Ever since ZOS broke siege damage for a week resulting in insane damage, and subsequently decided to buff siege damage by 30% of initial values to improve game performance, I feel like PvP in Cyrodiil has become stale and stagnant. Players are now turtling in keeps and gates, setting up siege, and generally avoid PvP altogether. Things are more realistic and even now, and performance has improved, but I can't help but wonder if siege damage was buffed a little too much.
I know that meatbags can be used as a counter, but I don't like sieging, so am I alone in feeling that Cyrodiil is not as fun as it was before siege was buffed?
The mega-zerg king doesn't like strong siege.
AHHAHAHAHAHAHAAAAA!
*Deep breath*
HAHAHAHAAHAAHAHAA!
Ever since ZOS broke siege damage for a week resulting in insane damage, and subsequently decided to buff siege damage by 30% of initial values to improve game performance, I feel like PvP in Cyrodiil has become stale and stagnant. Players are now turtling in keeps and gates, setting up siege, and generally avoid PvP altogether. Things are more realistic and even now, and performance has improved, but I can't help but wonder if siege damage was buffed a little too much.
I know that meatbags can be used as a counter, but I don't like sieging, so am I alone in feeling that Cyrodiil is not as fun as it was before siege was buffed?
The mega-zerg king doesn't like strong siege.
AHHAHAHAHAHAHAAAAA!
*Deep breath*
HAHAHAHAAHAAHAHAA!
You realize that his zergs are able to use siege to even greater benefit than the groups they outnumber, right? Every action is stronger when you do it with zerg numbers. That's not a design flaw, it's just how numbers work. Lowering siege damage wouldn't help his zergs, it would make it easier to deal with the constant ambient siege damage his groups throw out.
Ever since ZOS broke siege damage for a week resulting in insane damage, and subsequently decided to buff siege damage by 30% of initial values to improve game performance, I feel like PvP in Cyrodiil has become stale and stagnant. Players are now turtling in keeps and gates, setting up siege, and generally avoid PvP altogether. Things are more realistic and even now, and performance has improved, but I can't help but wonder if siege damage was buffed a little too much.
I know that meatbags can be used as a counter, but I don't like sieging, so am I alone in feeling that Cyrodiil is not as fun as it was before siege was buffed?
The mega-zerg king doesn't like strong siege.
AHHAHAHAHAHAHAAAAA!
*Deep breath*
HAHAHAHAAHAAHAHAA!
You realize that his zergs are able to use siege to even greater benefit than the groups they outnumber, right? Every action is stronger when you do it with zerg numbers. That's not a design flaw, it's just how numbers work. Lowering siege damage wouldn't help his zergs, it would make it easier to deal with the constant ambient siege damage his groups throw out.
Yes, I realize that any anti-zerg tool ZOS has can also be used by the zerg, but strong siege is one of the few effective tools to combat faction stacks, and his mega-herds were full of light-attack heroes that refused to drop siege and died in 2 seconds to a well-placed meatbag. Even greatly outnumbered we've managed to wipe his zerg, but only if we used siege to slow it down long enough for DC to fight through the lag and disconnects it brings and win by attrition.
Ever since ZOS broke siege damage for a week resulting in insane damage, and subsequently decided to buff siege damage by 30% of initial values to improve game performance, I feel like PvP in Cyrodiil has become stale and stagnant. Players are now turtling in keeps and gates, setting up siege, and generally avoid PvP altogether. Things are more realistic and even now, and performance has improved, but I can't help but wonder if siege damage was buffed a little too much.
I know that meatbags can be used as a counter, but I don't like sieging, so am I alone in feeling that Cyrodiil is not as fun as it was before siege was buffed?
The mega-zerg king doesn't like strong siege.
AHHAHAHAHAHAHAAAAA!
*Deep breath*
HAHAHAHAAHAAHAHAA!
You realize that his zergs are able to use siege to even greater benefit than the groups they outnumber, right? Every action is stronger when you do it with zerg numbers. That's not a design flaw, it's just how numbers work. Lowering siege damage wouldn't help his zergs, it would make it easier to deal with the constant ambient siege damage his groups throw out.
