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Siege damage redux

Sedare
Sedare
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Look I get that the 14k+ coldfire damage per tick was insane, but the reversal has pretty much just made defending ridiculously hard if not impossible at times. Roving balls of heal-spamming, templar ring spamming, cleanse spamming morons who just roll over keeps is stupid.

ZOS have you never heard of a middle ground? You always pull this crap. Do something, people ***, then completely undo it. How about reducing damage maybe to 10k a tick for coldfire and test it out then see if it needs to roll back a little more (baby steps and iterative roll outs y'all). How about making sure siege shields don't stack. How about making sure siege damage doesn't somehow get negated to 300 points a tick.

I get that PVP is a very small % of your overall pop, but by not fixing things, or over "fixing" things, and not attending to other issues (cough blatant cheating cough) at all is just plain ***. Especially considering you initially advertised this game as a heavy PVP oriented game!
Edited by Sedare on March 11, 2019 3:59PM
  • Merlight
    Merlight
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    #MakeSiegeGreatAgain
    EU ‣ Wabbajack nostalgic ‣ Blackwater Blade defender ‣ Kyne wanderer
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    ... in the balance of power between the accountants and marketing types against the artists, developers and those who generally want to build and run a good game then that balance needs to always be in favour of the latter - because the former will drag the game into the ground for every last bean they can squeeze out of it.Santie Claws
  • Minno
    Minno
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    Siege change worked because it was so OP players felt they needed to move away from each other to limit the deaths.

    Any other change from this will only result in players stacking closer to better heals and in turn rip the server apart.

    Idk any other solution except boost DMG, drop group healing hard, and other changes that are too numerous. It would be cheaper and cost effectiveto boost siege to a crazy amount, than to cause balance issues in other forms of the game that aren't laggy/performance intensive than cyro.

    My vote; boost the siege to the"bug" level and let the players figure itout then finda fix over time!
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Neoauspex
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    @ZOS_GinaBruno is console getting the siege bug when the patch hits tomorrow or did that get cleaned up before you submitted it? I wish ZoS would just leave one campaign with the siege bug, that way people can just choose since it's such a divisive issue. My opinion is performance uber alles.
  • TheBonesXXX
    TheBonesXXX
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    Sedare wrote: »
    Look I get that the 14k+ coldfire damage per tick was insane, but the reversal has pretty much just made defending ridiculously hard if not impossible at times. Roving balls of heal-spamming, templar ring spamming, cleanse spamming morons who just roll over keeps is stupid.

    ZOS have you never heard of a middle ground? You always pull this crap. Do something, people ***, then completely undo it. How about reducing damage maybe to 10k a tick for coldfire and test it out then see if it needs to roll back a little more (baby steps and iterative roll outs y'all). How about making sure siege shields don't stack. How about making sure siege damage doesn't somehow get negated to 300 points a tick.

    I get that PVP is a very small % of your overall pop, but by not fixing things, or over "fixing" things, and not attending to other issues (cough blatant cheating cough) at all is just plain ***. Especially considering you initially advertised this game as a heavy PVP oriented game!

    There was like a handful of us that were adamantly trying to get them not to Nerf it right away if not outright till a proper solution was put forward.

    At least it tells us what healing skills are performing at.
  • Sedare
    Sedare
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    There was like a handful of us that were adamantly trying to get them not to Nerf it right away if not outright till a proper solution was put forward.

    At least it tells us what healing skills are performing at.

    yeah, when I first got hit with the 14.5k a tick and pretty much insta-died I was all wtf. But then I LAUGHED and adapted. I didn't *** and moan. Healing in this game is completely insane in PVP.

    The rock, paper, scissors aspect is utterly broken and has been for ages. Tanky *** can absorb dmg, have 30k+ life, deal immense damage, and still heal too. Healers can overheal, absorb damage, and still dole it out as well. Then you get insano dps that can take all the punishment, heal, dodge, etc.

