twitch_zero wrote: »ZOS_GinaBruno wrote: »mayasunrising wrote: »I've been in cyro, and personally I like it and kinda wish they would just leave it. The battles were crazy and watching - and participating in the new and far more interesting keep take challenges was really fun. Plus keeps weren't flipping every 5 seconds. Fine by me.
@ZOS_GinaBruno maybe tell them not to fix this too much yus?
Yeah, this is actually something we're discussing a bit. No promises, but we'll see what happens.
Please no, powerful siege promotes skillless anti pvp play.
kringled_1 wrote: »Just means you don't have enough health! Plague doctor/warrior poet tank with no damage other than running siege, here I come, just for all the lovers of heavy armor tanks in pvp we have on the forums.ZOS_GinaBruno wrote: »mayasunrising wrote: »I've been in cyro, and personally I like it and kinda wish they would just leave it. The battles were crazy and watching - and participating in the new and far more interesting keep take challenges was really fun. Plus keeps weren't flipping every 5 seconds. Fine by me.
@ZOS_GinaBruno maybe tell them not to fix this too much yus?
Yeah, this is actually something we're discussing a bit. No promises, but we'll see what happens.
In noCP a Coldharbour ballista Hit kills anyone within the initial tick and the first or second tick, depending on HP. If that’s the gameplay you want to promote...
More seriously, I'm not really wild about the prolonged siege battles where you have to punch multiple breaches in a keep, then fire siege through to get defensive siege down, and eventually move in. It tends to come down to attrition, and to promote large stacks at one location which we know doesn't work well.
A siege attack that comes down to attrition. Kind of like how it was when castles and sieges actually happened?
ZOS_GinaBruno wrote: »
Yeah, this is actually something we're discussing a bit. No promises, but we'll see what happens.
It’s way too strong rn no argument. People are just firing siege instead of fighting. It makes small scale keep takes almost impossible.
disintegr8 wrote: »Nice to see something that can wipe out overhealed zergs and bomb squads, just think of the D-ticks.
Laying siege should not just be about stacking at the front door, just as defending should not be about having a bomb squad ready to hit the incoming group as soon as the door opens.
Think more about it, start a second breech while everyone is focused elsewhere, make an effort to counter siege the counter siege.
Siege was already very effective (especially in non-CP campaigns) & we just got a reduction in damage from scattershots because it was clearly over-performing.. so how can anyone think that more siege damage is going to be better?
It makes no sense to listen to the PVP community about the scattershot damage being way too high (& it was!) & then make an update where the siege is erroneously set too high & then consider to keep the change!? WTH!?
EdoKeledus wrote: »EdoKeledus wrote: »OIL like every other siege weapon should not be shieldable and should ignore resistances.
Some of you REALLY like the horse simulator part of this game, don't you?
Some of you REALLY like the zerg stacking simulator part of this game, don't you?
EdoKeledus wrote: »EdoKeledus wrote: »OIL like every other siege weapon should not be shieldable and should ignore resistances.
Some of you REALLY like the horse simulator part of this game, don't you?
Some of you REALLY like the zerg stacking simulator part of this game, don't you?
I play in Sotha, when it's US early morning. My idea of a zerg is anything more than 5 people.
BTW, has anyone considered how this affects sotha, where siege engines already hurt badly? No, didn't think so.
Siege was already very effective (especially in non-CP campaigns) & we just got a reduction in damage from scattershots because it was clearly over-performing.. so how can anyone think that more siege damage is going to be better?
It makes no sense to listen to the PVP community about the scattershot damage being way too high (& it was!) & then make an update where the siege is erroneously set too high & then consider to keep the change!? WTH!?
Siege needs to be treated differently in CP vs noCP. In CP seige could have stayed the same before the scattershot nerf. It could have been buffed before this patch (you can tell by how popular door sieging was), but in my opinion this buffed it too much. It's mandatory now and will be the deciding factor in most engagements, but its still boring af to use.
disintegr8 wrote: »Nice to see something that can wipe out overhealed zergs and bomb squads, just think of the D-ticks.
