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why are siege engines doing half damage (or worse) relative to 1.5 ???

  • GorraShatan
    GorraShatan
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    Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.

    We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.

    A hotfix buffing it would really be appreciated.
  • WebBull
    WebBull
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    Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.
    /quote]

    It was not increased. Light armor is a choice. No armor is a choice. Choosing health is a choice. Non vet will learn to move away from siege or go level. Also, almost every skill in the game does more damage so that is quite a big jump you are making to one-shoting.
    Edited by WebBull on March 11, 2015 10:13PM
  • kelly.medleyb14_ESO
    kelly.medleyb14_ESO
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    WebBull wrote: »
    Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.
    /quote]

    It was not increased. Light armor is a choice. No armor is a choice. Choosing health is a choice. Non vet will learn to move away from siege or go level. Also, almost every skill in the game does more damage so that is quite a big jump you are making to one-shoting.

    & this, it's far from a one shot more like a no shot.
  • DeLindsay
    DeLindsay
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    roechacca wrote: »
    DeLindsay wrote: »
    roechacca wrote: »
    I'm a fire treb nut . Use Em every night normally . A fire treb won't glitch and give fall damage to a player like Meteor will currently . The two cant even be compared right now .
    Meteor hits for ~10-11K (Ice Comet to be exact) and Fire Ballista hits Vampires for 7-8K, I'd call that a pretty good comparison. These values are based on me as a Vampire being hit for those values (I run 5pc Construct) and the damage I can do with either to other Players.

    You forgot to add the 50K fall damage for meteor .
    Nope because there's no reason to add a bugged mechanic that ZoS will fix soon(ish). The values I gave are true numbers since 1.6 hit, doesn't matter if you don't think it's a good comparison because it's quite valid.

  • Roechacca
    Roechacca
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    DeLindsay wrote: »
    roechacca wrote: »
    DeLindsay wrote: »
    roechacca wrote: »
    I'm a fire treb nut . Use Em every night normally . A fire treb won't glitch and give fall damage to a player like Meteor will currently . The two cant even be compared right now .
    Meteor hits for ~10-11K (Ice Comet to be exact) and Fire Ballista hits Vampires for 7-8K, I'd call that a pretty good comparison. These values are based on me as a Vampire being hit for those values (I run 5pc Construct) and the damage I can do with either to other Players.

    You forgot to add the 50K fall damage for meteor .
    Nope because there's no reason to add a bugged mechanic that ZoS will fix soon(ish). The values I gave are true numbers since 1.6 hit, doesn't matter if you don't think it's a good comparison because it's quite valid.

    So when it is fixed players will need to be hit by 10 or more to be effective killing machines once again .
  • Domander
    Domander
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    Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.

    We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.

    ............but I thought siege ignores armor?
  • Tripwyr
    Tripwyr
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    frozywozy wrote: »
    Tripwyr wrote: »
    Mantic0r3 wrote: »
    the dmg got nerfed because you cant mitigate it anymore, so how much less (or even more) dmg you get compared to 1.5 depends on how much mitigation you have :)

    Siege could not be mitigated in 1.5, nothing has changed on that front.

    Siege damage was mitigated by armor in 1.5. It isn't anymore in 1.6.

    No, this is completely false. In 1.5 Flaming Oil dealt 600 damage to normal players, 900 damage to vampires, 300 damage to vampires in Mist Form, 480 damage to players in siege shield, etc.

    It was NOT mitigated by armor.
    Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.

    We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.

    You are aware of what I said above, right? Siege has never been affected by armor, so unless you're referring to the Cyrodiil Heavy Armor set which reduces damage taken from siege by 20%, I don't see what there is to monitor.

    In 1.5 Flaming Oil dealt 20% of my max health per tick, now it deals 12% of my max health per tick. Given that I have changed nothing (62 points in health, no health on armor), that is a pretty clear 40% nerf to siege damage despite your claimed 10% increase.
    Edited by Tripwyr on March 12, 2015 3:36AM
    Alacrity Founder | Forum Emperor
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    I am of the firm opinion that subtracting "raging stupidity" from anyone's voice can only cause them to sound more like myself.
  • WRX
    WRX
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    They are looking into siege damage, could see a slight buff possibly.
    Decibel GM

    GLUB GLUB
  • Xsorus
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    Domander wrote: »
    Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.

