For one brief week, Cyrodiil was fun and challenging again. Keep takes felt like an attractive risk/reward for the first time in years. You needed to play smart, to think about your positioning, your timing. No longer could you stand listlessly on ram in light armor, texting while waiting for the door to come down. For one brief week zerg guilds could not simply dog pile on the front door spamming heals and literally run over their objective within minutes. And conveniently, many of those guilds and groups disappeared for 7 days. But those of us who stayed had some of the most engaging and fun PvP in a very long time. The few finally stood a chance against the many, powerful siege was an equalizer that heavily punished thoughtless, dog pile tactics.
If you really want siege to be as strong as it was last week then other aspects of it need to be adjusted since last week sieges were basically a guaranteed kill against players with no counter to dots. I don't really agree that it made anyone player smarter in keeps fights, it just meant that 99% of players were just firing siege at each other instead of actually fighting. Keeps were defended using only siege rather than siege being strategically used to debuff, pressure enemies and control areas.
If siege is strong enough to completely replace actual combat then whats the point in trying to PvP?
If you really want siege to be as strong as it was last week then other aspects of it need to be adjusted since last week sieges were basically a guaranteed kill against players with no counter to dots. I don't really agree that it made anyone player smarter in keeps fights, it just meant that 99% of players were just firing siege at each other instead of actually fighting. Keeps were defended using only siege rather than siege being strategically used to debuff, pressure enemies and control areas.
If siege is strong enough to completely replace actual combat then whats the point in trying to PvP?
Really? Because I had just as much if not more actual PvP last week than ever before. In fact, since players were spreading out more instead of clumping on FD, there was more opportunity for small fights within larger battles. As soon as that change was reverted, it was back to 24 person raids standing on each other spamming sub assault and wiping everything in their path on a split second of lag induced abilty explosions. I very much disagree that the OP siege was providing less opportunity for actual PvP.
If you really want siege to be as strong as it was last week then other aspects of it need to be adjusted since last week sieges were basically a guaranteed kill against players with no counter to dots. I don't really agree that it made anyone player smarter in keeps fights, it just meant that 99% of players were just firing siege at each other instead of actually fighting. Keeps were defended using only siege rather than siege being strategically used to debuff, pressure enemies and control areas.
If siege is strong enough to completely replace actual combat then whats the point in trying to PvP?
Joy_Division wrote: »Biased poll is biased.
Keep siege week, huh? Let's just ignore the numerous times ZOs already buffed it - The meatbag which infect large areas with overlapping Major Defile fields, the Scattershots while put down overlapping fields of with a +20% damage, oil catapults that drain stamina, lightning cats that drain magicka, the buff to make it so CP siege acts like no CP seige - all of these buffs were recent, all of them were asked for and all of them were applauded. Seige as it is destroys roof defenders on an inner keep, it destroys attackers trying to use a single breech in a well defended keep, it is already been buffed numerous times putting all sorts of debuffs on players as well as damage and people are still complaining and just flat out lying by calling it weak.
All those buffs prove siege fanatics wont be satisfied unless a piece of inventory can destroy players without them being able to do anything about it. Only when it does oblivion damage that ignores everything including shields do you finally deem it useful. Yet someone you all complain about a little oblivion damage dot from Sloads. Because left clicking from 50 meters away on a tower wall is skillful gameplay, but actually getting out there and fighting someone with a proc set is a "crutch."
Everytime siege gets buffed, the people who suffer by far the most are inexperienced players or those poor souls who try to contribute to their alliance by setting up the plain old ballista to hit a castle wall. They lose control of their character while shooting that ballista, so they cant just get out of the mutliple and overlapping red circles on them, and have to with standing in a major defile, a 20% amp to all damage, and getting destroyed by a cold harbor ballista that kills them in 2 seconds tops. People who run in ball groups have pocket purgers and healers who are inconvenienced, not destroyed, by it. Anytime something is overpowered, the people you are so desperate to destroy is effected the least by the changes because they have the most experience and pocket support to deal with it.
Meh. Ppl resorted to sieging other ppl over actually engaging in combat. It became quite ridiculous.
kpittsniperb14_ESO wrote: »Siege damage in non CP is "barely useful"? Either you are embellishing to prove a point or you really have no idea what you are talking about when it comes to non CP....either way, just stop.
