LadyLavina wrote: »If they do a no-cp week on tf/haddy , a lotttt of people are going to lose their sh*t and say f*** it for a week lol , the population will plummet.
but if such an event does happen, while i'd be against it happening at all, yes the siege dmg should be lowered.
DeadlyRecluse wrote: »Siege and NPC damage should be slightly lowered in no-CP environments in general, permanently.
The event is happening, but it comes with double AP to keep pops high.
arkansas_ESO wrote: »
Will double AP be enough, though? I mean AP by itself has already been worthless for a while now, there's nothing good from AP that you can sell now with the Desert Rose nerf, and the monster helm vendor very rarely has something actually worth buying. This event seems like it'll scare off older players for a week while newbies and PVEers jump in to quickly get their Vigor and then never return.
@dotmeI respectfully disagree. On CP-enabled campaigns, I can hurl cold-fire bolts running TWO ballistas at once towards a group attacking the front door of a keep, and they heal right through the hits. Counter-siege is supposed to hurt. If there are only two of you defending a keep against a large group of attackers, oil and ballistas are often the best option and IMHO they should be doing damage comparable to a destro-ult (except, of course, you can always purge and dodge counter-siege more easily than a destro-ult, where half the time you don't even see the animation and just die)
TLDR - Increase siege damage in normal CP-enabled campaigns, don't lower damage for the test week.
IcyDeadPeople wrote: »Understand the desire some have to lower or raise siege damage for balance purposes, but don't quite see how it would affect this particular test.
Are you suggesting people will be tightly clumped in ball groups less often, or using different abilities?
arkansas_ESO wrote: »This event seems like it'll scare off older players for a week while newbies and PVEers jump in to quickly get their Vigor and then never return.
I respectfully disagree. On CP-enabled campaigns, I can hurl cold-fire bolts running TWO ballistas at once towards a group attacking the front door of a keep, and they heal right through the hits. Counter-siege is supposed to hurt. If there are only two of you defending a keep against a large group of attackers, oil and ballistas are often the best option and IMHO they should be doing damage comparable to a destro-ult (except, of course, you can always purge and dodge counter-siege more easily than a destro-ult, where half the time you don't even see the animation and just die)
TLDR - Increase siege damage in normal CP-enabled campaigns, don't lower damage for the test week.
Yes, precisely. It looks like we will almost instantly see people return to the days of dropping 20 siege in the middle of a field with only a few actual AoE pushes using skills. I don't know if you ever fought folks in that meta but it was not only extremely unpleasant, it was also categorically different from how fights go now. So assuming that they're trying to gather data to help streamline combat with current fighting conditions, the siege damage is one of the first things that should be changed. I would hope that it's also a trivial change to make, so that it could be accomplished in time for the test.
IcyDeadPeople wrote: »
I suspect they are trying to look at exactly what happens if CP is removed, including how it changes player behavior.
For example, maybe they find that more deadly siege without CP causes players to spread apart more, resulting in fewer AoE calculations or something. Or maybe they determine that removing CP doesn't even reduce the latency issue.
If they verify that changing certain champion passives or removing them altogether would improve overall performance, I imagine there will also be tons of player feedback following this test on how to improve balance for non-CP campaign, especially with siege and poisons having such a strong impact.
Agreed. Lowering seige damage promotes unhealthy zerging and dumb-ball group play because you'll just outheal and don't need to run purge.
There are counters available (seige seige, avoid red circles, and group purge and healing). Use them and let's get back to playing.
heystreethawk wrote: »
That's not the case without CP, in part from a lack of mitigation against the unchanged base damage of a ballista, and in part because you just can't purge or heal enough to get through it. You think we don't drop already drop siege shield on a regular CP-enabled day? And what's this about purge; what does purging mean? This isn't an l2p lesson; these intimately familiar counter measures are not enough in a no-CP ballgame.
