Fr3ak1n0ut wrote: »This should definitely be nerfed, especially considering the fact that those dots are currently not affected by siege shield.
Pretty sure I've seen scattershot damage ticks go down when I've used it on a shielded area. I think if you stack a few shields it negates it. That's been my experience firing it.
1 bubble isn't as effective as 3, 3 seems to be as much as you can stack.
vamp_emily wrote: »Right now in Kyne it is Siege Vs Siege. Whoever can Siege first and proc sload is the winner.
vamp_emily wrote: »Right now in Kyne it is Siege Vs Siege. Whoever can Siege first and proc sload is the winner.
Sloads procing on siege is by far the dumbest *** ever invented in this game. When I saw that first happen I was convinced Id seen ZOS go as low as they can.
In eso live they discussed this, and the idea is that you’re given a large warning sign on the ground that they want you to feel compelled to evacuate from. In theory it will stop zergs from “stacking on the crown”.
LinearParadox wrote: »In eso live they discussed this, and the idea is that you’re given a large warning sign on the ground that they want you to feel compelled to evacuate from. In theory it will stop zergs from “stacking on the crown”.
This.
I didn't even point out (didn't think I had to) those "huge" numbers in those pics that look all impressive and shocking... they have little numbers next to them... 4s... 5s... 7s...
You're STANDING IN IT. -_-
In PvE dungeons, they call that "standing in stupid".
Try avoiding the hazards?
Can't get through the choke? Too bad. That's called a well-defined keep.
Open another hole in the wall on the other side. There's much less space for siege inside the keep walls, than outside. Open another hole and counter-siege them.
Use ranged attacks to get them off their siege, etc.
Try using a little strategy besides zerg rushing and face-tanking their defenses.
The biggest issue us that the games imbalances have been training people to play braindead, to not think of solutions, of strategy.
There's only been one thing: numbers. And you either have them or you don't. Each individual player is held responsible for nothing, because they win or lose based on zerg size 95% of the time.
LinearParadox wrote: »In eso live they discussed this, and the idea is that you’re given a large warning sign on the ground that they want you to feel compelled to evacuate from. In theory it will stop zergs from “stacking on the crown”.
This.
I didn't even point out (didn't think I had to) those "huge" numbers in those pics that look all impressive and shocking... they have little numbers next to them... 4s... 5s... 7s...
You're STANDING IN IT. -_-
In PvE dungeons, they call that "standing in stupid".
Try avoiding the hazards?
Can't get through the choke? Too bad. That's called a well-defined keep.
Open another hole in the wall on the other side. There's much less space for siege inside the keep walls, than outside. Open another hole and counter-siege them.
Use ranged attacks to get them off their siege, etc.
Try using a little strategy besides zerg rushing and face-tanking their defenses.
The biggest issue us that the games imbalances have been training people to play braindead, to not think of solutions, of strategy.
There's only been one thing: numbers. And you either have them or you don't. Each individual player is held responsible for nothing, because they win or lose based on zerg size 95% of the time.
maybe you should read again the OP. OP played in a highly coordinated guild group with constant speedbuff, purge and huge healing output given and they didnt make it through a breach. Atm fights in no cp pvp around keeps take very long, because you really need to take down half of the walls to be able to get into the keep.
you just said, that the inner keep is then an easier task, which is actually wrong. in the inner keep most attackers die, because there is no place at all, where you can avoid damage, since every spot is covered by oil and catapults.
catapults where weak before summerset, but sieges not at all. we are talking about no cp pvp, where a fire ballista or a stone trebuchet can one shot people. and i didnt even mention coldfire ballistas and trebuchets yet.
Please have a look again at the pictures OP posted, they are all in the inner keep. you said he died, because he played dumb and stood in the aoe. once again: OP plays in a good coordinated guild with heal and purge "bots", but they died. they died because there is no single spot left in the inner keep, where you arent defiled or damaged. thats the problem, the aoes are huge and stack and you can pretty much cover the whole inner keep with 3 or 4 catapults with a huge damage output.
LinearParadox wrote: »LinearParadox wrote: »In eso live they discussed this, and the idea is that you’re given a large warning sign on the ground that they want you to feel compelled to evacuate from. In theory it will stop zergs from “stacking on the crown”.
This.
I didn't even point out (didn't think I had to) those "huge" numbers in those pics that look all impressive and shocking... they have little numbers next to them... 4s... 5s... 7s...
You're STANDING IN IT. -_-
In PvE dungeons, they call that "standing in stupid".
Try avoiding the hazards?
Can't get through the choke? Too bad. That's called a well-defined keep.
Open another hole in the wall on the other side. There's much less space for siege inside the keep walls, than outside. Open another hole and counter-siege them.
Use ranged attacks to get them off their siege, etc.
Try using a little strategy besides zerg rushing and face-tanking their defenses.
The biggest issue us that the games imbalances have been training people to play braindead, to not think of solutions, of strategy.
There's only been one thing: numbers. And you either have them or you don't. Each individual player is held responsible for nothing, because they win or lose based on zerg size 95% of the time.
maybe you should read again the OP. OP played in a highly coordinated guild group with constant speedbuff, purge and huge healing output given and they didnt make it through a breach. Atm fights in no cp pvp around keeps take very long, because you really need to take down half of the walls to be able to get into the keep.
you just said, that the inner keep is then an easier task, which is actually wrong. in the inner keep most attackers die, because there is no place at all, where you can avoid damage, since every spot is covered by oil and catapults.
catapults where weak before summerset, but sieges not at all. we are talking about no cp pvp, where a fire ballista or a stone trebuchet can one shot people. and i didnt even mention coldfire ballistas and trebuchets yet.