    We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.

    ............but I thought siege ignores armor?

    lol you're right..I didn't think about that..If it ignores armor then it shouldn't matter if the person is wearing light armor or no armor.

    Make Siege damage ignore Shields and then maybe We'll be getting somewhere.
  • Tintinabula
    Tintinabula
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    "We wanted to make sure that you know..ppl playing in vet areas who maybe should be in non vet areas..or ppl who pour all their points into damage rather than health..can you know..not die and get away with it."

    seriously?...what?..
    Edited by Tintinabula on March 12, 2015 5:09AM
  • Grim13
    Grim13
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    Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.

    We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.

    Today, EP breached the east postern at Alessia, there were 6 oil pots over the stairs, caltrops everywhere and multiple cats and ballistas aimed at the hole... the Ep zerg just ran right up the stairs, no harm no foul, and killed everyone with Meteors and Radiant Destructions.

    You said that you wanted to reduce the ridiculous amount of zerging in this game. I'm not seeing it. Make siege useful, ffs.

    As it stands, the balance of power during a siege is on the attackers side, never mind how much more so it is with lag, and the balance during any siege should always favor the defenders (unless they're vastly outnumbered). Otherwise, what's the point of defensive fortifications!?
    Edited by Grim13 on March 12, 2015 5:17AM
  • NadiusMaximus
    NadiusMaximus
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    If I stand naked and get hit by a treb, I should die.
    If I wear heavy and have 1 million xp and get hit by a treb, I should die.
    I know this is fantasy, but it should hurt no matter what.
  • ferzalrwb17_ESO
    ferzalrwb17_ESO
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    Zerging is alive and well. The "anti-zerg" sticky bomb is useless (unless you want to tag for AP) and, now, with the feather-tickle that siege gives you can only fight zerg with zerg. Toe to toe.

    Oil is laughable. Fix this. No need to monitor it. Everyone with a half a clue in Cyro worked it out in 10 minutes. Buff it. Double it even. That would be interesting.
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.

    We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.

    @ZOS_BrianWheeler Hi Brian, Non Vet characters should be using the stat boost (and this should be made so they do have enough health (at least 20k) and if vet characters haven't put any points into health (and are not using shields - the only reason why you would do this) why shouldn't siege almost 1 shot them? They have chosen that playstyle and are free to respect whenever. It would allow for a risk vs reward gameplay style. you do more damage but risk being killed if you aren't paying attention.

    This is also an effective way to break up zergs and we cannot use it now because it is pointless. People grouping on top of each other should fear siege. If you don't want to apply this to oils sure no problem just leave their damage the same but when a player can give me a 20k+ barrier (for example) why would I be worried about siege at their current level?

    It may also help lag if it breaks up players a little.
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
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  • Weberda
    Weberda
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    Grim13 wrote: »
    Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.

    We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.

    Today, EP breached the east postern at Alessia, there were 6 oil pots over the stairs, caltrops everywhere and multiple cats and ballistas aimed at the hole... the Ep zerg just ran right up the stairs, no harm no foul, and killed everyone with Meteors and Radiant Destructions.

    You said that you wanted to reduce the ridiculous amount of zerging in this game. I'm not seeing it. Make siege useful, ffs.

    As it stands, the balance of power during a siege is on the attackers side, never mind how much more so it is with lag, and the balance during any siege should always favor the defenders (unless they're vastly outnumbered). Otherwise, what's the point of defensive fortifications!?

    This is the really big problem. Nobody wants to defend keeps anymore because they know it's pointless. The opposition is going to stream in regardless of what you throw at them.

    The siege damage is pathetic. I can stand there on a ballista doing counter-siege, get hit by an enemy treb(s) and/or ballistas, and my health bar barely moves. My siege engine gets destroyed real quick but who cares. It wasn't doing any damage anyway. And vampires are lousy examples to use in this discussion. There aren't that many left in PVP that I see.

    I think you should swap the damage output from the Jesus beam with the damage from siege engines. And bring back impenetrable. Or give give me a pea shooter - at least the cost should a lot less than what I'm wasting now.