Laying siege should not just be about stacking at the front door, just as defending should not be about having a bomb squad ready to hit the incoming group as soon as the door opens.
Think more about it, start a second breech while everyone is focused elsewhere, make an effort to counter siege the counter siege.
EdoKeledus wrote: »EdoKeledus wrote: »OIL like every other siege weapon should not be shieldable and should ignore resistances.
Some of you REALLY like the horse simulator part of this game, don't you?
Some of you REALLY like the zerg stacking simulator part of this game, don't you?
I play in Sotha, when it's US early morning. My idea of a zerg is anything more than 5 people.
BTW, has anyone considered how this affects sotha, where siege engines already hurt badly? No, didn't think so.
read a few responses before yours
DirkRavenclaw wrote: »Please ZOS, that is awesome, perfect against Zergs and it makes the Game really hard, good, i made afew ap less as we did manage lesser Keep takes last Night but, on the other Hand, we defended really good. I would love to have some proper challenge, PVP is far too easy nowadays
this makes PvP an even easier game. use a siege and click. done. what is skillful about that?
There were plenty of times for actual fighting for me last night. This pretty much just effects keep sieges where I do think siege and counter siege should be more important.
That said; I would not advocate after just 1 day saying "This is fine. Leave it." I'd be ok with seeing how the week plays out and adjusting gradually back rather than all the way.
lol he doesn't remember that dropping siege steals a GCD and CC attempts on you stop you from firing siege/getting off it.
Don't clump in stupid, and don't let that seige warrior fire.
DirkRavenclaw wrote: »Please ZOS, that is awesome, perfect against Zergs and it makes the Game really hard, good, i made afew ap less as we did manage lesser Keep takes last Night but, on the other Hand, we defended really good. I would love to have some proper challenge, PVP is far too easy nowadays
this makes PvP an even easier game. use a siege and click. done. what is skillful about that?
TheBonesXXX wrote: »DirkRavenclaw wrote: »Please ZOS, that is awesome, perfect against Zergs and it makes the Game really hard, good, i made afew ap less as we did manage lesser Keep takes last Night but, on the other Hand, we defended really good. I would love to have some proper challenge, PVP is far too easy nowadays
this makes PvP an even easier game. use a siege and click. done. what is skillful about that?
There were plenty of times for actual fighting for me last night. This pretty much just effects keep sieges where I do think siege and counter siege should be more important.
That said; I would not advocate after just 1 day saying "This is fine. Leave it." I'd be ok with seeing how the week plays out and adjusting gradually back rather than all the way.
lol he doesn't remember that dropping siege steals a GCD and CC attempts on you stop you from firing siege/getting off it.
Don't clump in stupid, and don't let that seige warrior fire.
Stop stop stop, you're making too much sense.
Even though most siege droppers are completely obvious that they're going to do it. It's just too hard to actually use terrain in their brains rather they just want easy kills from a simple line up with dawnbreaker and spin to win at the end, apparently that's skill.
Now people actually might have to be careful and use some field awareness and adjust their builds.
TheBonesXXX wrote: »DirkRavenclaw wrote: »Please ZOS, that is awesome, perfect against Zergs and it makes the Game really hard, good, i made afew ap less as we did manage lesser Keep takes last Night but, on the other Hand, we defended really good. I would love to have some proper challenge, PVP is far too easy nowadays
this makes PvP an even easier game. use a siege and click. done. what is skillful about that?
There were plenty of times for actual fighting for me last night. This pretty much just effects keep sieges where I do think siege and counter siege should be more important.
That said; I would not advocate after just 1 day saying "This is fine. Leave it." I'd be ok with seeing how the week plays out and adjusting gradually back rather than all the way.
lol he doesn't remember that dropping siege steals a GCD and CC attempts on you stop you from firing siege/getting off it.
