AwesomeZOS_BrianWheeler wrote: »
- 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.
Awesome
Awesome
Great changes!
As long as siege is still slow (and therefore easily avoidable) the concerns above are unfounded.Love Wizard wrote: »Not being able to purge meatbag? Let the elder sieges online commence
Elder Siege Online was awesome fun back in the day! Just remember to buff NPC Guard siege defense, Wheeler!
So you are discussing right? You discuss city capture, you discuss IC districts capture, you discuss battlegrounds, you discuss how to fix pvp lag and fps drop. But right now pvp is unplayable.
What are the actual things you are working at right now?
hakunamatadab16_ESO2 wrote: »Know what else will make zergs stronger? People with toons from different factions will be able to home all their toons in the same campaign. PvP in this game is broken beyond repair.
Subscription dropped.
Tapping out.
ZOS_BrianWheeler wrote: »We have thought about multiple operators on Trebuchets and Catapults but that will take a bit of engineering/UI work to make that function well. There are plans for introducing new weapons in the future that will play well with multiple operators and when we're ready to give the details on those we will
No update on City capture in Cyrodiil other than it's still being discussed, however Imperial City district capture is also on the table.
We are finalizing the discussions on whether or not the siege side effects are purgable or not and will hinge greatly on what the final design is on Purge itself. When that's nailed down, we'll let you know here!
Simple. Flag in the tower, have to destroy the tower before you can cap the resource, nowhere for tower farmers to hide.I agree overall with these changes but good luck getting small groups or large ones out of a Resource tower once they get a couple siege setup inside. Tower farmers wet dream. Need to change ground floor of towers so siege cant be setup covering the door.
ZOS_BrianWheeler wrote: »We have thought about multiple operators on Trebuchets and Catapults but that will take a bit of engineering/UI work to make that function well. There are plans for introducing new weapons in the future that will play well with multiple operators and when we're ready to give the details on those we will
No update on City capture in Cyrodiil other than it's still being discussed, however Imperial City district capture is also on the table.
We are finalizing the discussions on whether or not the siege side effects are purgable or not and will hinge greatly on what the final design is on Purge itself. When that's nailed down, we'll let you know here!
ZOS_BrianWheeler wrote: »We have thought about multiple operators on Trebuchets and Catapults but that will take a bit of engineering/UI work to make that function well. There are plans for introducing new weapons in the future that will play well with multiple operators and when we're ready to give the details on those we will
No update on City capture in Cyrodiil other than it's still being discussed, however Imperial City district capture is also on the table.
We are finalizing the discussions on whether or not the siege side effects are purgable or not and will hinge greatly on what the final design is on Purge itself. When that's nailed down, we'll let you know here!
Thanks for the answer.. i would think it would be something similar to the coding of the way a ram operates... it needs X number of people to move and X number of people to make it fire... it sort of seems like the engineering/UI is already in place just on a different item.. but what do i know :?
Being able to whip down 4 stone trebs and load them up with rocks that presumably weigh 10x my characters weight and turn and fire them all by myself is definitely a 10/10 ruining of my immersion. WTB Capturable siege points that you use an NPC to designate specific spots where it sends out little siege NPCs to construct siege and fire it for you... and then you have to defend your siege factory and the siege NPCs. Cause lets be honest.. who actually enjoys sieging walls? @ZOS_BrianWheeler
Simple. Flag in the tower, have to destroy the tower before you can cap the resource, nowhere for tower farmers to hide.I agree overall with these changes but good luck getting small groups or large ones out of a Resource tower once they get a couple siege setup inside. Tower farmers wet dream. Need to change ground floor of towers so siege cant be setup covering the door.
What do you mean? The proposal is new, it can't have worked in the past because the situation of the flag being in the tower has never existed.Rarely ever has worked in the past. 9 times out of 10 someone will be capping the flag while everyone else yells at them to get off it.Simple. Flag in the tower, have to destroy the tower before you can cap the resource, nowhere for tower farmers to hide.I agree overall with these changes but good luck getting small groups or large ones out of a Resource tower once they get a couple siege setup inside. Tower farmers wet dream. Need to change ground floor of towers so siege cant be setup covering the door.
ZOS_BrianWheeler wrote: »We have thought about multiple operators on Trebuchets and Catapults but that will take a bit of engineering/UI work to make that function well. There are plans for introducing new weapons in the future that will play well with multiple operators and when we're ready to give the details on those we will
No update on City capture in Cyrodiil other than it's still being discussed, however Imperial City district capture is also on the table.
We are finalizing the discussions on whether or not the siege side effects are purgable or not and will hinge greatly on what the final design is on Purge itself. When that's nailed down, we'll let you know here!
Thanks for the answer.. i would think it would be something similar to the coding of the way a ram operates... it needs X number of people to move and X number of people to make it fire... it sort of seems like the engineering/UI is already in place just on a different item.. but what do i know :?
Being able to whip down 4 stone trebs and load them up with rocks that presumably weigh 10x my characters weight and turn and fire them all by myself is definitely a 10/10 ruining of my immersion. WTB Capturable siege points that you use an NPC to designate specific spots where it sends out little siege NPCs to construct siege and fire it for you... and then you have to defend your siege factory and the siege NPCs. Cause lets be honest.. who actually enjoys sieging walls? @ZOS_BrianWheeler
ZOS_BrianWheeler wrote: »With the changes coming to Purge which Eric can detail, all siege side effects like the meatbag health debuff, snares, and DoTs will be purgable, last a shorter duration, but the damage itself will be higher. Ballista weapons across the board will turn a lot faster than they currently do and their scatter has been removed (EG. they will always hit where they're aimed).
Full details will be in the PTS patch notes breaking down each change individually, but that's the main gist regarding the Siege changes coming soon
ZOS_BrianWheeler wrote: »With the changes coming to Purge which Eric can detail, all siege side effects like the meatbag health debuff, snares, and DoTs will be purgable, last a shorter duration, but the damage itself will be higher. Ballista weapons across the board will turn a lot faster than they currently do and their scatter has been removed (EG. they will always hit where they're aimed).
Full details will be in the PTS patch notes breaking down each change individually, but that's the main gist regarding the Siege changes coming soon
ZOS_BrianWheeler wrote: »With the changes coming to Purge which Eric can detail, all siege side effects like the meatbag health debuff, snares, and DoTs will be purgable, last a shorter duration, but the damage itself will be higher. Ballista weapons across the board will turn a lot faster than they currently do and their scatter has been removed (EG. they will always hit where they're aimed).
Full details will be in the PTS patch notes breaking down each change individually, but that's the main gist regarding the Siege changes coming soon