    Fernwood, EP Haderus NA
    Lo Behold, AD Thornblade NA (formerly Haderus, inactive)
  • umagon
    umagon
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    Why not just make the damage based off player's health total. So that the weapons for example do damage equal to at least 30% of their total health as a base amount, before any reduction is applied. That way char level doesn't matter.
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    umagon wrote: »
    Why not just make the damage based off player's health total. So that the weapons for example do damage equal to at least 30% of their total health as a base amount, before any reduction is applied. That way char level doesn't matter.

    This wouldn't work as players would run low HP levels with high shield values. Siege needs to be a fixed value so players can choose what is important to them, avoiding the siege or staying stacked etc..
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • umagon
    umagon
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    They could just make the damage bypass shields. Those weapons are not player skills and don't need to follow the same mechanics.
  • Joy_Division
    Joy_Division
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    @ BrianWheeler -

    I appreciate the thought put into the decision on not having siege one-shot nonvet players. Just before 1.6 hit, I recently made a new alt and went into Cyrodiil. I was killed by a single ballista shot. I was so used to being able to ignore/mitigate, heal through them that when I got hit on my level 15, I was actually surprised I died. So I do agree this is a legimtate conern.

    But...

    The problem in the buffs given to nonvet players entering Cyrodiil are woefully inadequate. Nonvet players stand zero chance at all competing on a Vet server because they have crap gear, few passives, and don't even have their skilllines maxed out. They are so helpless that some players typically ignore them out of pity. I understand there is Backwater blade, however, let's be real, at least half of those players are very experienced ESO vets messing around on alts and besides not every non-vet not wants to play there.

    Recognizing the issue in this topic and your concern, isn't the best move to actually up the buffs non-vets get? I mean, you calculated these buffs way way way back in March, right? When the max level was Vr10, before all this new gear was released, and about a dozen iterations of the evolving META? i'm pretty sure if you double the bonuses non-vet gets, they still will be little more than speedbumps. up the nonvet bonus so they can actually compete, then you can up the relative damage on seige weapons without fear of one-shotting non-vets. Problem(s) if not solved, at least addressed.

    On a side note, I will add that seige weapons do fine against other seige weapons and walls - do *not* add the damage here. It is the VR14 payers, with their shields, immunities, heals, and mitigation that siege weapons need a boost against.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Frawr
    Frawr
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    Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.

    We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.

    Hi,

    I can understand your reasoning for this change, however, by trying to prevent squishy people from being squished, you are making the game much worse for many other people.

    Please make people responsible for their own actions by allowing them to melt if they don't move. This will make your game much better by adding some meaningful consequence.

    Better would be to give low levels slightly more health via battle leveling.

    Ultimately, if a newbie stands in the fire then they SHOULD melt. It's how they learn to avoid it.
  • Keron
    Keron
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    Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.

    We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.
    Please feel free to correct me if I'm wrong, but weren't siege engines supposed to ignore armor?

    It's kind of disheartening to read this from the PvP lead...
    Edited by Keron on March 12, 2015 3:41PM
  • ThyIronFist
    ThyIronFist
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    Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.

    We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.

    lol
    just lol

    my oil catapult is hitting the average player for 1-1.5k. in the previous patch it was hitting for about 500-750. So in the previous patch it was hitting for about 20% of an enemies health.

    Now it hits way less, about 5% - 10% of an enemies health. I didn't even see their health bars move. It's an absolute joke and you know it, my light attacks do more damage than siege weapons. It's a waste of AP to buy siege if you're defending a keep, especially if the enemies are using purge, if they are organized to some extent and have larger numbers, might as well just stand there and let the enemies take it.

    Oil pots are still decent, but still needs a bit of a buff, siege weapons like ballistaes, catapults and trebuchets need to get their damage doubled. Oil pot catapult and scattershots probably need their damage quadrupled to even be anywhere near effective.

    Also good job for making the snare effect on an oil pot catapult purge-able, RIP oil catapult.
    Edited by ThyIronFist on March 13, 2015 12:49AM
    The Elder Zergs Online
    Sainur Ironfist - DK - EU - Ebonheart Pact
    Retired
  • Tripwyr
    Tripwyr
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    Keron wrote: »
    Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.