People overuse the siege on AZ, because they can lob off ridiculous amounts of damage at absolute minimal risk. It winds up promoting bad practices like zerging, because how else are you going to make it into a keep? And more dangerously, it makes for bad soldiers; people who can't handle themselves in Actual Big Boy Combat because they've learned that siege is the most effective way to deal damage, so they get really good at clicking on the ground at the right moment from inside of the keep. I don't want my children to inherit a Cyrodiil populated entirely by people RPing as drone pilots.
heystreethawk wrote: »
That's not the case without CP, in part from a lack of mitigation against the unchanged base damage of a ballista, and in part because you just can't purge or heal enough to get through it. You think we don't drop already drop siege shield on a regular CP-enabled day? And what's this about purge; what does purging mean? This isn't an l2p lesson; these intimately familiar counter measures are not enough in a no-CP ballgame.
People overuse the siege on AZ, because they can lob off ridiculous amounts of damage at absolute minimal risk. It winds up promoting bad practices like zerging, because how else are you going to make it into a keep? And more dangerously, it makes for bad soldiers; people who can't handle themselves in Actual Big Boy Combat because they've learned that siege is the most effective way to deal damage, so they get really good at clicking on the ground at the right moment from inside of the keep. I don't want my children to inherit a Cyrodiil populated entirely by people RPing as drone pilots.
IcyDeadPeople wrote: »
I suspect they are trying to look at exactly what happens if CP is removed, including how it changes player behavior.
For example, maybe they find that more deadly siege without CP causes players to spread apart more, resulting in fewer AoE calculations or something. Or maybe they determine that removing CP doesn't even reduce the latency issue.
If they verify that changing certain champion passives or removing them altogether would improve overall performance, I imagine there will also be tons of player feedback following this test on how to improve balance for non-CP campaign, especially with siege and poisons having such a strong impact.
Spread out? If this was a trial, you'd learn to not stack if the mob was dishing out extra dmg the more players they hit.
They only use seige because you are letting them think it can work. I only died to seige last night once in AZ and it was because I didn't realize I got hit and let it do full dmg on me. That's not a seige problem, that's a player mistake which rewarded the enemy.
Spread out? If this was a trial, you'd learn to not stack if the mob was dishing out extra dmg the more players they hit.
They only use seige because you are letting them think it can work. I only died to seige last night once in AZ and it was because I didn't realize I got hit and let it do full dmg on me. That's not a seige problem, that's a player mistake which rewarded the enemy.
heystreethawk wrote: »
Good call.
Alright gang, huddle up; we're gonna be doing the "Swiss Miss" maneuver on the keep. I want every one of you manning 3 ballistae each on every single wall on the west and east sides, and then in 10 minutes time we're going to be darting through each of them breaches, one at a time, to "spread out" and make sure the enemies don't think their siege is gonna work. We'll meet up on the front door to high five and drop a siege shield on the tank, who's going to be one-man-ramming it; I think his pointy helm will give him a buff when he butts it into the door.
You're probably wondering why we've spent so much time watching Busby Berkeley films on raid night, and I'd be remiss if I didn't thank Men'Do at this juncture for the use of his personal screening room; call me crazy, but I don't think the classics pack the same visual "wallop" when translated to digital media. Anyhoo, I asked you to take notes on all the climactic synchronized swimming numbers, and we're going to put your storyboard breakdowns to good use on this next maneuver, which I call "Gilding the Lily Pad". We're gonna be pirouetting into the keep in unison, but again: one at a time, mirroring one another's movements on opposite sides, coalescing at the end to dodge roll through the flag. I reckon it will take the tank six minutes to solo ram through the FD, and he should be able to cast Guard on the other tank to brute force the flags.
Thank you for the advice on group play, Minno; the trials analogy helped me to remember the time I ran AA. Please drop me a line if you ever want to try out a blazing shield build.
It's not hard. Distract the enemy, purge/heal. A smaller group runs on the less crowded side and start seiging another hole. Once that wall breaks, reform the group at breach. This is keep taking 101...
Trials analogy was an insult. "Actors" playing a script event know the mechanics of avoiding red circles better than anyone that dies to seige. Trying to get the game to change to suit your mistakes, is not the right choice for balance.