This sige bug made ppl hold in their balistas for so long, that i can zerg them with my group from behind this was fun.
Pvp is all about movement, and sige bug stuck ppl at one position. If u think this ok - think again pls
Trancestor wrote: »Lag was the same lag for me, zergs were the same zergs for me, only difference was zerglings and bad players could set up a siege and kill the small scale groups that would usually farm them before. This was the case for me at least on Vivec PC EU, so this talk of "amazing lagless strategic pvp" isnt something ive noticed at all.
I have always preferred strong siege in ESO. Though the numbers were all completely different before the CP system was implemented, siege at launch was very strong and produced many of the same results we saw last week.
However, strong siege alone is not going to permanently mitigate the affected parts of the game we don't like. The multi-raid zerg guilds, the hyper-competitive ball groups, the troll tanks, etc, will all adapt.
I think ZOS needs to examine the kind of fights most players actually enjoy and try to better facilitate them. I don't think anyone ever enjoys fighting the multi-raid guilds or the hyper-competitive ball groups except other groups like those.
I thought ball groups were better balanced from 2.3 through 3.0 compared to everyone else. Since then, it's simply not at all fun to fight a top ball group outside of one. I would rather not play than do what it takes to adapt to that. And truly, that's a big reason why I take long breaks. The hyper-competitive ball groups are a kind of dinosaur in the game. There aren't many left, but when they do play, they tend to completely dominate wherever they go.
I apologize to ball group players for writing that. I know many groups like this work extremely hard for their factions and are very good citizens. I know your guilds are often like families. I know your success comes from preparation, practice and skill. I recognize that it would be unfair for this play style to be completely eliminated. However, I truly believe for the health of the game, something has to change.
I think true AvA enthusiasts who mainly want to enjoy combat all dislike the players who come to Cyrodiill just to grind AP through uncontested objective captures otherwise known as pvdoors. A lot of these are just PVE players going through all of their characters for geodes and jewelry. Cyrodiil has become part of their repulsive (to me) PVE grind cycle. Their Pvdooring is especially annoying because the keeps they flip are usually won back with another uncontested pvdoor.
And ugh, the tank meta.
Of course, this is all my POV and reflective of what I like and dislike. I say we in some cases because I know many others feel the same, but I am not trying to speak for anyone else.
Joy_Division wrote: »Biased poll is biased.
Keep siege week, huh? Let's just ignore the numerous times ZOs already buffed it - The meatbag which infect large areas with overlapping Major Defile fields, the Scattershots while put down overlapping fields of with a +20% damage, oil catapults that drain stamina, lightning cats that drain magicka, the buff to make it so CP siege acts like no CP seige - all of these buffs were recent, all of them were asked for and all of them were applauded. Seige as it is destroys roof defenders on an inner keep, it destroys attackers trying to use a single breech in a well defended keep, it is already been buffed numerous times putting all sorts of debuffs on players as well as damage and people are still complaining and just flat out lying by calling it weak.
All those buffs prove siege fanatics wont be satisfied unless a piece of inventory can destroy players without them being able to do anything about it. Only when it does oblivion damage that ignores everything including shields do you finally deem it useful. Yet someone you all complain about a little oblivion damage dot from Sloads. Because left clicking from 50 meters away on a tower wall is skillful gameplay, but actually getting out there and fighting someone with a proc set is a "crutch."
Everytime siege gets buffed, the people who suffer by far the most are inexperienced players or those poor souls who try to contribute to their alliance by setting up the plain old ballista to hit a castle wall. They lose control of their character while shooting that ballista, so they cant just get out of the mutliple and overlapping red circles on them, and have to with standing in a major defile, a 20% amp to all damage, and getting destroyed by a cold harbor ballista that kills them in 2 seconds tops. People who run in ball groups have pocket purgers and healers who are inconvenienced, not destroyed, by it. Anytime something is overpowered, the people you are so desperate to destroy is effected the least by the changes because they have the most experience and pocket support to deal with it.