Don't clump in stupid, and don't let that seige warrior fire.
Stop stop stop, you're making too much sense.
Even though most siege droppers are completely obvious that they're going to do it. It's just too hard to actually use terrain in their brains rather they just want easy kills from a simple line up with dawnbreaker and spin to win at the end, apparently that's skill.
Now people actually might have to be careful and use some field awareness and adjust their builds.
"Drawing people out and maneuvering them into a good strike position using actual class and weapon skills is easy, the real skill comes from standing completely still and firing off the highest-damage AoE, largest-radius in the game."
You do realize that using terrain is a staple of PvP combat, even moreso than point-and-click siegers have to worry about, right?
Sandman929 wrote: »I really don't mind siege being strong, if there are ways to mitigate it beyond simply not standing in it. Some fights have an incredible amount of defensive siege and there is literally nowhere for offensive siege to be except in the defensive siege AoEs. Often, even if I wanted to move to another location the siege cap prevents me from being able to set up enough new siege to be effective against a second wall.
Siege is already strong against people who can't/won't mitigate it with siege shields, strong heals and purges. Many disorganized groups die to siege, and that's as it should be, but everyone cheering overpowered siege are looking for a way to make disorganized beat organized by making siege a death sentence with no counter play.
Id like to see that video showing a random clump zerg "defeat" a well organized ball group running purges/dedicated healers with only siege lol.
Edit:
because they couldn't on murkmire and they wont on live.
disintegr8 wrote: »Nice to see something that can wipe out overhealed zergs and bomb squads, just think of the D-ticks.
Laying siege should not just be about stacking at the front door, just as defending should not be about having a bomb squad ready to hit the incoming group as soon as the door opens.
Think more about it, start a second breech while everyone is focused elsewhere, make an effort to counter siege the counter siege.
Isn't this what the try hard leets always talk about ? gitgud with tactics?
If you're really going to play it that way, we're just going to out-point-and-click you. If you weren't good before you're not going to suddenly be good now, and forcing experienced players into your playstyle is just going to show you how much room you have to grow in point-and-click heroism. Have fun getting wrecked by siege every time you go to attack a keep.
Chilly-McFreeze wrote: »kringled_1 wrote: »Just means you don't have enough health! Plague doctor/warrior poet tank with no damage other than running siege, here I come, just for all the lovers of heavy armor tanks in pvp we have on the forums.ZOS_GinaBruno wrote: »mayasunrising wrote: »I've been in cyro, and personally I like it and kinda wish they would just leave it. The battles were crazy and watching - and participating in the new and far more interesting keep take challenges was really fun. Plus keeps weren't flipping every 5 seconds. Fine by me.
@ZOS_GinaBruno maybe tell them not to fix this too much yus?
Yeah, this is actually something we're discussing a bit. No promises, but we'll see what happens.
In noCP a Coldharbour ballista Hit kills anyone within the initial tick and the first or second tick, depending on HP. If that’s the gameplay you want to promote...
More seriously, I'm not really wild about the prolonged siege battles where you have to punch multiple breaches in a keep, then fire siege through to get defensive siege down, and eventually move in. It tends to come down to attrition, and to promote large stacks at one location which we know doesn't work well.
A siege attack that comes down to attrition. Kind of like how it was when castles and sieges actually happened?
Realism - the go-to argument in every high fantasy setting, right?
Chilly-McFreeze wrote: »kringled_1 wrote: »Just means you don't have enough health! Plague doctor/warrior poet tank with no damage other than running siege, here I come, just for all the lovers of heavy armor tanks in pvp we have on the forums.ZOS_GinaBruno wrote: »mayasunrising wrote: »I've been in cyro, and personally I like it and kinda wish they would just leave it. The battles were crazy and watching - and participating in the new and far more interesting keep take challenges was really fun. Plus keeps weren't flipping every 5 seconds. Fine by me.
@ZOS_GinaBruno maybe tell them not to fix this too much yus?
