ZOS_BrianWheeler 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.
ZOS_BrianWheeler 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.
ZOS_BrianWheeler 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.
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.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.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 .
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.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.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 .
You forgot to add the 50K fall damage for meteor .
ZOS_BrianWheeler 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.
Siege damage was mitigated by armor in 1.5. It isn't anymore in 1.6.
ZOS_BrianWheeler 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.
ZOS_BrianWheeler 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?
ZOS_BrianWheeler 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.
ZOS_BrianWheeler 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.
ZOS_BrianWheeler 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!?
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.
ZOS_BrianWheeler 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?ZOS_BrianWheeler 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.
ZOS_BrianWheeler 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?ZOS_BrianWheeler 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.
It's kind of disheartening to read this from the PvP lead...
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
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.
ZOS_BrianWheeler 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!?
ZOS_BrianWheeler 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.