    There are a few builds that are squishy, the rest is chance in terms of finding someone caught unawares.

    But regarding siege specifically, either tone down the healing, make siege effects ONLY be removed through cleanse/item sets and only the templar circle be used for player/monster effects. This way removal is a bit more constrained.

    It's just maddening.

  • DreadDaedroth
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    They shouldn't have listened to this whine.
    the-least-mentioned-problem-of-pvp
    That way siege would still have a little damage boost.
    Edited by DreadDaedroth on March 11, 2019 4:44PM
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    Just dont defend when you see a ball group outside, dont be a AP-Piniatta. Thats how I deal with it....
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
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    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • VaranisArano
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    So...given that the siege "nerf" just reverted it back to the pre-Wrathstone unbugged state...am I to assume that defending keeps prior to Wrathstone was also "ridiculously hard if not impossible at times"?

    If so, there might be a reason the Devs are talking about buffing siege for the future. But the Wrathstone siege bug was just that - a bug - and they fixed it exactly as they stated they would. Any future changes are for the future.

    For myself, the Summerset catapult buffs were in a sweet spot that challenged organized raids while slaughtering disorganized zergs...but ZOS reverted that buff, so the sweet spot for the Devs is probably somewhere between the current state of siege and the Summerset buff.
  • Lord_Sando
    Lord_Sando
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    Neoauspex wrote: »
    @ZOS_GinaBruno is console getting the siege bug when the patch hits tomorrow or did that get cleaned up before you submitted it? I wish ZoS would just leave one campaign with the siege bug, that way people can just choose since it's such a divisive issue. My opinion is performance uber alles.

    The week Siege was bugged was a glorious mostly lag free week if you looked at the forums during the first week a lot of post where about the improved performance. Then siege was "fixed" and the lag came back.
  • InvictusApollo
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    I loved what proper siege engines did to Cyrodill. THere were no ballgroups. People weren't stacking like crazy. You could actually fight. It was awesome.
  • technohic
    technohic
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    Minno wrote: »
    Siege change worked because it was so OP players felt they needed to move away from each other to limit the deaths.

    Any other change from this will only result in players stacking closer to better heals and in turn rip the server apart.

    Idk any other solution except boost DMG, drop group healing hard, and other changes that are too numerous. It would be cheaper and cost effectiveto boost siege to a crazy amount, than to cause balance issues in other forms of the game that aren't laggy/performance intensive than cyro.

    My vote; boost the siege to the"bug" level and let the players figure itout then finda fix over time!

    I dunno. Been off my Templar (extended ritual cleanse) and NB (cloak supressing) trying to get a couple other toons tier 3 rewards and I could see where it would suck to get clipped by some of this stuff. But then again, a siege capture should be with a group and there should be templars or purgers around so....Just playing devils advocate.
  • jhall03
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    Neoauspex wrote: »
    @ZOS_GinaBruno is console getting the siege bug when the patch hits tomorrow or did that get cleaned up before you submitted it? I wish ZoS would just leave one campaign with the siege bug, that way people can just choose since it's such a divisive issue. My opinion is performance uber alles.

    My guess is yes, we will get it. If I'm not mistaken, because of the time it takes to get a console patch approved, we always get whatever was in the first patch of a new update. So around the time Wrathstone was available on PC, the patch for console begins the approval/ certification/ whatever its called process. And we probably won't get the "fix" until an incremental ~3 weeks later.
  • Sanctum74
    Sanctum74
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    Sedare wrote: »
    Look I get that the 14k+ coldfire damage per tick was insane, but the reversal has pretty much just made defending ridiculously hard if not impossible at times. Roving balls of heal-spamming, templar ring spamming, cleanse spamming morons who just roll over keeps is stupid.