For why nCP seige is better:
- gives smaller groups chance to funnel zergs to avoid the AOE caps. Seige, if I understand, ignores this. So if a 14 player group is defending a keep against two raids, they should have a chance to kill you.
- currently in TF, seige does nothing. Even against unorganized zergs its terrible. And it masks terrible groups from organized ones.
- rapids/mist form still let you ignore snares for entering keep breaches. The best counter to seige, and it's invincible in TF. I can ignore everything hitting me in mist form but the skill is performing as intended. It's because seige is underperforming in CP campaigns due to the dmg mitigation.
Because of this, we are going to run a series of PvP performance tests, and because it is impossible to simulate PvP load on our internal test servers (or on PTS), we will do this on all live servers on the dates of February 27 – March 6. This is not something we take lightly, and it is important that we evaluate performance when the server is under real-world load situations.
It's not hard. Distract the enemy, purge/heal. A smaller group runs on the less crowded side and start seiging another hole. Once that wall breaks, reform the group at breach. This is keep taking 101...
Trials analogy was an insult. "Actors" playing a script event know the mechanics of avoiding red circles better than anyone that dies to seige. Trying to get the game to change to suit your mistakes, is not the right choice for balance.
For why nCP seige is better:
- gives smaller groups chance to funnel zergs to avoid the AOE caps. Seige, if I understand, ignores this. So if a 14 player group is defending a keep against two raids, they should have a chance to kill you.
- currently in TF, seige does nothing. Even against unorganized zergs its terrible. And it masks terrible groups from organized ones.
- rapids/mist form still let you ignore snares for entering keep breaches. The best counter to seige, and it's invincible in TF. I can ignore everything hitting me in mist form but the skill is performing as intended. It's because seige is underperforming in CP campaigns due to the dmg mitigation.
IcyDeadPeople wrote: »
I suspect they are trying to look at exactly what happens if CP is removed, including how it changes player behavior.
For example, maybe they find that more deadly siege without CP causes players to spread apart more, resulting in fewer AoE calculations or something. Or maybe they determine that removing CP doesn't even reduce the latency issue.
If they verify that changing certain champion passives or removing them altogether would improve overall performance, I imagine there will also be tons of player feedback following this test on how to improve balance for non-CP campaign, especially with siege and poisons having such a strong impact.
heystreethawk wrote: »
No, it's not keep taking 101. It's fan fiction for armchair generals, the kind of stuff that sounds super clever on the page, but falls apart in practice 90% of the time. The people who talk about these tactics as if they offer an answer to anything either 1) play primarily in the daytime / on servers with small or inexperienced populations, or 2) do not substantially contribute to keep captures, ever. Perhaps you are both; I don't often play during the day.
If I have enough people in my group (let's say 16) to comfortably setup a second siege line, the enemies inside (who, unlike me, are immune to any substantial threat at this juncture) have enough people to set up a second counter-siege line while sipping margaritas. Maybe they don't even need to do that; one man can comfortably run several, because counter-siege pointed at the opposite side of the keep only needs to be about a foot away from the siege pointed at the other breach. Meanwhile, I have split my forces in half (8 on each side, in this example), so if a group of 16 shows up with enough hair on their chest to hop off the wall and use their abilities, my best bet is to reconvene my two groups at a third, equidistant location to fight them. Now, I either keep a few people behind at each siege line, in the hopes that they won't be run down by the larger group that is amassing at the keep-- pugs are spilling in by now, don't kid yourself-- or I abandon the siege altogether. Either way, I am at a severe disadvantage. I am sieged down, I am split up, and the walls are being repaired. If we beat the enemies, we start over, and the best case scenario is that the keep is still flagged and the wall that isn't fully repaired is at 80%. Your awesome tactic doesn't work, no matter how confidently you assert that it does.
I am aware that it was an insult, and I assure you that if it came from anyone who actually leads groups and takes keeps in the modern era of Trueflame, I would probably take offense. Why are you talking to me like you're my sensei?
