The point is that individual player skill has continuously been downplayed and deprecated as a factor of success in Cyrodiil by ZOS. Placing siege and left clicking your way to victory is not compelling gameplay, and not what caused us to come to love this game in spite of all its flaws. I know I'm not the best player but I like to think that what I'm able to do will influence my success and my team's success in all types of PVP. We spend all this time leveling and gaining skill points, figuring out a build, working hard to see what is effective for our playstyles, only to end up firing siege at one another? Please.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.
You seem particularly angry at this discussion each time and tbh I’m not entirely sure why. A number of decent suggestions have been made such as keep oils and trebs the same but design ballista to be much stronger v players near keeps. Idk how much you played during OP siege week, but from what I and many others experienced, there was more quality actual PvP than at any time in a long while. OP siege did a lot more in the hands of experienced players than it did in the hands of new players, and was the only thing that I’ve ever seen that break up zergs consistently. I’ve never seen you play so I’ve no idea how you run in Cyro, but from what I saw during that week it was only the dogpile zergs that’s suffered. Everyone else found a way to utilize siege and also to play around it from people sieging Ales to small scale groups using it to gain massive amounts of AP on rss. And no ones saying that all siege must be buffed to that point again, but certainly looking at some items like ballista within range of keeps has merit.
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.
OtarTheMad 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 agree with this 1000000%
It is dumb when I am working 2 oils, someone else working 2 others and more players using siege weapons and it just does not matter, it does not even slow down the FD attack so that a group can get there in time.
I am not saying siege should do the amount of damage it did (that'd be OP) but maybe it should do a tad more than it does now.
Savos_Saren wrote: »If you want to "play pretend" and keep the idea that siege should one-shot someone. Then, I guess make all mechanics one-shot people, right? I've never known anyone to be able to survive an arrow to the face or a meteor landing on them...
If we have siege that can insta-kill someone then, perhaps, the sieger should instantly be killed if they're hit with a ranged attack?
Again- these "pros" that defend insta-kill siege are probably the ones that sat on a keep wall, eating Doritos with one hand, and left-clicked their way to victory... while actual PVPers attempted to take keeps or fight enemies.
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.
Savos_Saren wrote: »If you want to "play pretend" and keep the idea that siege should one-shot someone. Then, I guess make all mechanics one-shot people, right? I've never known anyone to be able to survive an arrow to the face or a meteor landing on them...
If we have siege that can insta-kill someone then, perhaps, the sieger should instantly be killed if they're hit with a ranged attack?
Again- these "pros" that defend insta-kill siege are probably the ones that sat on a keep wall, eating Doritos with one hand, and left-clicked their way to victory... while actual PVPers attempted to take keeps or fight enemies.
Savos_Saren wrote: »If you want to "play pretend" and keep the idea that siege should one-shot someone. Then, I guess make all mechanics one-shot people, right? I've never known anyone to be able to survive an arrow to the face or a meteor landing on them...
If we have siege that can insta-kill someone then, perhaps, the sieger should instantly be killed if they're hit with a ranged attack?
Again- these "pros" that defend insta-kill siege are probably the ones that sat on a keep wall, eating Doritos with one hand, and left-clicked their way to victory... while actual PVPers attempted to take keeps or fight enemies.
What are you even talking about? There was no insta-kill siege during the Wrathstone siege week.
Thank you for that image of people sitting on a keep wall, eating Doritos with one hand, and left-clicking their way to victory... while "actual PvPers" are so incompetent that they can't kill someone standing still on siege.
yea there was lol. they were bypassing shields and dealing 34k+ dmg in 1 or 2 ticks lol.
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.
That’s what I’m talking about! It forced us to improvise and think outside the boxI 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.
I honestly don’t think it was people farming gear...more so I think it was the ball groups who realized their tactics weren’t going to work and therefore took a break.
Which, in turn, made it so much more fun and made the game playable.
It's funny how people advocate for siege to be buffed to split apart zergs but theres no comment about proxy det at all anywhere. Dunno about you but I loved the days of overpowered proxy det, it benefited solo / small groups fighting larger ones but you had to actually learn how to PvP somewhat for it to work. Do people really want this easy "I win" button especially on something which requires zero effort or skill to use?
It's funny how people advocate for siege to be buffed to split apart zergs but theres no comment about proxy det at all anywhere. Dunno about you but I loved the days of overpowered proxy det, it benefited solo / small groups fighting larger ones but you had to actually learn how to PvP somewhat for it to work. Do people really want this easy "I win" button especially on something which requires zero effort or skill to use?
I fully realize that in warfare like this siege could have a powerful impact, but at the same time this is a game and if the goal is to not get better at a game and just sit up on the edge of a keep and play Missile Command (for all you from the Atari generation) then what's the fun in that?The point is that individual player skill has continuously been downplayed and deprecated as a factor of success in Cyrodiil by ZOS. Placing siege and left clicking your way to victory is not compelling gameplay, and not what caused us to come to love this game in spite of all its flaws. I know I'm not the best player but I like to think that what I'm able to do will influence my success and my team's success in all types of PVP. We spend all this time leveling and gaining skill points, figuring out a build, working hard to see what is effective for our playstyles, only to end up firing siege at one another? Please.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.