    ZOS have you never heard of a middle ground? You always pull this crap. Do something, people ***, then completely undo it. How about reducing damage maybe to 10k a tick for coldfire and test it out then see if it needs to roll back a little more (baby steps and iterative roll outs y'all). How about making sure siege shields don't stack. How about making sure siege damage doesn't somehow get negated to 300 points a tick.

    I get that PVP is a very small % of your overall pop, but by not fixing things, or over "fixing" things, and not attending to other issues (cough blatant cheating cough) at all is just plain ***. Especially considering you initially advertised this game as a heavy PVP oriented game!

    If you're having problems defending a keep then it has nothing to do with seige strength. Seige can only do so much, at some point you need to get off the wall to stop revives, take out the tanks, and actually help. Like you said it's a pvp game so learn the mechanics and pvp instead of expecting seige to do it all for you.

  • Sedare
    Sedare
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    Sanctum74 wrote: »
    Sedare wrote: »
    Look I get that the 14k+ coldfire damage per tick was insane, but the reversal has pretty much just made defending ridiculously hard if not impossible at times. Roving balls of heal-spamming, templar ring spamming, cleanse spamming morons who just roll over keeps is stupid.

    ZOS have you never heard of a middle ground? You always pull this crap. Do something, people ***, then completely undo it. How about reducing damage maybe to 10k a tick for coldfire and test it out then see if it needs to roll back a little more (baby steps and iterative roll outs y'all). How about making sure siege shields don't stack. How about making sure siege damage doesn't somehow get negated to 300 points a tick.

    I get that PVP is a very small % of your overall pop, but by not fixing things, or over "fixing" things, and not attending to other issues (cough blatant cheating cough) at all is just plain ***. Especially considering you initially advertised this game as a heavy PVP oriented game!

    If you're having problems defending a keep then it has nothing to do with seige strength. Seige can only do so much, at some point you need to get off the wall to stop revives, take out the tanks, and actually help. Like you said it's a pvp game so learn the mechanics and pvp instead of expecting seige to do it all for you.

    Wow. I don't expect siege to do it all for me. But when I'm part of a concerted defense with multiple sieges and no one is dying there is a problem. i often go out and sneak around to the back lines and take out dedicated healers. Last night, I decided to siege. Get off your high horse ***, l2p mentality.
  • Sanctum74
    Sanctum74
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    Sedare wrote: »
    Sanctum74 wrote: »
    Sedare wrote: »
    Look I get that the 14k+ coldfire damage per tick was insane, but the reversal has pretty much just made defending ridiculously hard if not impossible at times. Roving balls of heal-spamming, templar ring spamming, cleanse spamming morons who just roll over keeps is stupid.

    ZOS have you never heard of a middle ground? You always pull this crap. Do something, people ***, then completely undo it. How about reducing damage maybe to 10k a tick for coldfire and test it out then see if it needs to roll back a little more (baby steps and iterative roll outs y'all). How about making sure siege shields don't stack. How about making sure siege damage doesn't somehow get negated to 300 points a tick.

    I get that PVP is a very small % of your overall pop, but by not fixing things, or over "fixing" things, and not attending to other issues (cough blatant cheating cough) at all is just plain ***. Especially considering you initially advertised this game as a heavy PVP oriented game!

    If you're having problems defending a keep then it has nothing to do with seige strength. Seige can only do so much, at some point you need to get off the wall to stop revives, take out the tanks, and actually help. Like you said it's a pvp game so learn the mechanics and pvp instead of expecting seige to do it all for you.

    Wow. I don't expect siege to do it all for me. But when I'm part of a concerted defense with multiple sieges and no one is dying there is a problem. i often go out and sneak around to the back lines and take out dedicated healers. Last night, I decided to siege. Get off your high horse ***, l2p mentality.

    No high horse sweety just facts. It takes a coordinated effort to defend a keep and the fact that you're only argument is insults proves you are absolutely clueless.