They're not going to kill two raids. They will kill a few, who will be rezzed by the time the rest of the hydra arrives at the top. Siege does nothing against two raids, but it does a lot against a medium sized group (8-16). Siege is favored by large groups, who can spare the bodies to run it. Small and medium groups cannot.
There is nothing I can say to this other than "no". I don't understand the part about the masks, though. Do you believe that you should be able to kill people with siege without having anyone else fighting them? Do you think you should just be able to one shot people from range? Is this the fundamental disagreement?
You can't exactly mist around forever though, can you? Not if you want to get anything done. Without CP, WHICH IS THE TOPIC AT HAND, you can mist once in a while. You can't just keep misting. However, the guys inside can keep clicking their mouse button until their ballista runs out. I don't think there's even a point here.
You're acting like you have something to teach me about group play, and I'm not sure what gave you that impression. Acting confident about what you're saying, and acting like I just finished the tutorial quest, does not make your words real.
heystreethawk wrote: »
No, it's not keep taking 101. It's fan fiction for armchair generals, the kind of stuff that sounds super clever on the page, but falls apart in practice 90% of the time. The people who talk about these tactics as if they offer an answer to anything either 1) play primarily in the daytime / on servers with small or inexperienced populations, or 2) do not substantially contribute to keep captures, ever. Perhaps you are both; I don't often play during the day.
If I have enough people in my group (let's say 16) to comfortably setup a second siege line, the enemies inside (who, unlike me, are immune to any substantial threat at this juncture) have enough people to set up a second counter-siege line while sipping margaritas. Maybe they don't even need to do that; one man can comfortably run several, because counter-siege pointed at the opposite side of the keep only needs to be about a foot away from the siege pointed at the other breach. Meanwhile, I have split my forces in half (8 on each side, in this example), so if a group of 16 shows up with enough hair on their chest to hop off the wall and use their abilities, my best bet is to reconvene my two groups at a third, equidistant location to fight them. Now, I either keep a few people behind at each siege line, in the hopes that they won't be run down by the larger group that is amassing at the keep-- pugs are spilling in by now, don't kid yourself-- or I abandon the siege altogether. Either way, I am at a severe disadvantage. I am sieged down, I am split up, and the walls are being repaired. If we beat the enemies, we start over, and the best case scenario is that the keep is still flagged and the wall that isn't fully repaired is at 80%. Your awesome tactic doesn't work, no matter how confidently you assert that it does.
I am aware that it was an insult, and I assure you that if it came from anyone who actually leads groups and takes keeps in the modern era of Trueflame, I would probably take offense. Why are you talking to me like you're my sensei?
They're not going to kill two raids. They will kill a few, who will be rezzed by the time the rest of the hydra arrives at the top. Siege does nothing against two raids, but it does a lot against a medium sized group (8-16). Siege is favored by large groups, who can spare the bodies to run it. Small and medium groups cannot.
There is nothing I can say to this other than "no". I don't understand the part about the masks, though. Do you believe that you should be able to kill people with siege without having anyone else fighting them? Do you think you should just be able to one shot people from range? Is this the fundamental disagreement?
You can't exactly mist around forever though, can you? Not if you want to get anything done. Without CP, WHICH IS THE TOPIC AT HAND, you can mist once in a while. You can't just keep misting. However, the guys inside can keep clicking their mouse button until their ballista runs out. I don't think there's even a point here.
You're acting like you have something to teach me about group play, and I'm not sure what gave you that impression. Acting confident about what you're saying, and acting like I just finished the tutorial quest, does not make your words real.
I respectfully disagree. On CP-enabled campaigns, I can hurl cold-fire bolts running TWO ballistas at once towards a group attacking the front door of a keep, and they heal right through the hits. Counter-siege is supposed to hurt. If there are only two of you defending a keep against a large group of attackers, oil and ballistas are often the best option and IMHO they should be doing damage comparable to a destro-ult (except, of course, you can always purge and dodge counter-siege more easily than a destro-ult, where half the time you don't even see the animation and just die)
TLDR - Increase siege damage in normal CP-enabled campaigns, don't lower damage for the test week.