calikush51 wrote: »Large groups sieging solo players kills fun in this game. Siege damage needs to be reduced against players.
calikush51 wrote: »Large groups sieging solo players kills fun in this game. Siege damage needs to be reduced against players.
calikush51 wrote: »Large groups sieging solo players kills fun in this game. Siege damage needs to be reduced against players.
Horny_Poney wrote: »The only issue with siege is that they don’t always display their AOE on the group and you end up dying over “nothing”.
Their damage is fine IMHO, it’s not supposed to be the hot water from the bath.
calikush51 wrote: »Large groups sieging solo players kills fun in this game. Siege damage needs to be reduced against players.
calikush51 wrote: »Large groups sieging solo players kills fun in this game. Siege damage needs to be reduced against players.
Either that or add some kind of CC. Maybe even different types for each siege.BXR_Lonestar wrote: »IMO, seige - especially the AOE seige (catapults of all varieties, oils, and elemental balistas) should get INCREASED damage to even the odds in those outnumbered situations.
TybaltKaine wrote: »It's a siege engine, for bringing down castle walls. Be grateful that they aren't one shot mechanics, cause realistically they should be.
calikush51 wrote: »Large groups sieging solo players kills fun in this game. Siege damage needs to be reduced against players.
Credible_Joe wrote: »Either that or add some kind of CC. Maybe even different types for each siege.BXR_Lonestar wrote: »IMO, seige - especially the AOE seige (catapults of all varieties, oils, and elemental balistas) should get INCREASED damage to even the odds in those outnumbered situations.That would discourage people from clustering together REAL quick.
- Oil: snare
- Catapult: stun
- Ballista: knockback
- Trebuchet: stun AND knockback (good luck directly hitting players though)
NordSwordnBoard wrote: »calikush51 wrote: »Large groups sieging solo players kills fun in this game. Siege damage needs to be reduced against players.
Apart from lag/desync, siege should not be a problem for a solo player with situational awareness. Maybe take it as a compliment if a "large group" is scared to fight you without artillery & a wall to hide behind.
Except that 12 arrows from 12 bad archers would probably not hit a moving single target without autoaim IRL or if the player dodges them all or runs around a tower where you cant hit them with it. Still on open field 12 Snipers will kill a single player pretty fast.Silvains_Demon wrote: »Looking into it, 12 of anything would kill a solo PvPer. If you are going solo and 12+ people fire off the longest ranged shot ability from a bow, would any single target live through that? Sounds like a numbers issue, not a siege issue.
calikush51 wrote: »Large groups sieging solo players kills fun in this game. Siege damage needs to be reduced against players.
So what do you think should kill a solo player? Nothing?? That would be unbalanced.
Siege damage is about right IMO. A siege shield can protect a properly build PVP character from a good amount of siege. A big group with higher powered siege can damage through a siege shield and you need very strong healing/mitigation to withstand it. Again this is fair.
RaidingTraiding wrote: »When a small to medium size group can't siege an outpost because of 2 or 3 people rotating a crazy amount of oils, i think thats a bit overtuned, especially with the invisible oil bug. heck i've even seen ball groups who can't outheal siege, so how do you expect anyone else to? I don't think it's healthy to need an entire faction stack to take a keep that has a half way decent amount of counter siege defending. This kind of playstyle shouldn't be rewarded either. Often times I find that if you do manage to get inside a keep all the counter siegers just bail, if they have anything short of a faction stack. So you end with no real pvp. Also on the other end, if you're defending a keep you get people who countersiege you from the outer walls. So basically they can just siege you as much as they like because siege can hit just about anywhere inside a keep while they are in no danger themselves. Now siege will be even more overtuned with this new set and they can know exactly where to hit you if you're in a keep:
5 – While you are using a non-Ram Siege Weapon, you are immune to knockback and disabling effects, you reduce your damage taken by 33%, and you can see enemies through walls.
That's a pretty loaded set for a point and click playstyle that already does an insane amount of damage. Any other game seeing through walls like that would be considered a hack lol. And this is really only good for counter siege. If you're attacking a keep, you want to actually use real sets because you still need to clear players off flags so you need a set that works off siege to do that. Counter siegers only sit on siege so this always helps them. A lot of these players don't even engage in keep takes, they just sit on the walls waiting for someone to come so they can set up their siege. I mean some will sit there and would rather point there siege at you and wait for it to turn when you get in melee range, rather than get off and fight. Probably because they don't have a real build or know how to use actual skills on their bar. But I guess this is the target audience now. Cyrodiil the way it's meant to be played. Should just disable all skills while they're at it.
BetweenMidgets wrote: »I don't like the trend where if there are cross swords on the map, there is a specific segment of the "pvp" population that runs up just to put down siege.
Or the NBs that run into a opposing faction's keep / outpost just to put up oils. The moment you even look their direction they run. Legit ZERO pvp.
And some siege is a joke, yes. Ballista bolt? Who cares. But those cold stone trebs hit for over 25k, and sometimes their indicator doesn't show up on the ground.
I'm not sure why someone pointing and clicking should do more damage than my full timed rotation and ult dump.
FlopsyPrince wrote: »BetweenMidgets wrote: »I don't like the trend where if there are cross swords on the map, there is a specific segment of the "pvp" population that runs up just to put down siege.
Or the NBs that run into a opposing faction's keep / outpost just to put up oils. The moment you even look their direction they run. Legit ZERO pvp.
And some siege is a joke, yes. Ballista bolt? Who cares. But those cold stone trebs hit for over 25k, and sometimes their indicator doesn't show up on the ground.
I'm not sure why someone pointing and clicking should do more damage than my full timed rotation and ult dump.
Can NBs go into opposing faction castles before the walls or gates come down?
Necrotech_Master wrote: »FlopsyPrince wrote: »BetweenMidgets wrote: »I don't like the trend where if there are cross swords on the map, there is a specific segment of the "pvp" population that runs up just to put down siege.
Or the NBs that run into a opposing faction's keep / outpost just to put up oils. The moment you even look their direction they run. Legit ZERO pvp.
And some siege is a joke, yes. Ballista bolt? Who cares. But those cold stone trebs hit for over 25k, and sometimes their indicator doesn't show up on the ground.
I'm not sure why someone pointing and clicking should do more damage than my full timed rotation and ult dump.
Can NBs go into opposing faction castles before the walls or gates come down?
the only ones who get into a keep before walls are down are either people who were there when the walls were down and just stayed hidden, or people finding exploits to get into a keep without sieging (long jumping mounts in certain areas, certain skills that can make someone appear on the other side of a door)