    Edit: Even if seige did no damage it would be op just for the status effects alone. When you combine that with a good ground crew and an AOE kill box there's is no reason to blame seige for a failed defense. When you have 20 people upstairs with most of them seiging absolutely no one outside the keep when the enemy is inside and only 3 people downstairs defending then you should lose the keep and not expect a seige carry.
    Edited by Sanctum74 on March 12, 2019 3:37AM
  • Sedare
    Sedare
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    Sanctum74 wrote: »
    Sedare wrote: »
    Sanctum74 wrote: »
    Sedare wrote: »
    Look I get that the 14k+ coldfire damage per tick was insane, but the reversal has pretty much just made defending ridiculously hard if not impossible at times. Roving balls of heal-spamming, templar ring spamming, cleanse spamming morons who just roll over keeps is stupid.

    ZOS have you never heard of a middle ground? You always pull this crap. Do something, people ***, then completely undo it. How about reducing damage maybe to 10k a tick for coldfire and test it out then see if it needs to roll back a little more (baby steps and iterative roll outs y'all). How about making sure siege shields don't stack. How about making sure siege damage doesn't somehow get negated to 300 points a tick.

    I get that PVP is a very small % of your overall pop, but by not fixing things, or over "fixing" things, and not attending to other issues (cough blatant cheating cough) at all is just plain ***. Especially considering you initially advertised this game as a heavy PVP oriented game!

    If you're having problems defending a keep then it has nothing to do with seige strength. Seige can only do so much, at some point you need to get off the wall to stop revives, take out the tanks, and actually help. Like you said it's a pvp game so learn the mechanics and pvp instead of expecting seige to do it all for you.

    Wow. I don't expect siege to do it all for me. But when I'm part of a concerted defense with multiple sieges and no one is dying there is a problem. i often go out and sneak around to the back lines and take out dedicated healers. Last night, I decided to siege. Get off your high horse ***, l2p mentality.

    No high horse sweety just facts. It takes a coordinated effort to defend a keep and the fact that you're only argument is insults proves you are absolutely clueless.

    Edit: Even if seige did no damage it would be op just for the status effects alone. When you combine that with a good ground crew and an AOE kill box there's is no reason to blame seige for a failed defense. When you have 20 people upstairs with most of them seiging absolutely no one outside the keep when the enemy is inside and only 3 people downstairs defending then you should lose the keep and not expect a seige carry.

    Look sweety, darling, siege damage is being dodge rolled through and also block mitigated. It's ridiculous. Tack on the insane heal amounts, siege shields, damage shields, other mitigation, you may as well be pointing a nerf gun at the horde.

    I'm not expecting a siege carry. And this isn't even the argument. The argument is, siege damage is too low or easily mitigated. Period. I under stand strategy. hell, I'm more reckless than most--much to my pvp partner's shagrin and I'll jump out to pew pew the backlines or even the front lines.

    Whatever though. Point stands. Siege damage is skewed in the wrong direction. It needs a minor buff, maybe 2-4k at most per tick, not the double we had last week.
  • Taleof2Cities
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    I agree with you, @Sedare.

    As one who thought the patch was over the top ... the changes made last week seem to be an over-correction. Coming from a player who mostly heals raid groups by the way ...
  • Baphomet
    Baphomet
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    Increase seige damage by 50% and see how it plays out.
    - The Psijic Order
    - TKO
    - Dominant Dominion
    - The Noore
  • Neoauspex
    Neoauspex
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    jhall03 wrote: »
    Neoauspex wrote: »
    @ZOS_GinaBruno is console getting the siege bug when the patch hits tomorrow or did that get cleaned up before you submitted it? I wish ZoS would just leave one campaign with the siege bug, that way people can just choose since it's such a divisive issue. My opinion is performance uber alles.

    My guess is yes, we will get it. If I'm not mistaken, because of the time it takes to get a console patch approved, we always get whatever was in the first patch of a new update. So around the time Wrathstone was available on PC, the patch for console begins the approval/ certification/ whatever its called process. And we probably won't get the "fix" until an incremental ~3 weeks later.

