usmcjdking wrote: »Yup.
The game is too hard for people at the moment.
Leave siege as is, there's finally some modicum of skill required in Cyro.
Haashhtaag wrote: »
Rapids change has literally nothing to do with siege being OP currently and causing the map to be stagnant.
Sandman929 wrote: »
It's strange seeing "siege" equated with "skill".
The rapids change doesn't have anything to do with siege damage, other then people not being able to get out of it faster. But my point was, those rapid ball groups can no longer depend on their movement, so they are not going out and taking a resource to farm it.
Sandman929 wrote: »
It's strange seeing "siege" equated with "skill".
WuffyCerulei wrote: »The overpowered siege really isn’t intended and is gonna be fixed Monday. I feared that would happen in pvp, and have been avoiding Cyrodiil until it’s fixed. Considering the sieges also eat thru my shields, I also won’t have any defense against them.
Sandman929 wrote: »
It's strange seeing "siege" equated with "skill".
Soul_Demon wrote: »Seems the changes really encourage a couple of things. Staying inside keeps not going out to take other keeps playing only defensively. Grouping up in MASSIVE numbers to take keeps. PvDoor. All things players have voiced concerns about in past.
The rapids change doesn't have anything to do with siege damage, other then people not being able to get out of it faster. But my point was, those rapid ball groups can no longer depend on their movement, so they are not going out and taking a resource to farm it.
VaranisArano wrote: »Massive groups required to take keeps and everyone wanting to sit on the walls and peg the breaches with catapults. Long fights with multiple breaches and faction stacks. Experienced groups doing PvDoor captures in order to avoid defensive siege..
VaranisArano wrote: »
What really gets me is that what you point out is exactly what happened the last time ZOS buffed catapults, too.
Massive groups required to take keeps and everyone wanting to sit on the walls and peg the breaches with catapults. Long fights with multiple breaches and faction stacks. Experienced groups doing PvDoor captures in order to avoid defensive siege.
This is truly nothing new under the sun.
ZOS reverted that buff.
Now we've got lots of players eager to try the same thing twice, hoping for different results?
I mean, I like playing Elder Siege Simulator Online every once in a while, but night after night of it got old the last time we tried it.
usmcjdking wrote: »
Bad players get crushed by siege, good ones don't. Pretty simple concept.
Agreed, taking a keep with even numbers attacking and defending feels impossible. You need 3x or 4x numbers to take anything.
Is anyone else just entertained by both sides of the siege argument claiming a skill high ground while ignoring any pros and cons?
My favourite is that it's a bug that is going to be fixed and they're all losing their heads over it.
That's because it'sa bug that actually solved something we care about; lag impacting performance. Here's why:
- people actually spread out. Not just Zerg to bruma or a resource, they actually spread out acrossthe entire keep area. Wheeler tried for 5 years to get players to move apart with towns, AP gains, etc. What solved it? OP seige accidentally added lol.
- some people were on seige instead of in tight balls spamming light attacks/cc or other AOE.
- zergs stopped taking front doors. Keep fights lasted longer but required thought to attack. Even some group leads said it was more dynamic than in murkmire.
- players died quickly, at least at keep fights.
- lag reduced because of above points
Now I get it's a bug and will be changed, but it's like reverting animation cancelling after theyfound it unintentionally added lol.
Soul_Demon wrote: »
Interesting thing you mention I have wanted to ask about for a long time....animation cancels. Since they were not created by the original development team but were rather an 'accident' (according to them) ....think that might contribute to the lag in cyro? I mean they specifically said they set up skills to take a very specific amount of time to go off and did not intentionally allow a player to bypass that timeframe. Good point to bring in to any discussion of lag- two skills going off in less time than the original game developers intended- wonder what a group of say 30 or so doing this would contribute to.