Savos_Saren wrote: »One-shot siege? Bad.
But, harder-hitting siege would be good.
It would have to be something that you could heal through- but not strong enough to kill you in a single shot. Stam builds don't have purges and mag builds can't constantly dodge roll... so you have to take in consideration that you WILL get hit by siege at some point.
Cyrodiil is absolutely boring if you can get one-shot or combo killed within 1.5 seconds.
That week or so when siege was super deadly was the most fun I’d had in ESO in a long time. You had to constantly be on your toes. Trying to take a keep was rough and I loved it!
Now, we’re back to standing in 4 oils with a ram and just healing through it. It’s boring.
Siege should be feared...taking a keep should be difficult. Risk / reward.
My two cents.
Knootewoot wrote: »That week or so when siege was super deadly was the most fun I’d had in ESO in a long time. You had to constantly be on your toes. Trying to take a keep was rough and I loved it!
Now, we’re back to standing in 4 oils with a ram and just healing through it. It’s boring.
Siege should be feared...taking a keep should be difficult. Risk / reward.
My two cents.
I'll add my 2 cents so we have 4.
Yeah i agree. I like OP siege better when defending/capturing keeps. I understand people don't want OP siege in a skirmish not near a keep, but they could keep the OP siege damage when in a certain radius of the keep.
Savos_Saren wrote: »Stam builds don't have purges and mag builds can't constantly dodge roll... so you have to take in consideration that you WILL get hit by siege at some point.
Also; cant think of the last time I've seen oil pot catapults used. Might need a buff there.
WuffyCerulei wrote: »Yes, it's better. It's not pugs merely pouring oils and yeeting entire groups. It's actual pvp again, not player vs siege that has no counters except high af health. I'm not against buffing siege damage in the future in CP campaigns tho. Several sieges, i.e. iceball trebuchet, lightning ballista, and scattershot catapult, all need buffs.
And people, Cyrodiil is designed for large fights. Maybe the servers can't handle it, but the general idea is for faction vs faction battles. Y'know, like war. Watch this older cinematic vid of ESO. It essential shows what the pvp in Cyrodiil is supposed to be similar to:
WuffyCerulei wrote: »Yes, it's better. It's not pugs merely pouring oils and yeeting entire groups. It's actual pvp again, not player vs siege that has no counters except high af health. I'm not against buffing siege damage in the future in CP campaigns tho. Several sieges, i.e. iceball trebuchet, lightning ballista, and scattershot catapult, all need buffs.
And people, Cyrodiil is designed for large fights. Maybe the servers can't handle it, but the general idea is for faction vs faction battles. Y'know, like war. Watch this older cinematic vid of ESO. It essential shows what the pvp in Cyrodiil is supposed to be similar to:
I liked the lack of major lag, but I feel there is a compromise between killed in 2 ticks and bathing in siege without dying.
They just need to find a way to scale it up the more people that are in the area of impact. Then ballista damage would be hard to get huge numbers but oils and catapults would be more effective without just buffing them to nail small groups.
Also; cant think of the last time I've seen oil pot catapults used. Might need a buff there.
I do want something though. Logged in yesterday and it wasn't even prime time, and abilities had like a 1.5 second delay. Cant run a non heavy armor character like that very well. I just logged and went and played something else
They just need to find a way to scale it up the more people that are in the area of impact. Then ballista damage would be hard to get huge numbers but oils and catapults would be more effective without just buffing them to nail small groups.
Also; cant think of the last time I've seen oil pot catapults used. Might need a buff there.
I do want something though. Logged in yesterday and it wasn't even prime time, and abilities had like a 1.5 second delay. Cant run a non heavy armor character like that very well. I just logged and went and played something else
Not going to work honestly. Serve
Siege currently is the middle ground between powerful anti-group DMG and non-punishing solo status. Problem is, players don't die. So they either:
- need to drop tankiness hard (which impacts pve tanks)
- return siege to start instagibbing players.
Otherwise we will never see lag removed. The only way to get players to play differently is to punish players doing the action you want them to stop. Different objectives won't work either because unless you let players instarez at places are over the map or tally cyro objectives to benefit solo more than group, then players will keep yolo zerging the next keep in line and the groups that want to farm them will follow them like sharks smelling blood.
Fix? Buff the hell out of siege but remove some of thedebuffs (keep the mag drain but remove the stamina). Then work to offer multiple solutions to solely restructure cyro objectives to deincentivize zergs. For example, why offer blanket AP on objective takes when you can offer multiple npc quests that force players to accomplish solo oriented tasks, or link the town's together so you can rez+travel to their locations all the time with objectives like mini BGs.
Till then, the game will forever be a lag headache induced hell.
Savos_Saren wrote: »Stam builds don't have purges and mag builds can't constantly dodge roll... so you have to take in consideration that you WILL get hit by siege at some point.
I, for one, did slot purge on stam sorc. It was totally worth it.
I liked the lack of major lag, but I feel there is a compromise between killed in 2 ticks and bathing in siege without dying.
a thing to consider is that occurred right along side new content. so was the lack of lag a result of siege?, or was it because people where out farming gear and not in Cyrodiil?. i dunno, but the later is a possibility.
The siege was fun for a while, but i didn't want it to be a permanent thing.
Aside from those who regularly run in giant groups either as a part of that zerg or as a zerg surfer, can anyone honestly say PvP is better now that it’s over? Sure people might have been setting up siege to Xv1 but how is that better than 20+ players stacking together because they know nothing can stand against them except another group of equal size? The level of zerging that goes on is just disgusting and the lag is back to being horrendous. People say that stronger siege stopped people from fighting but I strongly disagree. PvP is back to FD stacking without shame and PvP has once again split into two groups, those who zerg keeps and those who want nothing to do with keep takes and go off to farm a resource or gate. As someone who tries to do a bit of both, playing the map is a real *** downer. It’s headache inducing, how banal most bigger fights are. Run over or be run over and rarely anything in between.
One only needs to observe Alik'r dolmens to see the pitiful gameplay experience players of this game are willing to accept. Let's face it, most (not all!) discerning PVP players left years ago and probably have forgotten this game exists.
I wonder what percentage of AvA players are now only there as part of their grind routine.
Joy_Division wrote: »Because destroying players in under two seconds standing 50 meters away by using a piece of inventory is not why I log in for "player Vs player."
But by all means, don't let me interrupt the chorus of "nerf this player skill" because it's overloaded or some nonsense while asking for a piece of inventory to destroy entire groups.
Joy_Division wrote: »Because destroying players in under two seconds standing 50 meters away by using a piece of inventory is not why I log in for "player Vs player."
But by all means, don't let me interrupt the chorus of "nerf this player skill" because it's overloaded or some nonsense while asking for a piece of inventory to destroy entire groups.