ZOS_BrianWheeler wrote: »Hey gang!
In the next major update we'll be adjusting damage and other effects from siege weapons. This will go in conjunction with other changes regarding repair kits and keep upgrades, but the changes noted here are specific to players effects (damage, snares, dots, etc.).
These changes are currently being tested internally and may change before they go to PTS/Live:
- Damage across the board for all siege weapons has been increased roughly 30%, but we are considering increasing that more.
- Snares have been normalized on all siege weapons that apply that debuff (ice treb, lightning ballista, oil catapult) to be a 50% snare, and last 6 seconds.
- All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable.
- Oil Catapults will now also have a "Stamina damage" value added, which takes away roughly 5000 Stamina from enemy targets.
- Lightning Ballista will now also have a "Magicka Damage" value added, which takes away roughly 5000 Magicka from enemy targets.
- Ballista now turn faster and have their "scatter" variable removed, making them 100% accurate to your aimed location.
- Scattershot now adds 20% damage taken from other siege weapons instead of 10%
Thanks for any feedback regarding these changes and again, these may or may not go up to PTS/Live exactly as stated here, but this is what we're currently testing
ZOS_BrianWheeler wrote: »Hey gang!
In the next major update we'll be adjusting damage and other effects from siege weapons. This will go in conjunction with other changes regarding repair kits and keep upgrades, but the changes noted here are specific to players effects (damage, snares, dots, etc.).
These changes are currently being tested internally and may change before they go to PTS/Live:
- Damage across the board for all siege weapons has been increased roughly 30%, but we are considering increasing that more.
- Snares have been normalized on all siege weapons that apply that debuff (ice treb, lightning ballista, oil catapult) to be a 50% snare, and last 6 seconds.
- All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable.
- Oil Catapults will now also have a "Stamina damage" value added, which takes away roughly 5000 Stamina from enemy targets.
- Lightning Ballista will now also have a "Magicka Damage" value added, which takes away roughly 5000 Magicka from enemy targets.
- Ballista now turn faster and have their "scatter" variable removed, making them 100% accurate to your aimed location.
- Scattershot now adds 20% damage taken from other siege weapons instead of 10%
Thanks for any feedback regarding these changes and again, these may or may not go up to PTS/Live exactly as stated here, but this is what we're currently testing
ZOS_BrianWheeler wrote: »@DeanTheCat Pretty close, but it's more due to the structure of the ability and how it needs to apply the initial tracking ability, then check the area for how many it multiplies the damage by, then applies the damage based on that calculation and final line of sight check to apply the damage. Siege at it stands now just hits and area and does damage, and is done.
I urge you not to make any of these effects unable to be purged. This is a slippery slope! I would much rather see you guys add real risk and reward to using purge abilities.
For instance, the base skill and efficient morph of Purge should remove negative effects from the caster ONLY. None of this cheap AoE purge nonsense. The Cleanse morph can remain as-is. The Templar group purge works nicely because at least group members have to activate a synergy to receive the benefit.
This is a FAR better solution than making effects non-purgeable. If you try this and realize you have to take additional steps, that's fine, but please don't wreck purge mechanics.
ZOS_BrianWheeler wrote: »@DeanTheCat Pretty close, but it's more due to the structure of the ability and how it needs to apply the initial tracking ability, then check the area for how many it multiplies the damage by, then applies the damage based on that calculation and final line of sight check to apply the damage. Siege at it stands now just hits and area and does damage, and is done.
It sounds like we need more AOE damage skills that just hit and area and does damage - and is done. This appears like it may enhance performance. Its almost like... removing AOE caps?
demonlkojipub19_ESO wrote: »Back in the day, oil pot snares, and possibly ice treb and lightning ballista snares, use to already be unpurgeable. This was a good thing for the smaller groups trying to defend against the larger groups, because those larger groups always had most of their members able to purge. It was nothing but blobs of purge bots. But those blobs got slowed down by the oils, and it was a lot harder for a zerg caught by oils catas to get by the meager defense.
Then one day, they decided to allow the snare to be purged. Thanks to that, snaring siege weapons lost their usefulness, and those zergs just laughed it off and danced over the siege that could not stop them. There are simply too many people in cyrodil running around mashing purge.
I'm glad they decided to once again make those unpurgable, a long with the other detrimental effects caused by siege weapons. It reduces the power of purge spammers, and makes special siege relevant again.
