vortexman11 wrote: »bowmanz607 wrote: »@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.
i keep seeing this. please explain how this hurts small groups? This is a tool for small groups to use to break up the larger groups and spread them out. it also allows small groups to defend a keep against ball groups. How does this hurt small groups?
I keep seeing you post this, but whenever I see you in Cyrodiil you're with DiG surrounded by 30 other people sieging down groups you already outnumber.
johan.danielsson1994b16_ESO wrote: »On EU theres a siege up in 99% of all fights between groups.
johan.danielsson1994b16_ESO wrote: »bowmanz607 wrote: »@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.
i keep seeing this. please explain how this hurts small groups? This is a tool for small groups to use to break up the larger groups and spread them out. it also allows small groups to defend a keep against ball groups. How does this hurt small groups?
Yeah, in what possible instance do the small group of arround 10 - 12 people compared to a large zerg of 24+ spread all over the keep, pleaceing sieges on the postern doors, oils above the flags and over the meatbags.. They DONT, they cannot spare the numbers for this.
I can think of quite a few. The main one being after the wall is down and the zerg is rushing in the breach. The zerg isn't sieging at that point so these changes definitely help the smaller defending group.
johan.danielsson1994b16_ESO wrote: »bowmanz607 wrote: »@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.
i keep seeing this. please explain how this hurts small groups? This is a tool for small groups to use to break up the larger groups and spread them out. it also allows small groups to defend a keep against ball groups. How does this hurt small groups?
Yeah, in what possible instance do the small group of arround 10 - 12 people compared to a large zerg of 24+ spread all over the keep, pleaceing sieges on the postern doors, oils above the flags and over the meatbags.. They DONT, they cannot spare the numbers for this.
@Galalin is only mad because he runs with a Zerg ball guild that will need to actually split up now.
bowmanz607 wrote: »johan.danielsson1994b16_ESO wrote: »bowmanz607 wrote: »@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.
i keep seeing this. please explain how this hurts small groups? This is a tool for small groups to use to break up the larger groups and spread them out. it also allows small groups to defend a keep against ball groups. How does this hurt small groups?
Yeah, in what possible instance do the small group of arround 10 - 12 people compared to a large zerg of 24+ spread all over the keep, pleaceing sieges on the postern doors, oils above the flags and over the meatbags.. They DONT, they cannot spare the numbers for this.
Well that large zerg comes through ONE hole. They get spread out all over the keep and put oils down because the current effectiveness of siege is laughable. you can pound that hole with siege now and it does not matter. With these changes you pund that hole and it will not only wipe a good amount, but it will also deplete the resource of the people that have made it through making them easy pickens.
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.
For Cleansing Ritual, sure, but Dark Cloak...? Allowing Cleansing Ritual to remove siege debuffs is a nice buff for Templars and not overpowering to groups/zergs because aside from the Templar caster, debuff removal has a cooldown, thanks to synergy cooldowns. Dark Cloak only removes DoTs from the caster - no direct group benefit - so I am less inclined to let this ability purge siege effects.
ZOS_BrianWheeler wrote: »Hey gang!
- All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable.
@bowmanz607bowmanz607 wrote: »@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.
i keep seeing this. please explain how this hurts small groups? This is a tool for small groups to use to break up the larger groups and spread them out. it also allows small groups to defend a keep against ball groups. How does this hurt small groups?
Obviously the larger groups will use siege aswell. And because they are way more they will be able to place way more sieges.
Compare a 12 man group to a 24 man group. Who will be affected more by this change? The solution to this change will be to bring even more people to a fight.
johan.danielsson1994b16_ESO wrote: »johan.danielsson1994b16_ESO wrote: »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.
Wrong, the larger group is always the one that can spare people to place sieges, a smaller one can NOT!
Zerger arguing for the small group. This is rich.
No idea who you are for starters, but judgeing by your forum post you have absolutely no clue about what you are talking about or you didnt play the game before 1.6.
