Avran_Sylt wrote: »
I was with Mendo (the OP) testing and I agree with everything he said in his very well thought out post. One thing he forgot to mention, along with the increased initial damage, ground based aoe left behind, unpurgeable dots ticking and the same siege stacking its dots... defenders can now have as many as 30 siege doing that and the damage still increases with Thaumaturge.
Personally I love that anti-personal siege are now meaningful, but our testing showed them to be too powerful. I really don't think that anything major is needed to bring them in line, just reduce the initial damage and dot damage by about 50% and disable the same siege stacking dots. (by making the ground based aoe persistence sync with the firing cooldown of the siege weapon)
Great post Mendo.
DeadlyRecluse wrote: »Vicious death, skoria, spinners. Siege for daaaays.
You should try Sellistrix on an oil or cold fire ballista. It’s awesome.
Spinners effects seige as well?
usmguy1234 wrote: »I am super glad this is a thing now. The only problem now is the fact that an entire alliance can stack in a keep to keep emp. It's going to be next to impossible to overthrow an emp now. They need to increase that number to at least 2-3 so it will cause the emp alliance to spread out.
Your piece is very well thought out, but I too like the general direction of making anti-personnel siege more effective. Maybe it's too much, as you say, and an adjustment will have to be made.
Here's a scenario, though, that I've seen far too often. A highly organized and effective ball group, with a lot of healers and purgers--let's just call them Dracarys, shall we?--sieges Faregyl front door. AD responds quickly with about an equal number of defenders and puts down defensive siege, but it barely slows them down at all. Drac then enters the keep and proceeds to troll the entire faction by circling the walltops and occasionally sweeping the courtyard, unphased by whatever kind of siege they are hit with, until AD finally musters an overwhelming force of 4 times their number to force them out. Then if they're feeling frisky, they'll do the same thing 15 minutes later. Meanwhile, all the other lower keeps are yellow. This is very frustrating.
The point is, keeps should be easier to defend with siege than they currently are. No sieging force, however well organized, should be able to basically ignore anti-personnel siege and easily force their way into defended keeps unless they bring something like a 2-to-1 numerical advantage.
Wow, so much misunderstanding in here.
Fantasia regularly goes up against numbers 3 and 4 times ours. Often, that happens in keeps where we have a dozen or more siege firing on us. I can say, in no uncertain terms, that requires a hell of a lot more than just 1 or 2 healers. We very specifically maintain our group comp and roles and our individual builds are made, again very specifically, for that type of fighting. Drac survives that because they are specifically set up to survive it just like we are. (though their builds are a little different from ours)
A very disciplined and strong group, like Drac, will still be very difficult to kill with the new siege buffs... At least as compared most other groups who will just utterly melt in seconds.
When Mendo and others say that the siege buffs are too strong, we aren't necessarily offering that from the point of view of how it will affect our own guild. We'll deal with it just fine after a few changes in tactics. So will all of the really strong guild groups. But we don't comprise the majority of Cyrodiil. Most players will be completely overwhelmed, newish players will probably get completely turned off to ESO PvP and Non-CP Campaigns will suffer horribly.
Please, when considering these changes, don't use defending against the best groups you can think of to justify them. Think of the majority and what it will do to them.
Wow, so much misunderstanding in here.
Fantasia regularly goes up against numbers 3 and 4 times ours. Often, that happens in keeps where we have a dozen or more siege firing on us. I can say, in no uncertain terms, that requires a hell of a lot more than just 1 or 2 healers. We very specifically maintain our group comp and roles and our individual builds are made, again very specifically, for that type of fighting. Drac survives that because they are specifically set up to survive it just like we are. (though their builds are a little different from ours)
A very disciplined and strong group, like Drac, will still be very difficult to kill with the new siege buffs... At least as compared most other groups who will just utterly melt in seconds.
When Mendo and others say that the siege buffs are too strong, we aren't necessarily offering that from the point of view of how it will affect our own guild. We'll deal with it just fine after a few changes in tactics. So will all of the really strong guild groups. But we don't comprise the majority of Cyrodiil. Most players will be completely overwhelmed, newish players will probably get completely turned off to ESO PvP and Non-CP Campaigns will suffer horribly.
Please, when considering these changes, don't use defending against the best groups you can think of to justify them. Think of the majority and what it will do to them.
That's a load of crap.
New players always got used to siege being extremely strong when it was so; new players get disouraged if they fight an enemy they have no chance of winning against, not by often avoidable red circles they can use themselves just as well.