    Nope, no dice:

    https://forums.elderscrollsonline.com/en/discussion/comment/5889859#Comment_5889859
  • Sanctum74
    Sanctum74
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    Sedare wrote: »
    Sanctum74 wrote: »
    Sedare wrote: »
    Sanctum74 wrote: »
    Sedare wrote: »
    Look I get that the 14k+ coldfire damage per tick was insane, but the reversal has pretty much just made defending ridiculously hard if not impossible at times. Roving balls of heal-spamming, templar ring spamming, cleanse spamming morons who just roll over keeps is stupid.

    ZOS have you never heard of a middle ground? You always pull this crap. Do something, people ***, then completely undo it. How about reducing damage maybe to 10k a tick for coldfire and test it out then see if it needs to roll back a little more (baby steps and iterative roll outs y'all). How about making sure siege shields don't stack. How about making sure siege damage doesn't somehow get negated to 300 points a tick.

    I get that PVP is a very small % of your overall pop, but by not fixing things, or over "fixing" things, and not attending to other issues (cough blatant cheating cough) at all is just plain ***. Especially considering you initially advertised this game as a heavy PVP oriented game!

    If you're having problems defending a keep then it has nothing to do with seige strength. Seige can only do so much, at some point you need to get off the wall to stop revives, take out the tanks, and actually help. Like you said it's a pvp game so learn the mechanics and pvp instead of expecting seige to do it all for you.

    Wow. I don't expect siege to do it all for me. But when I'm part of a concerted defense with multiple sieges and no one is dying there is a problem. i often go out and sneak around to the back lines and take out dedicated healers. Last night, I decided to siege. Get off your high horse ***, l2p mentality.

    No high horse sweety just facts. It takes a coordinated effort to defend a keep and the fact that you're only argument is insults proves you are absolutely clueless.

    Edit: Even if seige did no damage it would be op just for the status effects alone. When you combine that with a good ground crew and an AOE kill box there's is no reason to blame seige for a failed defense. When you have 20 people upstairs with most of them seiging absolutely no one outside the keep when the enemy is inside and only 3 people downstairs defending then you should lose the keep and not expect a seige carry.

    Look sweety, darling, siege damage is being dodge rolled through and also block mitigated. It's ridiculous. Tack on the insane heal amounts, siege shields, damage shields, other mitigation, you may as well be pointing a nerf gun at the horde.

    I'm not expecting a siege carry. And this isn't even the argument. The argument is, siege damage is too low or easily mitigated. Period. I under stand strategy. hell, I'm more reckless than most--much to my pvp partner's shagrin and I'll jump out to pew pew the backlines or even the front lines.

    Whatever though. Point stands. Siege damage is skewed in the wrong direction. It needs a minor buff, maybe 2-4k at most per tick, not the double we had last week.

    I still disagree, players should be rewarded for using siege shield and heals to stay alive with the exception of earth gore which should be changed. Even if the attackers are organized, if the defenders are using a variety of seige types, aoe's, negates, time stop, and snares then that organized group will melt in the kill box every time. Again organized offenses AND defenses should always be rewarded not just assumed from clicking 1 button.

    My biggest concern isn't even the damage so much that even with low damage people are too dependent on it and will just watch keeps flag and they get lost. Too often people are just using oils and fire trebs and nothing else. Most of them are just hitting random people outside with barely any on the breech and no one downstairs so the keep gets lost.

    Had a situation at Nik last night with 9 dc attacking. The door was still at 100% and there were 18 ad defensive seige up and just 2 of us outside actually defending. I kept calling out for help, wiped most of them 3 times, but no one would get off the wall so they kept reviving and because of that they were able to reinforce and take it. Out of 18 seige they only had 1 at the breach, the rest all pointing outside and just 2 of us downstairs. We deserved to lose it.