RinaldoGandolphi wrote: »I posted this back in May, and since then I have stood bloody vindicated and proven correct with the current zerg state of the game today!
http://forums.elderscrollsonline.com/en/discussion/172354/nothing-will-ever-change-and-lag-will-persist-in-cyrodiil-as-long-as-siege-dots-are-purgable/p1
@ZOS_BrianWheeler
I plead to you, for everything it is worth, if you don't do another single thing with the next update, these Un-Purgable Siege effects MUST STAND! You got this right this time! Don't cave on this! I beg you! Nerfing the Purge skill itself is not enough, Siege can't be a zerg buster and a viable defense tool as long as its effects and Dots can be removed for a cheap cost...no one runs out of magic with the champion system anymore and you can Purge pretty much forever....This is the way forward.
Right now it is IMPOSSIBLE to defend any keep or outpost in this game unless you have an equal sized zerg..high ground, superior defensive positioning, etc...none of that matters in the game right now, just pop Rapids, Rotate Barrier, charge the Breech with Proxy Dets and whatever AOE you have and bathe in siege and oils and roll stomp everything...keeps are too easy to take and concentrated siege fire from 4-5 Fire Ballsitas right into the middle of these ball groups don't even make a dent!
The only way to change this current stacking meta is with siege, you can't do it with player based skills, as Proxy Det proved, the only way to fight outnumbered groups or delay keep sieges is by fighting them in chokes or high ground tactical positions of advantage with siege that actually capable of killing them.
This needs to come to pass, back in the days of Wabbajack, Doawnbreaker, etc standing in Flaming Oils got you wrecked, there was no standing in it just spamming Purge, you stayed out of those circles or you died, and the game needs to return to that...its no secret that as siege became less and less effective, lag and lag for worse in direct correlation....Folks remember the Brandon zergs and other zergs getting wrecked with oils and siege chokes and the like..there was a bit more strategy back then...
Ball groups should not be the prevailing and only meta and they should be counter able with siege and these changes is a huge step in the right direction and paving the future of what this game was intended to be which is an AvAvA game with multiple strategies with zerging being 1 of many and sieging and oiling the zerg being another...i think the prospect of having to open multiple breeches to take a keep and siege being something to be feared and it being effective is great for the future of this game!
Making purge available to all classes while purging everyone in a 12 meters radius was a huge mistake. It is the best way to encouraging stacking and blobbing.
This won't be enough though. In a perfect world, I would see the purging system revamped aswell. Purges should have never been available to all classes. This was a huge mistake. Purges should be a templar ability only. Otherwise, it makes dots and other useful debuffs totally useless.
Love Wizard wrote: »Not being able to purge meatbag? Let the elder sieges online commence
johan.danielsson1994b16_ESO wrote: »ZOS_BrianWheeler wrote: »Just to clarify, the DOT on Flame Trebs and Flame Ballista can still be purged....for now.
Healdebufs NEEDS to be cleanseable otherwise you've litteraly killed every medium sized group in the game.
I really hope siege is not the catch-all solution to AOE caps. Wrobel made a thread and were no closer to finding a solution or understanding the issue behind it all today. Siege alone will not solve whats going on in cyro - it should be a supplemental tool anyway.
If this isnt sorted by thieves guild - probably will be a nasty blow to this game and cyro.
I urge you not to make any of these effects unable to be purged. This is a slippery slope! I would much rather see you guys add real risk and reward to using purge abilities.
For instance, the base skill and efficient morph of Purge should remove negative effects from the caster ONLY. None of this cheap AoE purge nonsense. The Cleanse morph can remain as-is. The Templar group purge works nicely because at least group members have to activate a synergy to receive the benefit.
This is a FAR better solution than making effects non-purgeable. If you try this and realize you have to take additional steps, that's fine, but please don't wreck purge mechanics.
I always felt purge should have had an offensive morph, to purge off buffs on enemies like Rapids, HoTs, Empower, etc. While the other morph was a self purge on yourself.
However, in another thread that I can't find @Manoekin was against it being a self purge only. Manoekin, what was your reasoning behind not liking the self purge only?
I urge you not to make any of these effects unable to be purged. This is a slippery slope! I would much rather see you guys add real risk and reward to using purge abilities.
For instance, the base skill and efficient morph of Purge should remove negative effects from the caster ONLY. None of this cheap AoE purge nonsense. The Cleanse morph can remain as-is. The Templar group purge works nicely because at least group members have to activate a synergy to receive the benefit.