TequilaFire wrote: »Yes they caved to players who can't roll out of the red demands.
But since then the more tanky meta and CP mitigation power creep has come to PvP and needs a counter.
TequilaFire wrote: »Yes they caved to players who can't roll out of the red demands.
But since then the more tanky meta and CP mitigation power creep has come to PvP and needs a counter.
@TequilaFire
Actually this happened as recently as last year, when the CP mitigation power creep was already in full swing. Overstrong siege only increased zerging because you needed more people to reliably take a keep. If you want a way to fight organized groups, try joining an organized group.
schattenkind wrote: »Maybe just give it some days on live and discuss then again?
If its about damage amount, this is easily changed with the weekly patches. No need to nerf already what has not being tested properly yet. Testing on pts is not testing in live environment with so many more variables adding up...
Concerning groups I suggest 1% ulti cost increase and 1% healing received decrease per group member. Encourage smaller groups instead of 24 man zerg runs.. but thats an other topic.
Wow, so much misunderstanding in here.
Fantasia regularly goes up against numbers 3 and 4 times ours. Often, that happens in keeps where we have a dozen or more siege firing on us. I can say, in no uncertain terms, that requires a hell of a lot more than just 1 or 2 healers. We very specifically maintain our group comp and roles and our individual builds are made, again very specifically, for that type of fighting. Drac survives that because they are specifically set up to survive it just like we are. (though their builds are a little different from ours)
A very disciplined and strong group, like Drac, will still be very difficult to kill with the new siege buffs... At least as compared most other groups who will just utterly melt in seconds.
When Mendo and others say that the siege buffs are too strong, we aren't necessarily offering that from the point of view of how it will affect our own guild. We'll deal with it just fine after a few changes in tactics. So will all of the really strong guild groups. But we don't comprise the majority of Cyrodiil. Most players will be completely overwhelmed, newish players will probably get completely turned off to ESO PvP and Non-CP Campaigns will suffer horribly.
Please, when considering these changes, don't use defending against the best groups you can think of to justify them. Think of the majority and what it will do to them.
That's a load of crap.
New players always got used to siege being extremely strong when it was so; new players get disouraged if they fight an enemy they have no chance of winning against, not by often avoidable red circles they can use themselves just as well.
ToRelax
Actually new players didn't get used to siege when it was extremely strong, they have repeatedly walked back the strength of siege whenever it's been buffed like this due to player demand.
Wow, so much misunderstanding in here.
Fantasia regularly goes up against numbers 3 and 4 times ours. Often, that happens in keeps where we have a dozen or more siege firing on us. I can say, in no uncertain terms, that requires a hell of a lot more than just 1 or 2 healers. We very specifically maintain our group comp and roles and our individual builds are made, again very specifically, for that type of fighting. Drac survives that because they are specifically set up to survive it just like we are. (though their builds are a little different from ours)
A very disciplined and strong group, like Drac, will still be very difficult to kill with the new siege buffs... At least as compared most other groups who will just utterly melt in seconds.
When Mendo and others say that the siege buffs are too strong, we aren't necessarily offering that from the point of view of how it will affect our own guild. We'll deal with it just fine after a few changes in tactics. So will all of the really strong guild groups. But we don't comprise the majority of Cyrodiil. Most players will be completely overwhelmed, newish players will probably get completely turned off to ESO PvP and Non-CP Campaigns will suffer horribly.
Please, when considering these changes, don't use defending against the best groups you can think of to justify them. Think of the majority and what it will do to them.
That's a load of crap.
New players always got used to siege being extremely strong when it was so; new players get disouraged if they fight an enemy they have no chance of winning against, not by often avoidable red circles they can use themselves just as well.
ToRelax
Actually new players didn't get used to siege when it was extremely strong, they have repeatedly walked back the strength of siege whenever it's been buffed like this due to player demand.
Siege doesn't keep up with the power creep on player skills and they went back on the unpurgeable stuff before it was actually implemented iirc - meaning it wasn't new players who complained about it. In fact, new players used to be used to much more lethal siege than veterans when leaving the <50 campaign due to lack of purges, lower stats and the ease of reaching maximum effectiveness with siege weapons compared to players skills.
The only siege I remember giving new players trouble was ground oils... because that still required you to get close to the enemy.
You are saying this change somehow hurts new players, but so far you don't offer any arguments to support that claim.
Wow, so much misunderstanding in here.