While of course I respect your opinion. My experience this past week solo, grouped and in large pug takes/defenses as magicka and stamina based characters was that PvP was far more fun than it’s been in a long time and was entirely different than what you describe. Siege is weak. Without a healer I can waltz through it no issue in medium or light armor. Basically my attitude towards people sieging me is one giant lol, and I can’t wait to rush you when I get in and burn everyone down while they’re still on oils. I don’t think the poll is biased at all, siege is barely useful in no CP. In CP it’s a downright joke. It does punish disorganized and inexperienced players, but it also gives those players a defense against the guild zergs that run them over constantly. We don’t have to go full on OP, but PvP was a lot more fun this week and the instant that servers went back up after patch it was back to the same trash fest of zerg guilds running through keeps without even a pause.
@VaranisArano if healers are struggling to heal through siege then i really don’t know what to say. I can heal through it on my own easy. It’s also really easy to not just stand in siege. So this sounds like maybe healers could have trouble if their team is used to just not even thinking about what they’re doing at all lol. And that’s exactly the type of gameplay that powerful siege destroys. Imo it’s a good thing. Also not all siege has to be crazy OP. Oils for example are probably good where they are for the sake of rams. But if I fight my way out onto the wall of a keep defense and 1v1 multiple people on the way so that I can load up a ballista and hit the ram team, and I take that risk, it should count.
Meh. Ppl resorted to sieging other ppl over actually engaging in combat. It became quite ridiculous.
Joy_Division wrote: »Biased poll is biased.
Keep siege week, huh? Let's just ignore the numerous times ZOs already buffed it - The meatbag which infect large areas with overlapping Major Defile fields, the Scattershots while put down overlapping fields of with a +20% damage, oil catapults that drain stamina, lightning cats that drain magicka, the buff to make it so CP siege acts like no CP seige - all of these buffs were recent, all of them were asked for and all of them were applauded. Seige as it is destroys roof defenders on an inner keep, it destroys attackers trying to use a single breech in a well defended keep, it is already been buffed numerous times putting all sorts of debuffs on players as well as damage and people are still complaining and just flat out lying by calling it weak.
All those buffs prove siege fanatics wont be satisfied unless a piece of inventory can destroy players without them being able to do anything about it. Only when it does oblivion damage that ignores everything including shields do you finally deem it useful. Yet someone you all complain about a little oblivion damage dot from Sloads. Because left clicking from 50 meters away on a tower wall is skillful gameplay, but actually getting out there and fighting someone with a proc set is a "crutch."
Everytime siege gets buffed, the people who suffer by far the most are inexperienced players or those poor souls who try to contribute to their alliance by setting up the plain old ballista to hit a castle wall. They lose control of their character while shooting that ballista, so they cant just get out of the mutliple and overlapping red circles on them, and have to with standing in a major defile, a 20% amp to all damage, and getting destroyed by a cold harbor ballista that kills them in 2 seconds tops. People who run in ball groups have pocket purgers and healers who are inconvenienced, not destroyed, by it. Anytime something is overpowered, the people you are so desperate to destroy is effected the least by the changes because they have the most experience and pocket support to deal with it.
While of course I respect your opinion. My experience this past week solo, grouped and in large pug takes/defenses as magicka and stamina based characters was that PvP was far more fun than it’s been in a long time and was entirely different than what you describe. Siege is weak. Without a healer I can waltz through it no issue in medium or light armor. Basically my attitude towards people sieging me is one giant lol, and I can’t wait to rush you when I get in and burn everyone down while they’re still on oils. I don’t think the poll is biased at all, siege is barely useful in no CP. In CP it’s a downright joke. It does punish disorganized and inexperienced players, but it also gives those players a defense against the guild zergs that run them over constantly. We don’t have to go full on OP, but PvP was a lot more fun this week and the instant that servers went back up after patch it was back to the same trash fest of zerg guilds running through keeps without even a pause.
@VaranisArano if healers are struggling to heal through siege then i really don’t know what to say. I can heal through it on my own easy. It’s also really easy to not just stand in siege. So this sounds like maybe healers could have trouble if their team is used to just not even thinking about what they’re doing at all lol. And that’s exactly the type of gameplay that powerful siege destroys. Imo it’s a good thing. Also not all siege has to be crazy OP. Oils for example are probably good where they are for the sake of rams. But if I fight my way out onto the wall of a keep defense and 1v1 multiple people on the way so that I can load up a ballista and hit the ram team, and I take that risk, it should count.