Yes, I realize that any anti-zerg tool ZOS has can also be used by the zerg, but strong siege is one of the few effective tools to combat faction stacks, and his mega-herds were full of light-attack heroes that refused to drop siege and died in 2 seconds to a well-placed meatbag. Even greatly outnumbered we've managed to wipe his zerg, but only if we used siege to slow it down long enough for DC to fight through the lag and disconnects it brings and win by attrition.
You have plenty of good coordinated guilds on DC. If the pugs stay back and siege, even with decreased siege damage, they'd enable folks like Iron Legion or whoever to push in with coordinated AoE dumps and clean them up. You don't need to rely exclusively on giant siege damage. I expect, in fact, that you could fully halve the damage sieges currently do and you'd still wind up wiping them since the biggest factors at play are the healing debuff and the strain on their purgers.
Ever since ZOS broke siege damage for a week resulting in insane damage, and subsequently decided to buff siege damage by 30% of initial values to improve game performance, I feel like PvP in Cyrodiil has become stale and stagnant. Players are now turtling in keeps and gates, setting up siege, and generally avoid PvP altogether. Things are more realistic and even now, and performance has improved, but I can't help but wonder if siege damage was buffed a little too much.
I know that meatbags can be used as a counter, but I don't like sieging, so am I alone in feeling that Cyrodiil is not as fun as it was before siege was buffed?
The mega-zerg king doesn't like strong siege.
AHHAHAHAHAHAHAAAAA!
*Deep breath*
HAHAHAHAAHAAHAHAA!
You realize that his zergs are able to use siege to even greater benefit than the groups they outnumber, right? Every action is stronger when you do it with zerg numbers. That's not a design flaw, it's just how numbers work. Lowering siege damage wouldn't help his zergs, it would make it easier to deal with the constant ambient siege damage his groups throw out.
Yes, I realize that any anti-zerg tool ZOS has can also be used by the zerg, but strong siege is one of the few effective tools to combat faction stacks, and his mega-herds were full of light-attack heroes that refused to drop siege and died in 2 seconds to a well-placed meatbag. Even greatly outnumbered we've managed to wipe his zerg, but only if we used siege to slow it down long enough for DC to fight through the lag and disconnects it brings and win by attrition.
You have plenty of good coordinated guilds on DC. If the pugs stay back and siege, even with decreased siege damage, they'd enable folks like Iron Legion or whoever to push in with coordinated AoE dumps and clean them up. You don't need to rely exclusively on giant siege damage. I expect, in fact, that you could fully halve the damage sieges currently do and you'd still wind up wiping them since the biggest factors at play are the healing debuff and the strain on their purgers.
The last time I spent any serious time in Cyro, which admittedly has been a few weeks, the good coordinated DC guilds seemed to mostly be taking a break, because we'd find ourselves usually trying to stop the EP faction stack with a fraction of their number of pugs and soloers. Hopefully things have gotten better, but I'll have to take people's word for it because I don't have the energy to deal with the lag and load screens anymore. Real life is painful enough without that shite.
ellahellabella wrote: »This is the problem with pvp crybabies. Instead of working around the issue, they QQ about it and demand nerfs. Glad that Ahtu is learning that it's all about adapting.
How about the rest of you crybabies do?
Sorry, but when I’m in a 3 man group and the 10 man I’m fighting just runs back to a keep to siege. There’s an issue that needs to be addressed.
Are you really QQing cause people wouldn’t allow themselves to be farmed. That logic
Ever since siege damage was buffed by 30% of initial values, I feel like PvP in Cyrodiil has become stale and stagnant. Players are now turtling in keeps and gates, setting up siege, and generally avoiding PvP altogether. Things are more realistic and even now, and performance has improved, but I can't help but wonder if siege damage was buffed a little too much.
I know that meatbags can be used as a counter, but I don't like sieging, so am I alone in feeling that Cyrodiil is not as fun as it was before siege was buffed?