Please have a look again at the pictures OP posted, they are all in the inner keep. you said he died, because he played dumb and stood in the aoe. once again: OP plays in a good coordinated guild with heal and purge "bots", but they died. they died because there is no single spot left in the inner keep, where you arent defiled or damaged. thats the problem, the aoes are huge and stack and you can pretty much cover the whole inner keep with 3 or 4 catapults with a huge damage output.
I didn't misread or misunderstand. What you said is exactly what I was talking about.
"Well coordinated group, purge and heal bots, etc" those kinds of groups expect to be able to power through siege damage by stacking abilities. That shouldn't have ever been possible, now it's not, and people don't want to adjust.
They keep beating their head against a wall rather than changing their strategy just like I said.
People are still thinking in zerg terms; oh maybe we need more purge monkies, maybe we need more heal bots, etc etc etc. They keep trying to make the zerg murderball rush work but it WON'T.
Let me stress again... THATS A GOOD THING.
Siege damage is up, AoE caps are finally history, and you can't abuse them anymore to blitz past 6 siege at a choke point.
You've gotta adapt. You CAN adapt. People just don't want to. They wanna turn their brains off and zerg surf to victory through numbers... against a mechanic that's specifically designed to counter numbers.
LinearParadox wrote: »LinearParadox wrote: »In eso live they discussed this, and the idea is that you’re given a large warning sign on the ground that they want you to feel compelled to evacuate from. In theory it will stop zergs from “stacking on the crown”.
This.
I didn't even point out (didn't think I had to) those "huge" numbers in those pics that look all impressive and shocking... they have little numbers next to them... 4s... 5s... 7s...
You're STANDING IN IT. -_-
In PvE dungeons, they call that "standing in stupid".
Try avoiding the hazards?
Can't get through the choke? Too bad. That's called a well-defined keep.
Open another hole in the wall on the other side. There's much less space for siege inside the keep walls, than outside. Open another hole and counter-siege them.
Use ranged attacks to get them off their siege, etc.
Try using a little strategy besides zerg rushing and face-tanking their defenses.
The biggest issue us that the games imbalances have been training people to play braindead, to not think of solutions, of strategy.
There's only been one thing: numbers. And you either have them or you don't. Each individual player is held responsible for nothing, because they win or lose based on zerg size 95% of the time.
maybe you should read again the OP. OP played in a highly coordinated guild group with constant speedbuff, purge and huge healing output given and they didnt make it through a breach. Atm fights in no cp pvp around keeps take very long, because you really need to take down half of the walls to be able to get into the keep.
you just said, that the inner keep is then an easier task, which is actually wrong. in the inner keep most attackers die, because there is no place at all, where you can avoid damage, since every spot is covered by oil and catapults.
catapults where weak before summerset, but sieges not at all. we are talking about no cp pvp, where a fire ballista or a stone trebuchet can one shot people. and i didnt even mention coldfire ballistas and trebuchets yet.
Please have a look again at the pictures OP posted, they are all in the inner keep. you said he died, because he played dumb and stood in the aoe. once again: OP plays in a good coordinated guild with heal and purge "bots", but they died. they died because there is no single spot left in the inner keep, where you arent defiled or damaged. thats the problem, the aoes are huge and stack and you can pretty much cover the whole inner keep with 3 or 4 catapults with a huge damage output.
I didn't misread or misunderstand. What you said is exactly what I was talking about.
"Well coordinated group, purge and heal bots, etc" those kinds of groups expect to be able to power through siege damage by stacking abilities. That shouldn't have ever been possible, now it's not, and people don't want to adjust.
They keep beating their head against a wall rather than changing their strategy just like I said.
People are still thinking in zerg terms; oh maybe we need more purge monkies, maybe we need more heal bots, etc etc etc. They keep trying to make the zerg murderball rush work but it WON'T.
Let me stress again... THATS A GOOD THING.
Siege damage is up, AoE caps are finally history, and you can't abuse them anymore to blitz past 6 siege at a choke point.
You've gotta adapt. You CAN adapt. People just don't want to. They wanna turn their brains off and zerg surf to victory through numbers... against a mechanic that's specifically designed to counter numbers.
but you know that if not even a coordinated group make it through a breach, then nobody will. solo its impossible to enter, only exceptions are maybe mistform and a lucky gapcloser. still the distance between inner maingate and the upper flag is very big and nobody will survive such a distance covered by several siege areas.
counter siege only works to some degree, since if you can reach their sieges with a catapult, then they reach yours too and you got the disadvantage that their sieges are already setup. ranged attacks are a horrible idea, since players at sieges normally are covered behind obstacles in keeps or are around corners, so line of sight is not given. additionally you cant target them standing behind their sieges.
ok well opening up a new breach would work, but till one is open, the other one is closed and all sieges are looking again your way and the new breach.
The point is, yes we expect siege to be powerful. But it’s so powerful that it diminishes skill. Skill is less of a determining factor in keep assaults because so many people are content to point and click with their mouse instead and can achieve victory.
The death of skill’s importance in this game is the death of the game itself.