You seem particularly angry at this discussion each time and tbh I’m not entirely sure why. A number of decent suggestions have been made such as keep oils and trebs the same but design ballista to be much stronger v players near keeps. Idk how much you played during OP siege week, but from what I and many others experienced, there was more quality actual PvP than at any time in a long while. OP siege did a lot more in the hands of experienced players than it did in the hands of new players, and was the only thing that I’ve ever seen that break up zergs consistently. I’ve never seen you play so I’ve no idea how you run in Cyro, but from what I saw during that week it was only the dogpile zergs that’s suffered. Everyone else found a way to utilize siege and also to play around it from people sieging Ales to small scale groups using it to gain massive amounts of AP on rss. And no ones saying that all siege must be buffed to that point again, but certainly looking at some items like ballista within range of keeps has merit.
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.
You seem particularly angry at this discussion each time and tbh I’m not entirely sure why. A number of decent suggestions have been made such as keep oils and trebs the same but design ballista to be much stronger v players near keeps. Idk how much you played during OP siege week, but from what I and many others experienced, there was more quality actual PvP than at any time in a long while. OP siege did a lot more in the hands of experienced players than it did in the hands of new players, and was the only thing that I’ve ever seen that break up zergs consistently. I’ve never seen you play so I’ve no idea how you run in Cyro, but from what I saw during that week it was only the dogpile zergs that’s suffered. Everyone else found a way to utilize siege and also to play around it from people sieging Ales to small scale groups using it to gain massive amounts of AP on rss. And no ones saying that all siege must be buffed to that point again, but certainly looking at some items like ballista within range of keeps has merit.
I fully realize that in warfare like this siege could have a powerful impact, but at the same time this is a game and if the goal is to not get better at a game and just sit up on the edge of a keep and play Missile Command (for all you from the Atari generation) then what's the fun in that?The point is that individual player skill has continuously been downplayed and deprecated as a factor of success in Cyrodiil by ZOS. Placing siege and left clicking your way to victory is not compelling gameplay, and not what caused us to come to love this game in spite of all its flaws. I know I'm not the best player but I like to think that what I'm able to do will influence my success and my team's success in all types of PVP. We spend all this time leveling and gaining skill points, figuring out a build, working hard to see what is effective for our playstyles, only to end up firing siege at one another? Please.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.
You seem particularly angry at this discussion each time and tbh I’m not entirely sure why. A number of decent suggestions have been made such as keep oils and trebs the same but design ballista to be much stronger v players near keeps. Idk how much you played during OP siege week, but from what I and many others experienced, there was more quality actual PvP than at any time in a long while. OP siege did a lot more in the hands of experienced players than it did in the hands of new players, and was the only thing that I’ve ever seen that break up zergs consistently. I’ve never seen you play so I’ve no idea how you run in Cyro, but from what I saw during that week it was only the dogpile zergs that’s suffered. Everyone else found a way to utilize siege and also to play around it from people sieging Ales to small scale groups using it to gain massive amounts of AP on rss. And no ones saying that all siege must be buffed to that point again, but certainly looking at some items like ballista within range of keeps has merit.
Yeah I mean I’ve heard the argument. But with the way PvP is played rn there really isn’t much high ground to take. Most people just left click now and you know it. You run a medium to large size group no? So I can see why you wouldn’t like it, but I think if you’re group is good you can deal.
I understand your frustration here but I feel like you're throwing the baby out with the bathwater here.The rest of us are sick of being run over by zergs that lag their way to a win.
Joy_Division wrote: »Yes, I and experienced players didn;t die - that is when the actual red circle displayed and we weren;t snared/rooted - but that's because we're good. Catering to an environment where you have to be good/experienced to actually stay alive is not healthy. I think that position is very reasonable.
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.
Personally I think the damage during siegebug week was severely overkill and one/two shot mechanics are unhealthy for both pve and pvpTheBonesXXX wrote: »Don't know how many bloody times it's gonna be said but dangerous siege is good for the health of the game.
True Zerg busting mechanics should be welcomed, not shunned.
Assigned potato spam just upgrades players to yams, not skilled PvPers. Just a perveyor of skills that overperform, spin to win Ulti dumping is just a DPS dump is just that, ezpz not talent.
I and many others would have quit the game if the siege bug was permanent. I know people who stopped logging into the game when this happened and still haven't come back yet. Population levels were dwindling when siege was OP and it was harder to find people looking for group in Cyrodiil.
So yes, PvP is better without the siege bug.
I and many others would have quit the game if the siege bug was permanent. I know people who stopped logging into the game when this happened and still haven't come back yet. Population levels were dwindling when siege was OP and it was harder to find people looking for group in Cyrodiil.
So yes, PvP is better without the siege bug.