    I guess I just miss the days when players still fought each other, but now it's turned into either Elders Seige Online or they just pvdoor and fight npc's instead. Kinda sad.
  • Sedare
    Sedare
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    Sanctum74 wrote: »
    Sedare wrote: »
    Sanctum74 wrote: »
    Sedare wrote: »
    Sanctum74 wrote: »
    Sedare wrote: »
    Look I get that the 14k+ coldfire damage per tick was insane, but the reversal has pretty much just made defending ridiculously hard if not impossible at times. Roving balls of heal-spamming, templar ring spamming, cleanse spamming morons who just roll over keeps is stupid.

    ZOS have you never heard of a middle ground? You always pull this crap. Do something, people ***, then completely undo it. How about reducing damage maybe to 10k a tick for coldfire and test it out then see if it needs to roll back a little more (baby steps and iterative roll outs y'all). How about making sure siege shields don't stack. How about making sure siege damage doesn't somehow get negated to 300 points a tick.

    I get that PVP is a very small % of your overall pop, but by not fixing things, or over "fixing" things, and not attending to other issues (cough blatant cheating cough) at all is just plain ***. Especially considering you initially advertised this game as a heavy PVP oriented game!

    If you're having problems defending a keep then it has nothing to do with seige strength. Seige can only do so much, at some point you need to get off the wall to stop revives, take out the tanks, and actually help. Like you said it's a pvp game so learn the mechanics and pvp instead of expecting seige to do it all for you.

    Wow. I don't expect siege to do it all for me. But when I'm part of a concerted defense with multiple sieges and no one is dying there is a problem. i often go out and sneak around to the back lines and take out dedicated healers. Last night, I decided to siege. Get off your high horse ***, l2p mentality.

    No high horse sweety just facts. It takes a coordinated effort to defend a keep and the fact that you're only argument is insults proves you are absolutely clueless.

    Edit: Even if seige did no damage it would be op just for the status effects alone. When you combine that with a good ground crew and an AOE kill box there's is no reason to blame seige for a failed defense. When you have 20 people upstairs with most of them seiging absolutely no one outside the keep when the enemy is inside and only 3 people downstairs defending then you should lose the keep and not expect a seige carry.

    Look sweety, darling, siege damage is being dodge rolled through and also block mitigated. It's ridiculous. Tack on the insane heal amounts, siege shields, damage shields, other mitigation, you may as well be pointing a nerf gun at the horde.

    I'm not expecting a siege carry. And this isn't even the argument. The argument is, siege damage is too low or easily mitigated. Period. I under stand strategy. hell, I'm more reckless than most--much to my pvp partner's shagrin and I'll jump out to pew pew the backlines or even the front lines.

    Whatever though. Point stands. Siege damage is skewed in the wrong direction. It needs a minor buff, maybe 2-4k at most per tick, not the double we had last week.

    I still disagree, players should be rewarded for using siege shield and heals to stay alive with the exception of earth gore which should be changed. Even if the attackers are organized, if the defenders are using a variety of seige types, aoe's, negates, time stop, and snares then that organized group will melt in the kill box every time. Again organized offenses AND defenses should always be rewarded not just assumed from clicking 1 button.

    My biggest concern isn't even the damage so much that even with low damage people are too dependent on it and will just watch keeps flag and they get lost. Too often people are just using oils and fire trebs and nothing else. Most of them are just hitting random people outside with barely any on the breech and no one downstairs so the keep gets lost.

    Had a situation at Nik last night with 9 dc attacking. The door was still at 100% and there were 18 ad defensive seige up and just 2 of us outside actually defending. I kept calling out for help, wiped most of them 3 times, but no one would get off the wall so they kept reviving and because of that they were able to reinforce and take it. Out of 18 seige they only had 1 at the breach, the rest all pointing outside and just 2 of us downstairs. We deserved to lose it.