    We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.
    Please feel free to correct me if I'm wrong, but weren't siege engines supposed to ignore armor?

    It's kind of disheartening to read this from the PvP lead...

    They have always ignored armor.
    Alacrity Founder | Forum Emperor
    World First Veteran Dragonstar Arena

    Tripwyr Manawrath - AD NA Sorcerer, Former Emperor of Haderus; Former Emperor of Hopesfire, First Cycle
    Tripwyr Flamewrath - AD NA Dragon Knight, Former Emperor of Thornblade, First Cycle
    Imperial Tripwyr - AD NA Templar, Former Emperor of Blackwater Blade
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    I am of the firm opinion that subtracting "raging stupidity" from anyone's voice can only cause them to sound more like myself.
  • Cervanteseric85ub17_ESO
    xylena wrote: »
    The only thing that changed is the fact that you can't have more than one healing debuff on yourself. So no more spamming of purge 5-6times in a row before you can finally land a heal successfuly on yourself. You purge once and you're clear.

    RIP meatbags as an effective anti-zergball weapon

    RIP oil catapults that couldn't be purged, was so nice to be able to stop a zergball in its tracks

    RIP ground oil, best small group versus zergball defense weapon ever

    Ground oil was the dumbest thing I have ever seen in ANY MMO, and if you haven't been able to wipe zergs without your ground oils or other siege then you don't know how to synergize / coordinate well with your raid.
  • Tintinabula
    Tintinabula
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    all i can say is I am happy to be able to say that I remember when PvP was fun..before it was gutted..before FCs were abused..back when oils actually killed people..all worthless things now. The Devs went from these things being abused to not worth spending ap on.
  • Efficient
    Efficient
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    FENGRUSH wrote: »
    Should be suprised the PvP lead doesnt understand how siege has worked after a year of release but given the state of things this is entirely expected.

    This should be confirmation that Cyrodil will not be fixed or cared about until new names come into lead positions @ zos. Current state = acceptable.

    I agree completely, How is this the PVP lead?
  • Hypertionb14_ESO
    Hypertionb14_ESO
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    Right now the system is so cushy that you can stand still while several ballista trebs and catapults hit you with 1ton boulders directly on your head without having to move....

    here is how it should be....

    change the damage on seige weapons to decrease the farther from the center of impact you are, with the center being easily able to instantly kill even vet players but being extremely small and easy to avoid.

    a good mechanic, you have a Base Impact Radius(BIR) and every double of that beyond it the damage is halved. for instance if you have a weapon that has a BIR of 2, every 2 beyond the BIR the damage is halved.

    If a Seige weapon hits another seige weapon, the inital impact radius is completly absorbed and as a result all damage is halved. the seige weapon hit takes 20% bonus damage



    exacts should be like this

    *Damage(DMG) Base Impact Radius(BIR) Radius Limit(RL)

    Catapults
    DMG:30k (15k on scattershot)
    BIR:4m (8m on scattershot)
    RL:16m (16m on scattershot)
    RELOAD:5s
    HP:150k,
    short distance parabolic arc

    Ballista
    DMG:35k
    BIR:2m
    RL:8m
    RELOAD:6s
    HP:75k
    Straight arc untill sudden dropoff(fast projectile speed and high accuracy)

    Trebuchet
    DMG:40k
    BIR:3m
    RL:12m
    RELOAD:9s
    HP:300k
    Long Distance Parabolic Arc



    Player Level should modify the damage of incoming Seige weapon fire slighly. with each level below the cap reducing damage by 1% for a maximum of 53% when entering at LVL10

    if V14 players get one shot by seige weapon splash damage because they dont have enough HP then thats just a LTP issue.


    as extreme as this system sounds, in my experience, 99% of all seige impacts on moving players would not be direct hits.. and only those who are not moving from aim to fire and projectile travel, which can easily be more than 10 seconds would be susceptible to being instantly killed by seige.. basically only the stupid or the AFK would be potentially instantly killed.


    these changes if implemented exactly as described above would simply make standing still while being attacked by seige weapons deadly, and would require players to at least slowly move out of the way to survive heavy seige, it would also help to spread out seige when a keep is contested.
    Edited by Hypertionb14_ESO on March 13, 2015 6:20AM
    I play every class in every situation. I love them all.
  • Turelus
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    Grim13 wrote: »
    Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.

