With all the recent discussion around heal stacking, HoTs, shield strength, and the survivability of organized ballgroups, I want to propose a new type of siege weapon for Cyrodiil that I think would open up fresh counterplay by specifically targeting the movement of ballgroups:
placeable barricades.
What is a Barricade?
A barricade would be a deployable siege object that creates a temporary physical obstruction on the battlefield. Think of it as a destructible wall segment — something players must destroy before they can move through it.
Mechanically, it could function similarly to the Arcanist’s healing ultimate (Vitalizing Glyphic):
- It’s a targetable object
- It has a health bar
- Players can damage it directly
- When destroyed, it disappears
But unlike the Glyphic, its primary purpose is
movement denial, not healing.
Why Movement Denial Matters
A lot of the current survivability of ballgroups comes from:
- Layered HoTs
- Shield stacking
- Ult cycling
- And when those fail: movement
Movement is the glue that holds the entire defensive package together. It’s what lets groups reposition out of bombs, kite through choke points, and avoid being pinned long enough for their HoTs and shields to restack (even if that's just a couple of GCDs).
How Barricades Improve Counterplay
Right now, Cyrodiil has almost no tools that let players meaningfully interfere with that movement, especially since most groups run Snowtreaders or Immovability Banner alongside Immovable potions. Barricades would introduce new and fun ways to influence positioning on the battlefield and would allow defenders to better prepare their positions.
A well‑placed barricade could:
- Block a retreat path
- Funnel a group into a choke
- Delay a push long enough for siege to land
- Force a ballgroup to stop and destroy it
- Set up bombs, negates, oils, or meatbags
- Create actual “terrain manipulation” moments in open‑field fights
This isn’t about hard‑countering ballgroups (especially with heal/shield adjustments likely coming). It’s about giving smaller groups and individuals a tactical tool that rewards planning and positioning.
Balance Considerations
To keep it fair and fun:
- Barricades should have limited duration
- They should have reasonable but not trivial HP
- They should count as siege (limited deployment, e.g., 3 per player, possibly separate from lethal siege limits)
- They should be destroyable by siege and player damage
- They should not be spammable or create griefing scenarios at gates or quest hubs, but should be placeable within keeps (including upper floors)
Think of them as temporary battlefield geometry — powerful when used intelligently, but not oppressive.
Exploit Prevention
A common concern with any placeable object is the potential for terrain exploits. To prevent players from using barricades to climb into unintended areas or gain elevation they shouldn’t have, barricades could have the following safeguards:
- No placement on steep slopes or irregular geometry
- No stacking or overlapping with other siege
- No placement within certain zones (too close to a transitus or scroll platform, blocking entrances to dungeons or quest buildings, etc.)
These safeguards could prevent barricades from being used to reach out‑of‑bounds locations or create unintended shortcuts.
Why This Would Be Fun
Cyrodiil’s best moments come from creative plays in a chaotic battlefield:
- Clever siege setups
- Coordinated traps
- Tactical retreats and counter‑pushes
- Taking a keep after a long fight involving many players and groups
Barricades would add a whole new layer of strategy to open‑field fights and keep the zone feeling dynamic and alive. They’d also give solo players and small groups a way to influence the flow of a fight without needing raw numbers.
All of this came to me in a Skooma dream, so take it up with the moons if it sounds crazy.