    I guess I just miss the days when players still fought each other, but now it's turned into either Elders Seige Online or they just pvdoor and fight npc's instead. Kinda sad.

    Can I please shadow you some time? Serious request. I want to see how others play. I'm mostly EP, but do have an AD and DC toon (1 each). Hit me up and I'll follow you around sometime. @Sedare
  • Toc de Malsvi
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    Siege is a joke in its current state, Shuffle+Hardened Armor+Vigor and I can stand under the oil without my health dipping. No healer no organized group, siege is only lethal to noobs who do not buff, heal, or move out.

    It takes multiple oils/siege for me to even worry about rolling out.
    Legendary Archer of Valenwood
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  • Hymzir
    Hymzir
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    The siege damage buff made for one week of actually decent PVP. Sieges were epic once more, open field battles had actual battle lines and siege worked as artillery. People didn't bunch up in tight little balls of *** because that was just asking to be targeted by every enemy siege on the field. There was back and forth in the way fights developed, and you actually had to utilize tactics. It was *** glorious.

    Now... It's utter dog *** once again. We are once more back to having roving AOE spamming lagballs full of one key spamming *** just zooming around capping stuff. They don't even try to hold onto anything, they just run around from one objective to another, lagging anyone who tires to stop them to death, while being basically impervious to all damage. Run from flag to flag till the objective flips and then they go their merry way to the next objective they want to flip. How the *** does that constitute meaningful PVP?

    Just frigging up the siege damage back up again already. Make the game worth playing again.
  • Sanctum74
    Sanctum74
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    Sedare wrote: »
    Sanctum74 wrote: »
    Sedare wrote: »
    Sanctum74 wrote: »
    Sedare wrote: »
    Sanctum74 wrote: »
    Sedare wrote: »
    Look I get that the 14k+ coldfire damage per tick was insane, but the reversal has pretty much just made defending ridiculously hard if not impossible at times. Roving balls of heal-spamming, templar ring spamming, cleanse spamming morons who just roll over keeps is stupid.

    ZOS have you never heard of a middle ground? You always pull this crap. Do something, people ***, then completely undo it. How about reducing damage maybe to 10k a tick for coldfire and test it out then see if it needs to roll back a little more (baby steps and iterative roll outs y'all). How about making sure siege shields don't stack. How about making sure siege damage doesn't somehow get negated to 300 points a tick.

    I get that PVP is a very small % of your overall pop, but by not fixing things, or over "fixing" things, and not attending to other issues (cough blatant cheating cough) at all is just plain ***. Especially considering you initially advertised this game as a heavy PVP oriented game!

    If you're having problems defending a keep then it has nothing to do with seige strength. Seige can only do so much, at some point you need to get off the wall to stop revives, take out the tanks, and actually help. Like you said it's a pvp game so learn the mechanics and pvp instead of expecting seige to do it all for you.

    Wow. I don't expect siege to do it all for me. But when I'm part of a concerted defense with multiple sieges and no one is dying there is a problem. i often go out and sneak around to the back lines and take out dedicated healers. Last night, I decided to siege. Get off your high horse ***, l2p mentality.

    No high horse sweety just facts. It takes a coordinated effort to defend a keep and the fact that you're only argument is insults proves you are absolutely clueless.

    Edit: Even if seige did no damage it would be op just for the status effects alone. When you combine that with a good ground crew and an AOE kill box there's is no reason to blame seige for a failed defense. When you have 20 people upstairs with most of them seiging absolutely no one outside the keep when the enemy is inside and only 3 people downstairs defending then you should lose the keep and not expect a seige carry.

    Look sweety, darling, siege damage is being dodge rolled through and also block mitigated. It's ridiculous. Tack on the insane heal amounts, siege shields, damage shields, other mitigation, you may as well be pointing a nerf gun at the horde.

