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https://forums.elderscrollsonline.com/en/discussion/684716

Siege Damage Should Be Temporarily Lowered For No-CP Week: Will Make Tests More Accurate

  • RinaldoGandolphi
    RinaldoGandolphi
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    Honestly I'd be more worried about resource drain/cost increase poisons. They are the only bad thing about the non-cp campaigns and in that campaign they are most ridiculously broken OP mechanic in this history of this game

    You think they are harsh on TF? Just you wait and see lol!

    People are gonna rage...get tagged with one and instantly out of resources and if your outnumbered your pretty much done. Those thing will deter and make people mad far more then siege...them removing cp for a week will buff those poisons by like 300% they cripple you ridiculously bad in non cp...I can see the rage coming
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  • Recremen
    Recremen
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    Honestly I'd be more worried about resource drain/cost increase poisons. They are the only bad thing about the non-cp campaigns and in that campaign they are most ridiculously broken OP mechanic in this history of this game

    You think they are harsh on TF? Just you wait and see lol!

    People are gonna rage...get tagged with one and instantly out of resources and if your outnumbered your pretty much done. Those thing will deter and make people mad far more then siege...them removing cp for a week will buff those poisons by like 300% they cripple you ridiculously bad in non cp...I can see the rage coming

    @RinaldoGandolphi

    I'm sure you're correct about poisons being OP, but I don't currently think that's going to significantly change how combat plays out, while increased siege damage does. Especially after ESO Live where they said they wanted us to ball up as much as possible for the test week, my feeling is that siege damage is going to be the primary factor in harming the integrity of the test. Poisons will encourage people to run a lot of purge (which we were doing anyway) and they'll drain resources making AoE situations not last as long, but since you have to actually use abilities to activate poisons that's still mostly within the desired behavior. Siege damage staying high for the test means fewer people balling up and fewer abilities being cast, which does drastically change the nature of the fights and how well the test will actually work.

    EDIT: So to be clear, I don't really care what people are going to be raging about for the next week, we've heard it all before in previous eras of high siege damage, OP poisons, etc. I only care that we don't wind up wasting time with this test by not actually behaving in a way conducive to getting meaningful results.
    Edited by Recremen on February 25, 2017 10:48PM
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  • GorraShatan
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    I'd say all tests aside, am I the only one who prefers siege to be higher damage? I think it makes terrain matter more and fights more dynamic.
  • Sandman929
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    I'd say all tests aside, am I the only one who prefers siege to be higher damage? I think it makes terrain matter more and fights more dynamic.

    I'm with you on this. Siege should hurt a lot no matter how super-powered we're all supposed to be. Taking a ballista bolt to the noggin shouldn't be low on the worry-list as it is in CP campaigns.
  • AshTal
    AshTal
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    I like that siege weapons are deadly just like they were in beta but maybe just a bit too deadly - still its better now than when some people could be hit by 6 siege weapons and just shrug it off.
  • t3hdubzy
    t3hdubzy
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    I wish siege were more deadly personally, i never have a problem with it even with no self heals slotted
  • tinythinker
    tinythinker
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    dotme wrote: »
    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.

    Yup x 100
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