You, aswell as many others, obviously haven't PVP'ed enough to have any clue how this change will affect zergs vs smaller groups. This is beyond stupid@Galalin is only mad because he runs with a Zerg ball guild that will need to actually split up now.
I had a similar idea (for oil cats). The snare would be unpurgeable no matter what but the percentage of the speed reduction is what scaled. But, that and scaled damage and similar things are much harder to put in coding wise. Not impossible, but they take more time. The changes listed in the opening post are things that can be put in more quickly, which is likely why they wanted to test them first even if they have internally discussed other ways to modify siege function.What if unpurgeable buff would be applied ONLY if the number of targets hit is superior to a specific number (12 ? 15 ? 20?) ?
bowmanz607 wrote: »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.
what are you talking about. guess who uses seige when defending a keep. typically it is the smaller groups and the underpopulated groups. that means when you only have 10 people defending a keep and 30 running in the seige may actually flip the fight in the smaller groups favor. As it stands right now seige does not allow this.
bowmanz607 wrote: »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.
what are you talking about. guess who uses seige when defending a keep. typically it is the smaller groups and the underpopulated groups. that means when you only have 10 people defending a keep and 30 running in the seige may actually flip the fight in the smaller groups favor. As it stands right now seige does not allow this.
bowmanz607 wrote: »@bowmanz607bowmanz607 wrote: »@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.
i keep seeing this. please explain how this hurts small groups? This is a tool for small groups to use to break up the larger groups and spread them out. it also allows small groups to defend a keep against ball groups. How does this hurt small groups?
Obviously the larger groups will use siege aswell. And because they are way more they will be able to place way more sieges.
Compare a 12 man group to a 24 man group. Who will be affected more by this change? The solution to this change will be to bring even more people to a fight.
as i have stated many times already. a zerg is not placing seige when they are storming through a hole in the keep. It is only after they secure an area in a keep that they place siege. This helps prevent them from securing an area to place seige. Also, now multiple seige targeting one area will be able todestroy that area. UNlike right now where a player just sits in 3 or 4 sige hitting them.
Group up? Purge purge purge? Maneuvers? Purge purge purge? If this is you "squad". This is intended to affect you adversely.
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
bowmanz607 wrote: »WTF IS THIS ***? HAHAHAHAHAAHAHAHAH
THIS IS RIP
So now a zerg can wipe anyone with 1 meatbag?
How u gonna defend a keep 10 man vs 30+?
only way I see this work is a group kiting a zerg in open world and use meatbag to initate - but good luck with the lag
[REMOVE AOE CAP WITH THIS AND IM GLAD] IF NOT - Q_Q
This makes no sense. A zerg just runs in a keep in a ball. Siege is not effective right now. They dont need to drop a meatbag o kill anyone THEY ARE ZERGING!. Moreover, when a zerg is taking a keep they are not using siege to charge up the stairs and all that. The defending team is the one using the siege and have their seige defense set up inside the keep. This gives tools to the smaller groups to actually kill the zergs as they try pushing up the stairs. as it stands, this is not possible. This forces groups to split up because they actually have a penalty for being hit with siege.
From my experience - those zergs we fight pop firebalista and meatbags @ the upper flag from breach.. which means, we cant push that flag since 30 stack + siege? which leaves us with the main gate flag, followed up by enemies runing upstairs and oiling? eeeh.. and they might just add a meatbag on the upper flag, shooting maingate flag, since they have the flag covered by 3-4 sieges from breachside + postern?
But who's lagging? The 10 coordinated people or the 40 pugs running the same place? The 10 people are the ones who this will affect negatively. Not the 40 pugs or 24 man zergs.
Don't forget...
Charge Prox Det.
Move into enemies.
Spam Steel Tornado.
Yes, this change is clearly intended to negatively impact those groups. Personally, I approve of that (speaking as someone who has run with some very good Blobs).
The play style is mostly mindless, and the lag impact is pretty obvious.