    I'm not expecting a siege carry. And this isn't even the argument. The argument is, siege damage is too low or easily mitigated. Period. I under stand strategy. hell, I'm more reckless than most--much to my pvp partner's shagrin and I'll jump out to pew pew the backlines or even the front lines.

    Whatever though. Point stands. Siege damage is skewed in the wrong direction. It needs a minor buff, maybe 2-4k at most per tick, not the double we had last week.

    I still disagree, players should be rewarded for using siege shield and heals to stay alive with the exception of earth gore which should be changed. Even if the attackers are organized, if the defenders are using a variety of seige types, aoe's, negates, time stop, and snares then that organized group will melt in the kill box every time. Again organized offenses AND defenses should always be rewarded not just assumed from clicking 1 button.

    My biggest concern isn't even the damage so much that even with low damage people are too dependent on it and will just watch keeps flag and they get lost. Too often people are just using oils and fire trebs and nothing else. Most of them are just hitting random people outside with barely any on the breech and no one downstairs so the keep gets lost.

    Had a situation at Nik last night with 9 dc attacking. The door was still at 100% and there were 18 ad defensive seige up and just 2 of us outside actually defending. I kept calling out for help, wiped most of them 3 times, but no one would get off the wall so they kept reviving and because of that they were able to reinforce and take it. Out of 18 seige they only had 1 at the breach, the rest all pointing outside and just 2 of us downstairs. We deserved to lose it.

    I guess I just miss the days when players still fought each other, but now it's turned into either Elders Seige Online or they just pvdoor and fight npc's instead. Kinda sad.

    Can I please shadow you some time? Serious request. I want to see how others play. I'm mostly EP, but do have an AD and DC toon (1 each). Hit me up and I'll follow you around sometime. @Sedare

    Sounds good, I'll be on this weekend if you're around.
  • Thogard
    Thogard
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    Lord_Sando wrote: »
    Neoauspex wrote: »
    @ZOS_GinaBruno is console getting the siege bug when the patch hits tomorrow or did that get cleaned up before you submitted it? I wish ZoS would just leave one campaign with the siege bug, that way people can just choose since it's such a divisive issue. My opinion is performance uber alles.

    The week Siege was bugged was a glorious mostly lag free week if you looked at the forums during the first week a lot of post where about the improved performance. Then siege was "fixed" and the lag came back.

    The ball groups came back
    PC NA - @dazkt - Dazk Ardoonkt / Sir Thogalot / Dask Dragoh’t / Dazk Dragoh’t / El Thogardo

    Stream: twitch.tv/THOGARDvsThePeasants
    YouTube: http://youtube.com/c/thogardpvp


  • Sedare
    Sedare
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    Thogard wrote: »
    Lord_Sando wrote: »
    Neoauspex wrote: »
    @ZOS_GinaBruno is console getting the siege bug when the patch hits tomorrow or did that get cleaned up before you submitted it? I wish ZoS would just leave one campaign with the siege bug, that way people can just choose since it's such a divisive issue. My opinion is performance uber alles.

    The week Siege was bugged was a glorious mostly lag free week if you looked at the forums during the first week a lot of post where about the improved performance. Then siege was "fixed" and the lag came back.

    The ball groups came back

    so badly have they come back. it's pretty stupid and horrible.

    The siege damage needs to be increased, by 2-4k at the most. This would still be below that omg 14.5k (for coldfire).

    Additionally the stam and magicka drain on the respective catapaults needs to be increased and/or be dramatically faster. I'd say, not only have the ticks drain those two pools but also install an increase cost when standing in them for any length of time with both drain and cost increase increasing the longer you stay in it--apply this also to lightning ballista and increase the damn tick speed on that. I'm lucky if I get 1 tick on a group as they are slowed.

    A synergy (not the kind where you have to hit x) between oil catapaults and fire siege would also be cool, like some kind of explosion that does an insane amount of direct dmg.
    Edited by Sedare on March 18, 2019 9:54PM
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