Fantasia regularly goes up against numbers 3 and 4 times ours. Often, that happens in keeps where we have a dozen or more siege firing on us. I can say, in no uncertain terms, that requires a hell of a lot more than just 1 or 2 healers. We very specifically maintain our group comp and roles and our individual builds are made, again very specifically, for that type of fighting. Drac survives that because they are specifically set up to survive it just like we are. (though their builds are a little different from ours)
A very disciplined and strong group, like Drac, will still be very difficult to kill with the new siege buffs... At least as compared most other groups who will just utterly melt in seconds.
When Mendo and others say that the siege buffs are too strong, we aren't necessarily offering that from the point of view of how it will affect our own guild. We'll deal with it just fine after a few changes in tactics. So will all of the really strong guild groups. But we don't comprise the majority of Cyrodiil. Most players will be completely overwhelmed, newish players will probably get completely turned off to ESO PvP and Non-CP Campaigns will suffer horribly.
Please, when considering these changes, don't use defending against the best groups you can think of to justify them. Think of the majority and what it will do to them.
That's a load of crap.
New players always got used to siege being extremely strong when it was so; new players get disouraged if they fight an enemy they have no chance of winning against, not by often avoidable red circles they can use themselves just as well.
ToRelax
Actually new players didn't get used to siege when it was extremely strong, they have repeatedly walked back the strength of siege whenever it's been buffed like this due to player demand.
Siege doesn't keep up with the power creep on player skills and they went back on the unpurgeable stuff before it was actually implemented iirc - meaning it wasn't new players who complained about it. In fact, new players used to be used to much more lethal siege than veterans when leaving the <50 campaign due to lack of purges, lower stats and the ease of reaching maximum effectiveness with siege weapons compared to players skills.
The only siege I remember giving new players trouble was ground oils... because that still required you to get close to the enemy.
You are saying this change somehow hurts new players, but so far you don't offer any arguments to support that claim.
Wow, so much misunderstanding in here.
Fantasia regularly goes up against numbers 3 and 4 times ours. Often, that happens in keeps where we have a dozen or more siege firing on us. I can say, in no uncertain terms, that requires a hell of a lot more than just 1 or 2 healers. We very specifically maintain our group comp and roles and our individual builds are made, again very specifically, for that type of fighting. Drac survives that because they are specifically set up to survive it just like we are. (though their builds are a little different from ours)
A very disciplined and strong group, like Drac, will still be very difficult to kill with the new siege buffs... At least as compared most other groups who will just utterly melt in seconds.
When Mendo and others say that the siege buffs are too strong, we aren't necessarily offering that from the point of view of how it will affect our own guild. We'll deal with it just fine after a few changes in tactics. So will all of the really strong guild groups. But we don't comprise the majority of Cyrodiil. Most players will be completely overwhelmed, newish players will probably get completely turned off to ESO PvP and Non-CP Campaigns will suffer horribly.
Please, when considering these changes, don't use defending against the best groups you can think of to justify them. Think of the majority and what it will do to them.
That's a load of crap.
New players always got used to siege being extremely strong when it was so; new players get disouraged if they fight an enemy they have no chance of winning against, not by often avoidable red circles they can use themselves just as well.
ToRelax
Actually new players didn't get used to siege when it was extremely strong, they have repeatedly walked back the strength of siege whenever it's been buffed like this due to player demand.
Siege doesn't keep up with the power creep on player skills and they went back on the unpurgeable stuff before it was actually implemented iirc - meaning it wasn't new players who complained about it. In fact, new players used to be used to much more lethal siege than veterans when leaving the <50 campaign due to lack of purges, lower stats and the ease of reaching maximum effectiveness with siege weapons compared to players skills.
The only siege I remember giving new players trouble was ground oils... because that still required you to get close to the enemy.
You are saying this change somehow hurts new players, but so far you don't offer any arguments to support that claim.
ToRelax no, the other poster made the argument that this hurts new players, try to keep track.
But sure I'll play. First, you claim that new players are getting used to worse conditions in the <50 campaign. That's demonstrably false, that campaign is constantly at one bar population. Second, you say siege doesn't level up with power creep. It doesn't need to. The power creep is tiny by design, and the creep gets smaller and smaller the longer it "creeps" due to the diminishing returns. But finally, and more to the point, I said that new players didn't get used to strong siege because they've consistently walked back the strength. That is still a true thing you never refuted, you just moved the goalposts.