

dtsharples wrote: »I can't take you seriously.
A Sorc with a Resto staff. Your opinions don't count
It's enough painful, leave it be.
thegreat_one wrote: »Unless your DC at the Chalamo, 50 DC, 3 siege.
Its always nice to see a ton of siege go up, and alarming when you see how many are put up against you.
dtsharples wrote: »I can't take you seriously.
A Sorc with a Resto staff. Your opinions don't count
SidewalkChalk5 wrote: »Siege should NEVER be weaker than a weak player nor stronger than a strong player, but an intermediate activity for players who are in the middle, still figuring out their place in the war.
IxSTALKERxI wrote: »Current siege damage in CP campaigns is fine, especially after catapult buffs. Surely these fights during double AP event show that.
Maura_Neysa wrote: »It's enough painful, leave it be.
Jebus!!! Stop standing in stupid5 tics, 5 seconds of standing in siege.
More siege isn't more fun, but it also isn't less fun. Now Siege Shield need buffed to counter help counter it, but the BEST fights in Cryodiil are the ones with 3 or more holes open and only siege keeping the fight going.
Was in this amazing Outpost fight that was going great until I lost track of keeping my Scatter Shot repaired, It went down and the enemy pored in through the open door. One side wall was down too.thegreat_one wrote: »Unless your DC at the Chalamo, 50 DC, 3 siege.
Its always nice to see a ton of siege go up, and alarming when you see how many are put up against you.
ChalamoI'm stealing that
Joy_Division wrote: »They made the change because people keep asking ZOS to make siege viable Vs "ball groups"
What they don't seem to understand is that if you make something so powerful that it hurts ball groups, it absolutely destroys the very "casual" players they seem to want to cater to.
"Ball groups" are always going to have the resources and players to use the expensive and overly specialized skills like Purge and Siege shield to better deal with the siege.
Joy_Division wrote: »They made the change because people keep asking ZOS to make siege viable Vs "ball groups"
What they don't seem to understand is that if you make something so powerful that it hurts ball groups, it absolutely destroys the very "casual" players they seem to want to cater to.
"Ball groups" are always going to have the resources and players to use the expensive and overly specialized skills like Purge and Siege shield to better deal with the siege.
Thats not true, its sort of hard to chase the single solo pug player with a siege template, while as a ball zerg, need to stay in a proximity to each other...
The only thing that can break up a ball zerg is a bigger or equally skilled ball zerg, or siege, and siege can be operated by anyone, you dont need to be a ball zerg for that...
And again dont stand in the red spot...