Yeah, this is actually something we're discussing a bit. No promises, but we'll see what happens.
In noCP a Coldharbour ballista Hit kills anyone within the initial tick and the first or second tick, depending on HP. If that’s the gameplay you want to promote...
More seriously, I'm not really wild about the prolonged siege battles where you have to punch multiple breaches in a keep, then fire siege through to get defensive siege down, and eventually move in. It tends to come down to attrition, and to promote large stacks at one location which we know doesn't work well.
A siege attack that comes down to attrition. Kind of like how it was when castles and sieges actually happened?
Realism - the go-to argument in every high fantasy setting, right?
I wouldn't go with realism as much as common sense. I don't believe 25 people standing under hot oil, and surviving, is great game design.
Taking a keep should be tougher than killing a mudcrab.
You all seem to forget we had a phase like this before, although ZOS upped the damage on siege deliberately in the past. It was fun for a week, but ultimately the gameplay was so boring, that it got dialed back again in an incremental.
Now, if your playing capabilities are so limited that a left click inducing ridiculous damage is your best bet at killing someone, I see why you might want to keep it. Tells more about the players than the siege damage then though.
ZOS_GinaBruno wrote: »mayasunrising wrote: »I've been in cyro, and personally I like it and kinda wish they would just leave it. The battles were crazy and watching - and participating in the new and far more interesting keep take challenges was really fun. Plus keeps weren't flipping every 5 seconds. Fine by me.
@ZOS_GinaBruno maybe tell them not to fix this too much yus?
Yeah, this is actually something we're discussing a bit. No promises, but we'll see what happens.
ZOS_GinaBruno wrote: »mayasunrising wrote: »I've been in cyro, and personally I like it and kinda wish they would just leave it. The battles were crazy and watching - and participating in the new and far more interesting keep take challenges was really fun. Plus keeps weren't flipping every 5 seconds. Fine by me.
@ZOS_GinaBruno maybe tell them not to fix this too much yus?
Yeah, this is actually something we're discussing a bit. No promises, but we'll see what happens.
@ZOS_GinaBruno: If you're discussing it, then please share with us ZOS's collective thoughts on why you believe a point-and-click, class-independent, player-skill-independent action should hit as hard as an ultimate, without the risk or time investment associated with building an ultimate.
Leaving siege overpowered to make certain players feel like they're contributing does not make for a healthy meta. We know this already, because we've seen it in other metas. Ground oils. Open field siege. It becomes so overwhelming powerful and effective that it eliminates most every strategy around player movement, character builds (outside of "be tanky"... but wait, doesn't ZOS dislike the ability to be super tanky and super hard-hitting? Isn't that why you "nerfed" heavy armor passives?), inter-player communication, and tactics. Siege needs to be powerful and useful, but not the single best option - with highest reward for the lowest possible risk - in every scenario. If you claim to want to encourage diverse play styles, this is not the way one does that.
You're not helping the players who feel like using massive amounts of insanely hard-hitting siege is the best counter to players in groups even a tiny bit larger than them ("zergs" is apparently a forum-favorite colloquism for this). Why do I say you are not helping them? Because if it's insanely powerful and the most efficient play style, then it's likely that "zergs" are going to use it against them, and they're going to die all the same.
Instead of seriously considering ill-conceived "bandaids" for a perceived problem, ZOS should, in my opinion, work towards encouraging more cohesive play between players (it's not like existing, coordinated PvP guilds have a monopoly on the play style). And if that style of play does not suit folks, then perhaps they should consider battlegrounds, duels, or IC, where smaller-scale content is a bit more common/enforced. They have other options that can prevent them from fighting the zergs they seem to hate so much. People who enjoy playing in larger groups (up to 24-man, I also cannot stand folks who intentionally stack multiple full raid groups together), and who enjoy fighting the masses (be they other, similar-sized groups or overwhelming numbers), really only have Cyrodiil.