    We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.

    Today, EP breached the east postern at Alessia, there were 6 oil pots over the stairs, caltrops everywhere and multiple cats and ballistas aimed at the hole... the Ep zerg just ran right up the stairs, no harm no foul, and killed everyone with Meteors and Radiant Destructions.

    You said that you wanted to reduce the ridiculous amount of zerging in this game. I'm not seeing it. Make siege useful, ffs.

    As it stands, the balance of power during a siege is on the attackers side, never mind how much more so it is with lag, and the balance during any siege should always favor the defenders (unless they're vastly outnumbered). Otherwise, what's the point of defensive fortifications!?

    This won't change ever though, because to get into a keep you do this.

    Use Rapid (bye bye caltrops snares)
    Use Purge/Purify (bye bye Oil Dot)
    Use Barrier (bye bye other damage)
    Use Immovable (bye bye CC)

    Run inside and left/right, do not attack until at top of stairs (to save the rapid) then kill everyone still trying to oil.
    Only a bad zerg group will lose to oil on an inner breach, I have never seen a quality TS group who know the above mechanics wipe entirely from a rush.

    On topic however, I have to agree with others I have never seen any clue as to Siege weapons effecting damage based on armour prior to 1.6 (and I tested with people/armour/buffs) via PTS back when they announced Siege Shield would become an armour bonus rather than a mitigation percentage, nothing changed.

    When I see guys shooting ballistas at me I should feel scared, I should want my team carrying siege weapon shields to guard me and my siege, not stand there shooting away giggling at the silly guy shooting me with a fire ballista.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Hypertionb14_ESO
    Hypertionb14_ESO
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    i woul
    Turelus wrote: »
    Grim13 wrote: »
    Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.

    We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.

    Today, EP breached the east postern at Alessia, there were 6 oil pots over the stairs, caltrops everywhere and multiple cats and ballistas aimed at the hole... the Ep zerg just ran right up the stairs, no harm no foul, and killed everyone with Meteors and Radiant Destructions.

    You said that you wanted to reduce the ridiculous amount of zerging in this game. I'm not seeing it. Make siege useful, ffs.

    As it stands, the balance of power during a siege is on the attackers side, never mind how much more so it is with lag, and the balance during any siege should always favor the defenders (unless they're vastly outnumbered). Otherwise, what's the point of defensive fortifications!?

    This won't change ever though, because to get into a keep you do this.

    Use Rapid (bye bye caltrops snares)
    Use Purge/Purify (bye bye Oil Dot)
    Use Barrier (bye bye other damage)
    Use Immovable (bye bye CC)

    Run inside and left/right, do not attack until at top of stairs (to save the rapid) then kill everyone still trying to oil.
    Only a bad zerg group will lose to oil on an inner breach, I have never seen a quality TS group who know the above mechanics wipe entirely from a rush.

    On topic however, I have to agree with others I have never seen any clue as to Siege weapons effecting damage based on armour prior to 1.6 (and I tested with people/armour/buffs) via PTS back when they announced Siege Shield would become an armour bonus rather than a mitigation percentage, nothing changed.

    When I see guys shooting ballistas at me I should feel scared, I should want my team carrying siege weapon shields to guard me and my siege, not stand there shooting away giggling at the silly guy shooting me with a fire ballista.

    i would like to add, that if my ideas above were implemented, it would become impossible to just force your way into a single gap with that much seige in it without losing a few or alot of members... you would have to at least open another hole to be able to enter freely.

    again, direct hit and damage drops farther from base radius.
    Edited by Hypertionb14_ESO on March 13, 2015 6:51AM
    I play every class in every situation. I love them all.
  • Xsorus
    Xsorus
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    They should revert that bloody change that made that snaring catapult basically be purgeble...Back before they did that if you stacked up people would pelt you with it and Meat Catapult and you were usually boned.

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