ZOS_BrianWheeler wrote: »Anything that removes a "negative" effect is considered a purge, so not just the "Purge" abliity as you noted.
@ZOS_BrianWheeler Yeah someone else mentioned a similar thing in my thread. I think Damage is the most important thing to include, but I suggested maybe a "Trajectory" entry including min and max of angle (firing arc), height (clearance) and range (horizontal) would be more useful than just a straightforward "Range" entry:ZOS_BrianWheeler wrote: »We will look at tool-tips when this goes in as well, however displaying the range won't be possible as it varies based on trajectory of the projectile and whether it will land uphill, downhill, even ground, etc. There may be a generic "about this range" added.
Hmm, interesting point. The different siege weapons still have different ranges from each other though (I think treb has the longest), so it would be good to see something that indicates that. Perhaps the value for range could assume flat terrain for comparison purposes, and then any height differences would be down to the operator to assess. Or maybe Trajectory would be a better detail to see, as that could include the firing arc, the height, and the horizontal distance:lolo_01b16_ESO wrote: »Would be a nice addition, but I think it's impossible to provide a range, as it depends on the height difference between you and the target area.
So for example, for a Catapult using the values in this diagram:
Trajectory: Angle: 75°-60°, Height: 4.7m-3.7m, Range: 5m-8.7m
ZOS_BrianWheeler wrote: »Battlespirit did indeed change the value of damage from Siege weapons, which we are looking to correct with these changes.
johan.danielsson1994b16_ESO wrote: »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.
Better ask somebody.
What's small to you? 10? 12? 16? anything short of 24? Group up? Purge purge purge? Maneuvers? Purge purge purge? If this is you "squad". This is intended to affect you adversely.
Small for me is 8 people, medium sized 9 - 12. But if you payed a little more attention to my posts i've not written small, i've written smaller. I dont know if you and me had had the same basic education but i would claim that 12 is a smaller number then 30.
This change is for the zerglings, or did you already forget who the 1.6 siege changes benefited?
Rugz_Maulgoth wrote: »I think these proposed changes are huge and have real potential to make for interesting small group defense of keeps. Props to those people who worked on them.
There seems to be a lot of QQ going on in regards to the nonpurgable healing debuff. Pretty sure the idea is that people are supposed to use shields to counter act this, thus forcing zergs to react to the type of damage being done with heals or shields, or manage their stamina efficiently enough so they can dodgeroll. All things that force the zerg to split up into more manageable bite-sized meals and provide a higher skill-cap for play.
I think this is a really positive change.
You must be joking right ? When a 24man fights a 8 or 10man , the 24man just need 2 people put down 2 meatbag and aim at the 10man , so the other 22man will keep chasing the 10man and hit them if the 10man push to the meatbag. So can you tell me whose going to benefit from the non-purgeable healing debuff more ?
To be honest , this non-purgeable healing debuff = the most stupid changes ever if it goes through.
Conclusion : Big group will benefit more than small group.
Good stuff. Sieges should have a greater impact on the battlefield than right now. And these changes look very interesting. DOT should stay purgeable, not sure it's a good idea that other side effects can't be purged, but we'll see how it works
johan.danielsson1994b16_ESO wrote: »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.
Better ask somebody.
What's small to you? 10? 12? 16? anything short of 24? Group up? Purge purge purge? Maneuvers? Purge purge purge? If this is you "squad". This is intended to affect you adversely.
Small for me is 8 people, medium sized 9 - 12. But if you payed a little more attention to my posts i've not written small, i've written smaller. I dont know if you and me had had the same basic education but i would claim that 12 is a smaller number then 30.
This change is for the zerglings, or did you already forget who the 1.6 siege changes benefited?
So, your "squad" is "smaller". 14, 16 then? Smaller than a full raid? Purge, purge, purge? Maneuvers? Purge purge? Like I thought, that is you and your "squad".
I don't know your education level either. I do know your "squad" will have to learn to adjust once the siege changes go through. You do too huh? Working as intended.
PainfulFAFA wrote: »I dont have the leisure to read 10 pages atm but...
Will Oil/Lightning siege debuffs stack?
If yes, then everyone will be using oil catapult....
