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Does More Siege = More Fun?

King_Thelon
King_Thelon
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Does more siege = more fun, or are the devs out of touch?

Does More Siege = More Fun? 101 votes

YES - More Siege = More Fun
34%
DarGomiDamdssewallb14_ESOxan4silkb14_ESOTrollwutChefZeroAhPook_Is_HereMirielThunderclapGuppetNermyfelinith66ValrienLarianaGuyNamedSeanTravestynoxBeardimusThe_Protagonistbongtokin420insd16DocFrost72 35 votes
NO - More Siege = Less Fun
65%
MorbashGloryrfennell_ESOJoy_DivisionDeadlyRecluseEtanielbigdavid11b16_ESONebthet78jcasini222ub17_ESOSavos_SarenSheezabeasttechnohicElongbooksmcreadIdinuseKartalinSanct16DisgracefulMindSorisMojomonkeyman 66 votes
  • redspecter23
    redspecter23
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    I want some magicka detonation type siege where the damage scales up for each person silly enough to stand in the red circle at once. Every time I see someone shrug off a balista bolt to the face, I die a little inside. Make that siege hurt, especially zergs and ball groups.
  • Gargath
    Gargath
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    NO - More Siege = Less Fun
    It's enough painful, leave it be.
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  • Bruccius
    Bruccius
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    YES - More Siege = More Fun
    Sieges are the only fun thing about PvP in Cyrodiil, aside from sieges, 90% of the PvP is just people ganking other people in large groups.
  • thegreat_one
    thegreat_one
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    YES - More Siege = More Fun
    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
    dtsharples
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    I can't take you seriously.
    A Sorc with a Resto staff. Your opinions don't count :D
    Edited by dtsharples on August 4, 2018 10:10AM
  • King_Thelon
    King_Thelon
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    dtsharples wrote: »
    I can't take you seriously.
    A Sorc with a Resto staff. Your opinions don't count :D

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  • technohic
    technohic
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    NO - More Siege = Less Fun
    I like siege as a garnish to my PvP as a backdrop that makes it feel like a battle . Not the main course.

    Do like the idea of it scaling up when it hits large groups
  • Maura_Neysa
    Maura_Neysa
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    Gargath wrote: »
    It's enough painful, leave it be.
    nwUmFrZ.jpg
    ULShAw1.jpg

    Jebus!!! Stop standing in stupid :o 5 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.
    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.

    Chalamo :D:D:D I'm stealing that
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  • Vapirko
    Vapirko
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    It’s OP in no CP and not quite strong enough in CP. We will see what it’s like next patch.
  • IxSTALKERxI
    IxSTALKERxI
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    Current siege damage in CP campaigns is fine, especially after catapult buffs. Surely these fights during double AP event show that.
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  • HaroniNDeorum
    HaroniNDeorum
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    NO - More Siege = Less Fun
    dtsharples wrote: »
    I can't take you seriously.
    A Sorc with a Resto staff. Your opinions don't count :D

    Oh sweet summer child
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  • Gnortranermara
    Gnortranermara
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    NO - More Siege = Less Fun
    As far as Siege vs. Player goes: Imagine how strong a sub-optimal, kinda crappy PvP player is. Now imagine how strong a fully spec'ced, optimized PvP player is. Siege should be roughly in the middle of those two extremes. It should be something that crappy players can do to contribute to the Alliance War from the safety of the walls, but a waste of time for optimized players who are more effective by getting their butts down into the fight. 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. It should be something that we do while growing, but not something that we're stuck doing forever. That's the optimal state of siege.

    Too much siege is bad for PvP. The only good thing about it is that it can give crappy players a chance to contribute to the fight. Otherwise, screw it. No decent end-game player should be better off operating some crappy plot device than they would be fighting, which is what we should all be aiming for.
  • milllaurie
    milllaurie
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    NO - More Siege = Less Fun
    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.

    Do you mean something like siege is in CP campaigns already? Because it is exactly as you described now.

  • Bergzorn
    Bergzorn
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    NO - More Siege = Less Fun
    I used A LOT anti-person siege when I was new to PvP. At that time I didn't yet understand most game mechanics, sucked hard in 'real' PvP engagements, but my fire ballista still did hurt hard. With time, i evolved.

    Now the siege has evolved too. Good PvPers rather put up catapults instead of engaging in face-to-face combat. The game currently rewards this behavior, which is a good sign that siege is overtuned at the moment (I'm talking no-CP).

    I like the new catapult mechanics in principle, but anti-person siege needs a higher opportunity cost of some sort IMO.