This is a FAR better solution than making effects non-purgeable. If you try this and realize you have to take additional steps, that's fine, but please don't wreck purge mechanics.
I always felt purge should have had an offensive morph, to purge off buffs on enemies like Rapids, HoTs, Empower, etc. While the other morph was a self purge on yourself.
However, in another thread that I can't find @Manoekin was against it being a self purge only. Manoekin, what was your reasoning behind not liking the self purge only?
My only problem I agree with is Efficient Purge. I just would rather see it morphed into something else that has the full cost of the purge skill. Self use for the efficient morph only wouldn't be bad though. In order to use Cleanse frequently enough you have to sacrifice in other areas because it costs so much. Anyone that's seen me can say I don't even bother with offensive abilities, or I hit like a wet noodle. I've built my character around Cleanse and having loads of regen. I'll never be able to kill anyone, but I'll never run out of Magicka. If spamming of purge is a problem why not make it a choice?
I really hope siege is not the catch-all solution to AOE caps. Wrobel made a thread and were no closer to finding a solution or understanding the issue behind it all today. Siege alone will not solve whats going on in cyro - it should be a supplemental tool anyway.
If this isnt sorted by thieves guild - probably will be a nasty blow to this game and cyro.
Agreed completely -- IC quickly into Orsinium was great for the game because it added quite a bit of content very quickly. However, it fixed exactly zero issues and caused more problems for PvP. Thieves guild DLC needs a strong PvP balance component.
I really hope siege is not the catch-all solution to AOE caps. Wrobel made a thread and were no closer to finding a solution or understanding the issue behind it all today. Siege alone will not solve whats going on in cyro - it should be a supplemental tool anyway.
If this isnt sorted by thieves guild - probably will be a nasty blow to this game and cyro.
Agreed completely -- IC quickly into Orsinium was great for the game because it added quite a bit of content very quickly. However, it fixed exactly zero issues and caused more problems for PvP. Thieves guild DLC needs a strong PvP balance component.
@Wrobel @ZOS_BrianWheeler
I really hope siege is not the catch-all solution to AOE caps. Wrobel made a thread and were no closer to finding a solution or understanding the issue behind it all today. Siege alone will not solve whats going on in cyro - it should be a supplemental tool anyway.
If this isnt sorted by thieves guild - probably will be a nasty blow to this game and cyro.
Agreed completely -- IC quickly into Orsinium was great for the game because it added quite a bit of content very quickly. However, it fixed exactly zero issues and caused more problems for PvP. Thieves guild DLC needs a strong PvP balance component.
@Wrobel @ZOS_BrianWheeler
LOL get rekt @Fengrush
I really hope siege is not the catch-all solution to AOE caps. Wrobel made a thread and were no closer to finding a solution or understanding the issue behind it all today. Siege alone will not solve whats going on in cyro - it should be a supplemental tool anyway.
If this isnt sorted by thieves guild - probably will be a nasty blow to this game and cyro.
Agreed completely -- IC quickly into Orsinium was great for the game because it added quite a bit of content very quickly. However, it fixed exactly zero issues and caused more problems for PvP. Thieves guild DLC needs a strong PvP balance component.
@Wrobel @ZOS_BrianWheeler
LOL get rekt @Fengrush
This is what gets posted in my stream after getting 1 shot by a 14.2k surprise attack while Im at full health after zoning into sewers. Thanks for the -5k hp and x2 damage occuring 50/50 upon zoning since imperial city..
I really hope siege is not the catch-all solution to AOE caps. Wrobel made a thread and were no closer to finding a solution or understanding the issue behind it all today. Siege alone will not solve whats going on in cyro - it should be a supplemental tool anyway.
If this isnt sorted by thieves guild - probably will be a nasty blow to this game and cyro.
Agreed completely -- IC quickly into Orsinium was great for the game because it added quite a bit of content very quickly. However, it fixed exactly zero issues and caused more problems for PvP. Thieves guild DLC needs a strong PvP balance component.
@Wrobel @ZOS_BrianWheeler
LOL get rekt @Fengrush
This is what gets posted in my stream after getting 1 shot by a 14.2k surprise attack while Im at full health after zoning into sewers. Thanks for the -5k hp and x2 damage occuring 50/50 upon zoning since imperial city..
I think you need a relog macro Lord.