As part of the Wolfhunter update, Cyrodiil siege weapons were adjusted to no longer trigger proc sets, as indicated in the patch notes:
General
- Siege weapon damage and effects will no longer proc item sets.
This was, ostensibly, a response to the massive outcry against Sload's—one aspect of this issue was how people were using siege weapons to not only deal huge amounts of siege damage from a position of safety, but ALSO deal additional stacking damage from Sload's, which was procced by the former. To a lesser extent, some other sets like
Bahraha's Curse were also very effective for this purpose. Prohibiting siege users from activating their proc sets in such a manner was a good change.
However, this change has resulted in a very questionable side-effect:
taking siege damage from an enemy source is not proccing your own defensive item sets.
This was tested with the sets
Bloodspawn &
Seventh Legion Brute—both of which have a chance to proc upon taking any form of damage. I had a friend from an enemy alliance spamming multiple catapults & ballistas on me over a period of 15 minutes, and not a single proc was achieved. The only workaround we discovered was through fire-based siege, which has a chance to proc the Burning status effect, which in turn can proc defensive sets—an exceptionally low probability as it needs to pass two rounds of RNG.
Perhaps this is a bug, but it could also be intended since the wording of the patch notes is very general—hence I am posting here for now, instead of the bug report subforum.
However, if this is intended function, then it is completely unjustified. Defensive sets are meant to encourage playstyles in which you are actively taking lots of incoming damage in order to receive your buffs, a high-risk-high-reward design that fosters dynamic play. Taking siege damage is entirely consistent with this design philosophy—siege damage is one of the deadliest damage sources, and if you're receiving it, it probably means you're actively doing something productive, such as pushing a breach.
This is entirely unrelated to the intended goal of the Wolfhunter change—to prevent situations where players were circumventing the requirement of offensive proc sets (being in combat and actively dealing damage) by sieging from a mile away in complete safety, leading to boring turtle play.
Therefore, whether buggy or intentional, it would be reasonable to
recode siege damage so it can once again proc defensive sets on targets receiving the damage.
Thanks to
@allahdine for being my Ebonheart siege monkey.
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