Rugz_Maulgoth wrote: »Rugz_Maulgoth wrote: »I think these proposed changes are huge and have real potential to make for interesting small group defense of keeps. Props to those people who worked on them.
There seems to be a lot of QQ going on in regards to the nonpurgable healing debuff. Pretty sure the idea is that people are supposed to use shields to counter act this, thus forcing zergs to react to the type of damage being done with heals or shields, or manage their stamina efficiently enough so they can dodgeroll. All things that force the zerg to split up into more manageable bite-sized meals and provide a higher skill-cap for play.
I think this is a really positive change.
You must be joking right ? When a 24man fights a 8 or 10man , the 24man just need 2 people put down 2 meatbag and aim at the 10man , so the other 22man will keep chasing the 10man and hit them if the 10man push to the meatbag. So can you tell me whose going to benefit from the non-purgeable healing debuff more ?
To be honest , this non-purgeable healing debuff = the most stupid changes ever if it goes through.
Conclusion : Big group will benefit more than small group.
I understand your point but isn't the purpose of this to force people to not stand in siege? A single meatbag won't kill you but it will make you run and hide.
Currently if a 24- man group is hit by a meatbag, they basically just stand there and heal themselves / purge. Correct?
Currently, if a 10-man group gets hit by a meatbag and is also being chased by most of the previous group. Will they continue to clump or will they re-position themselves intelligently?
If a 24-man group gets hit by a meatbag and CAN'T out heal/purge the damage, will they just stand there and spam aoe or will they move?
It's pretty easy to counter siege... you just walk away from it. This change would prohibit large groups from just tanking siege, which is realistically an unreasonable strategy in the first place.
The onus is on the 10-man group to play intelligently, use terrain, keep walls, and such to fight a group over twice the size of themselves. So not square off against a 24-man group in open ground. That doesn't make any sense in the first place.
EDIT:
Currently, being hit by a meatbag ENCOURAGES you to group to run to your healer for the purge. The counter play to siege should be NOT being hit by siege. Not standing in a pile.
tinythinker wrote: »Siege has always been my favorite part of PvP. Personally I prefer a third Alliance War skill line that gives the kinds of buffs listed (and making each AW skill line mutually exclusive), but it will be interesting to see how this pans out nonetheless. Scaling (does less damage to fewer targets/increased damage to more targets) would be useful with these changes, along the lines of an inverted AoE cap but with different break points to take into account the impact radius (first 2 players =50% damage, next 2 = 75%, everything after the first 4 up to any max cap = 100% damage).
I agree. I think a cooldown would be necessary; both of these have a 6 second snare, so perhaps it could be set so that while the snare is active, the same debuff doesn't tick again (or that successive debuffs within the snare period have diminishing returns).Good question.PainfulFAFA wrote: »I dont have the leisure to read 10 pages atm but...
Will Oil/Lightning siege debuffs stack?
If yes, then everyone will be using oil catapult....
If they can stack (with other hits of the same type), then the 5k and 2k/tick values seem too high.
AbraXuSeXile wrote: »Anyone who likes this idea doesnt like pvp. Sitting on a siege weapon left clicking hoping to grab a kill.
Boring.
Rugz_Maulgoth wrote: »Rugz_Maulgoth wrote: »I think these proposed changes are huge and have real potential to make for interesting small group defense of keeps. Props to those people who worked on them.
There seems to be a lot of QQ going on in regards to the nonpurgable healing debuff. Pretty sure the idea is that people are supposed to use shields to counter act this, thus forcing zergs to react to the type of damage being done with heals or shields, or manage their stamina efficiently enough so they can dodgeroll. All things that force the zerg to split up into more manageable bite-sized meals and provide a higher skill-cap for play.
I think this is a really positive change.
You must be joking right ? When a 24man fights a 8 or 10man , the 24man just need 2 people put down 2 meatbag and aim at the 10man , so the other 22man will keep chasing the 10man and hit them if the 10man push to the meatbag. So can you tell me whose going to benefit from the non-purgeable healing debuff more ?
To be honest , this non-purgeable healing debuff = the most stupid changes ever if it goes through.
Conclusion : Big group will benefit more than small group.
I understand your point but isn't the purpose of this to force people to not stand in siege? A single meatbag won't kill you but it will make you run and hide.
