the other on which style of gameplay should be played.
I think these are interesting changes that need to be tested prior to implementation. Lowbie PvP the only way to really kill a large group is with siege or pure numbers. If you want to "counter zerg" maybe this will help. Image snaring a group of 24, healing debuff, and zapping their magic. That large group is much easier to fight with less healing and healers with zero magicka.I've been on both sides of the zerg and I hope we get on the PTS to test this concept.
"Insanity: doing the same thing over and over again and expecting different results." Albert Einsten
If we, as community, wish to disincentives zergs, ZOS must try something different, anything really. Is this the fix? I don't know, but it's worthy pursing different options.
@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.
Remember from it's original design the main aspect of Cyrodiil PvP is about keep battles with hundreds of players. Siege weapons should be balanced around large scale battles for keeps because that's when they're seen most.
Small gang PvP shouldn't be based around keeps but have other areas where it flourishes. Sandbox PvP (which Cyrodiil emulates) is about each group and style finding its place within the sandbox and playing with the tools the developers give them in the most effective way. ZOS shouldn't have a stance one way or the other on which style of gameplay should be played.
timidobserver wrote: »ZOS_BrianWheeler wrote: »Anything that removes a "negative" effect is considered a purge, so not just the "Purge" abliity as you noted.
Thanks for the info. I would reconsider that distinction. The alliance war purge is an easy button aoe spammable negative effect remover. Dark cloak is single target and purifying ritual requires a synergy for it to work on other players and synergy already has a cool down.
The specific problem is the alliance war purge. Rather than the scattershot approach, just fix the specific problem which is purge.
johan.danielsson1994b16_ESO wrote: »"All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable."
This is NOT the way to go at all... compare a group of 12 and a group of 24, guess three times which group gets affected the most from healing reduction.
WHY DO YOU LOVE NUMBERS SO MUCH, WHY!?
johan.danielsson1994b16_ESO wrote: »Huge thread about siege weapons lack of threat against players, they finally make some changes to make it something you really want to avoid again and people still complain. Can't win. Why not wait and test it out before complaining?
Everything is fine besides unremovable healingdebuffs. Already outnumbered heavily and we have to deal with permanent major defile on us 24/7 with 2 healers?...
That is not the solution. I wonder whos sitting at the office thinking "what can we mess up today." Unbeliveable.
johan.danielsson1994b16_ESO wrote: »Huge thread about siege weapons lack of threat against players, they finally make some changes to make it something you really want to avoid again and people still complain. Can't win. Why not wait and test it out before complaining?
Everything is fine besides unremovable healingdebuffs. Already outnumbered heavily and we have to deal with permanent major defile on us 24/7 with 2 healers?...
That is not the solution. I wonder whos sitting at the office thinking "what can we mess up today." Unbeliveable.
timidobserver wrote: »ZOS_BrianWheeler wrote: »Anything that removes a "negative" effect is considered a purge, so not just the "Purge" abliity as you noted.
Thanks for the info. I would reconsider that distinction. The alliance war purge is an easy button aoe spammable negative effect remover. Dark cloak is single target and purifying ritual requires a synergy for it to work on other players and synergy already has a cool down.
The specific problem is the alliance war purge. Rather than the scattershot approach, just fix the specific problem which is purge.
johan.danielsson1994b16_ESO wrote: »Huge thread about siege weapons lack of threat against players, they finally make some changes to make it something you really want to avoid again and people still complain. Can't win. Why not wait and test it out before complaining?
Everything is fine besides unremovable healingdebuffs. Already outnumbered heavily and we have to deal with permanent major defile on us 24/7 with 2 healers?...
That is not the solution. I wonder whos sitting at the office thinking "what can we mess up today." Unbeliveable.
You might have to spread out?
I think it has been proven in the AOE caps discussion threads that constructive feedback and criticism doesn't help much.You know, it's actually no wonder PvP is in such a terrible place when the entire of this thread became poop slinging within two pages.
Get over the ego and epeen and start giving constructive feedback and criticism with theory crafting and numbers aimed at ZOS or debunking other numbers rather than...
ZERG BAD!!! SMALL GROUP BAD!! ZERG BAD!!! SMALL GROUP BAD!!! as a PvP community we're pretty pathetic.
ZOS_BrianWheeler wrote: »Hey gang!
In the next major update we'll be adjusting damage and other effects from siege weapons. This will go in conjunction with other changes regarding repair kits and keep upgrades, but the changes noted here are specific to players effects (damage, snares, dots, etc.).
These changes are currently being tested internally and may change before they go to PTS/Live:
- Damage across the board for all siege weapons has been increased roughly 30%, but we are considering increasing that more.
- Snares have been normalized on all siege weapons that apply that debuff (ice treb, lightning ballista, oil catapult) to be a 50% snare, and last 6 seconds.
- All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable.
- Oil Catapults will now also have a "Stamina damage" value added, which takes away roughly 5000 Stamina from enemy targets.
- Lightning Ballista will now also have a "Magicka Damage" value added, which takes away roughly 5000 Magicka from enemy targets.
- Ballista now turn faster and have their "scatter" variable removed, making them 100% accurate to your aimed location.
- Scattershot now adds 20% damage taken from other siege weapons instead of 10%
Thanks for any feedback regarding these changes and again, these may or may not go up to PTS/Live exactly as stated here, but this is what we're currently testing
rdbrown1987 wrote: »Really? All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable.
this is just going to make the zergs more stronger, smaller groups won't have a chance to anything.
seriously who comes up with these ideas and thinks they'd be great because there is no thought into this at all you just haven't got a clue, you want to be splitting the zergs up not making them get bigger and win every time with a meatbag in this dumb down pvp because that's exactly what's going to happen.
the underpopulated side will never take a keep if this goes through.
ZOS_BrianWheeler wrote: »Just to clarify, the DOT on Flame Trebs and Flame Ballista can still be purged....for now.
Man the only people upset are the hardcore, never leave their zerg players.
Can't wait to check it out.
@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.
bowmanz607 wrote: »johan.danielsson1994b16_ESO wrote: »"All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable."
This is NOT the way to go at all... compare a group of 12 and a group of 24, guess three times which group gets affected the most from healing reduction.
WHY DO YOU LOVE NUMBERS SO MUCH, WHY!?
one we dont know what other balances are coming that will compliment these change.
Second, even on its own, this change gives tools to smaller groups to fight those larger groups. also, instead of one blob fighting another blob on one pin for 20 min while the server lags out will no longer be the most effective way to fight. No the side defending the resource or keep will have the advantage of seige be it 6 v 24 or 24 v 60 or even 40 v 40 etc. Moreover, this will change the strategy used by the groups on the offensive because it will no longer be advisable to just stick on crown and move in would big blob. Although not gone completely it will be minimized.