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  • Kartalin
    Kartalin
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    NO - More Siege = Less Fun
    Current siege damage in CP campaigns is fine, especially after catapult buffs. Surely these fights during double AP event show that.

    Yep, but wait until you run into this BS we've been fighting against in no CP. At least you know your movements will be on point as a team in order to survive. The best part is how it can be invisible in lag situations.
  • IZZEFlameLash
    IZZEFlameLash
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    NO - More Siege = Less Fun
    This game devolved into point and click on your siege fest basically. It really can draw out sieges for too long that you just cannot continue play after that long siege because you are sick of it like Mac and Cheese after the binge eating. It really did not need buffing by additional 30%.
    Edited by IZZEFlameLash on August 5, 2018 4:09PM
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  • usmguy1234
    usmguy1234
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    Gargath wrote: »
    It's enough painful, leave it be.
    nwUmFrZ.jpg
    ULShAw1.jpg

    Jebus!!! Stop standing in stupid :o 5 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.
    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.

    Chalamo :D:D:D I'm stealing that

    Good lord man.... I've been calling chalman the chalamo going on 3 years.
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  • Joy_Division
    Joy_Division
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    NO - More Siege = Less Fun
    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.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Bergzorn
    Bergzorn
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    NO - More Siege = Less Fun
    I can only think of one thing that hurts ball groups more than casuals - spreading out.

    Scaling siege damage (slightly but no cap) with numbers of enemies hit would keep it strong at wall breaches and against ball groups while taking some power away in the more open field.

    Not all types of siege should scale, and ball groups should be given their fair chance. The only downside that comes to my mind is that defenders in the inner keep get screwed, but that is happening currently anyways. Maybe some kind of 'purge oil' could help them, which can be set up easily in inner keeps but can't be used effectively by attackers.
    no CP PvP PC/EU

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  • Savos_Saren
    Savos_Saren
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    NO - More Siege = Less Fun
    It feels like its less PVP as it is SeigeVP.


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  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    I mean zos are nerfing siege (catapults) next patch so idk what the point of the post is :/
    Edited by Izanagi.Xiiib16_ESO on August 5, 2018 7:41PM
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  • pzschrek
    pzschrek
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    NO - More Siege = Less Fun
    “This new catapault ground effect crap is so overturned, they’ll have no choice but to dial it back” -the PVP community

    “SIEGE ISNT STRONG ENOUGH!!! CRANK IT UP!!!” -ZoS

    But seriously, in no Cp pvp, where siege hits like they say they want it to, the bis option in most any fight is to run siege. Not use class skills, nor weapon skills, nor guild skills. It’s to plunk something down and left click to get something that debuffs and hits like an ultimate every tick.

    There’s something very very wrong when the bis option is not to play your toon or your build, but to just left click for best results.
    Edited by pzschrek on August 5, 2018 11:48PM
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  • Xsorus
    Xsorus
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    you guys realize they actually buffed ball groups on PTS in regards to siege right?

    Siege Shield: This ability and its morphs now reduce the damage you take from siege attacks by 50%, originally 35%.

    Balls groups are the only ones who generally run this ability, because unlike solo players they can rely on others to specialize.

    I also find it funny that people claim the best strategy is to just throw down siege and left click...Because again, that's not true... Don't believe me?

    Have two ball groups meet one across a field, and have one side use nothing but siege and the other siege not use any siege..See who wins that fight..

    you need a combination of both, and there is nothing wrong with that..

    However to cry about siege damage as a ball group when they specifically buffed is rather silly.
  • idk
    idk
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    I do not think the poll will give anyone any idea. Most that vote are probably out of touch. We pretty much see only what we want to see.
  • MLRPZ
    MLRPZ
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    People think buffing sieges will result in a more effective way to deal with ball groups, but like always, we will adapt and overcome the issue.
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  • Sandman929
    Sandman929
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    Making siege relevant, including anti-personnel seems to be in line with the game as ZOS wants it. Cyrodiil is a place of siege and keep fighting. It's not a good counter to organization and coordination, and it shouldn't be, but it makes sense that siege should hurt.
  • Miriel
    Miriel
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    YES - More Siege = More Fun
    -"Dont stand in the red spot !"
  • Miriel
    Miriel
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    YES - More Siege = More Fun
    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...
  • frozywozy
    frozywozy
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    Siege damage is fine the way it is right now in CP campaigns.
    This being said, the nerf to the duration was needed and will make it even more on point.
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  • Joy_Division
    Joy_Division
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    NO - More Siege = Less Fun
    Miriel 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...

    Okie, if that makes you feel good, go right on thinking that.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
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