Currently if a 24- man group is hit by a meatbag, they basically just stand there and heal themselves / purge. Correct?
Currently, if a 10-man group gets hit by a meatbag and is also being chased by most of the previous group. Will they continue to clump or will they re-position themselves intelligently?
If a 24-man group gets hit by a meatbag and CAN'T out heal/purge the damage, will they just stand there and spam aoe or will they move?
It's pretty easy to counter siege... you just walk away from it. This change would prohibit large groups from just tanking siege, which is realistically an unreasonable strategy in the first place.
The onus is on the 10-man group to play intelligently, use terrain, keep walls, and such to fight a group over twice the size of themselves. So not square off against a 24-man group in open ground. That doesn't make any sense in the first place.
EDIT:
Currently, being hit by a meatbag ENCOURAGES you to group to run to your healer for the purge. The counter play to siege should be NOT being hit by siege. Not standing in a pile.
It's obvious the 10man aint going to stay in 1 place to purge and heal. Look at it this way , 10man is on mobile , the 22man chase and use cc to try to lockdown as many people as they can , eventually the 10man going to get outresource because they being outnumber heavily and get hit by meatbag right , it's not like the 24man are so dumb that they dont know how to move thier meatbag around in a versatile way. If you say by always moving away , how long can u run ? From one end of the map to another end of the map ? What they need to do is make meatbag purgeable but make it cost like 3 or 4 times more , so people cant spam purge or have a purge immunity like after u get purged , you cant be purge for another 5-8 secs.
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.
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!
@ZOS_BrianWheeler
This all sounds great Brian. Siege used to be the primary counter to ball groups back in the day when Oil catapults and meatbags meant something.
To all the people talking about 10 man versus 30 man being hurt by this you're crazy. This isn't about 10 man groups being given something to be able to kill 30 people. It is about giving that lone guy who isn't a 500CP PvP Superstar a way to contribute to the fight. Now he can spend his hard-earned AP on a ballista and lay down some fire into the zerg ball that isn't going to be ignored. Enforced snares coupled with damage that cant be ignored (I *love* the resource draining idea) will make people consider twice about tightly condensing themselves into a nice easy target....especially now that ballistas will be much easier to aim and hit your targets.
Most exciting PvP News I've heard in a long while.
I'm also somewhat hopeful about the AoE buff changes being made and the potential performance implications.
Of course it will. What better way to stop the steelnado trains?@ZOS_BrianWheeler
This all sounds great Brian. Siege used to be the primary counter to ball groups back in the day when Oil catapults and meatbags meant something.
To all the people talking about 10 man versus 30 man being hurt by this you're crazy. This isn't about 10 man groups being given something to be able to kill 30 people. It is about giving that lone guy who isn't a 500CP PvP Superstar a way to contribute to the fight. Now he can spend his hard-earned AP on a ballista and lay down some fire into the zerg ball that isn't going to be ignored. Enforced snares coupled with damage that cant be ignored (I *love* the resource draining idea) will make people consider twice about tightly condensing themselves into a nice easy target....especially now that ballistas will be much easier to aim and hit your targets.
Most exciting PvP News I've heard in a long while.
I'm also somewhat hopeful about the AoE buff changes being made and the potential performance implications.
I honestly think that Oil Catapult is going to be what screws the Zergball the most.....
I honestly see like 2 or 3 Pugs throwing that down in a fight; hitting the zerg ball with it..and it'll be a chain reaction of screwing of them.
They'll lose retreating manuevers cause they won't have stamina..They'll be snared from the catapult...and they'll soon be unable to break roots or other CC..and that'll be the end of them.
.....Since when does massive war on a massive scale cater to small groups and single player combat? 90% of the negative comments indicate that people want to ride into pvp battles and win them all by themselves. Blows my mind that people in their teeny groups think they should be able to battle against an army at even the lowest level. The possibility of "300" being replicated should be extremely remote. I'm in favor of any changes that promote grand battles and death on an epic scale.
I think that the bigger the group, the more health and damage buff they should get. Single players going into pvp areas should get a damage and health debuff...so group up, it's about massive head to head battles! (which rarely happens anymore) Death to gank squads!