Agrippa_Invisus wrote: »People we already soloing resources with a bow.
Didn't see this coming... oh wait. Coulda done it faster with a fire ballista though.
Stone trebs were supposed to be buffed against keep walls. This may be a bit of an oversight on the part of the PvE team. We'll have to get confirmation from Mr. Wheeler.
Seems ZOS could have used some more of this when they were rethinking the siege dmg...Already 4 threads about siege damage being too high... patch has been live for what, 2 hours?hmm
*I TOLD YOU* @ZOS_BrianWheeler
that V12 NPC should have health and damage of V12............ goddamnit.....
*I TOLD YOU* @ZOS_BrianWheeler
that V12 NPC should have health and damage of V12............ goddamnit.....
Wouldn't change a thing... the health difference is peanuts compared to siege. Damage of the guards wouldn't do anything since the guards aren't fighting when you siege them. Hell if anything you increase those things you increase the divide between siege and people on taking out guards... siege would be even stronger by comparison.
ZOS_BrianWheeler wrote: ».... The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it. ....
ZOS_BrianWheeler wrote: ».... The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it. ....
I may be in the minority, but I see this as a good thing.
ZOS_BrianWheeler wrote: »There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.
In the overall scheme of things with the current focus on spreading people out as Paul mentioned, if more players can take resources requiring less players to do so with the aid of siege weaponry than could before, this can encourage players to do so.
All that being said, we are looking at the server performance and gameplay experience after these changes and will adjust them if needed
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
ZOS_BrianWheeler wrote: »There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.
In the overall scheme of things with the current focus on spreading people out as Paul mentioned, if more players can take resources requiring less players to do so with the aid of siege weaponry than could before, this can encourage players to do so.
All that being said, we are looking at the server performance and gameplay experience after these changes and will adjust them if needed
ZOS_BrianWheeler wrote: ».... The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it. ....
I may be in the minority, but I see this as a good thing.
ZOS_BrianWheeler wrote: ».... The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it. ....
I may be in the minority, but I see this as a good thing.
Agree 100%
This should get some small scale action going. Have a quest to take X farm, grab a friend(or solo) and take it.
that's a bit unfair. how do you know they haven't tried everything they can?Manufacturing artificial mechanics that force players to "spread out" because you guys can't/won't improve performance on your end will be the death of pvp. Enjoy the fiery train wreck that was once the highly anticipated pvp of ESO capable of having "hundreds of players on screen at once."
ZOS_BrianWheeler wrote: »There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.
ZOS_BrianWheeler wrote: ».... The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it. ....
I may be in the minority, but I see this as a good thing.
Not sure about the resource thing JT but I do know we have to make a big effort to make it work since ZOS listened to a lot of players about the issue and react accordingly. It's on us now.
Well they did say they wanted to spread people out.Working as intended
Well this will be interesting. Sides will need to keep a few people at each keep instead of piling into the front lines. Let's see how players adjust.ZOS_BrianWheeler wrote: »There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.
In the overall scheme of things with the current focus on spreading people out as Paul mentioned, if more players can take resources requiring less players to do so with the aid of siege weaponry than could before, this can encourage players to do so.
All that being said, we are looking at the server performance and gameplay experience after these changes and will adjust them if needed
that's a bit unfair. how do you know they haven't tried everything they can?Manufacturing artificial mechanics that force players to "spread out" because you guys can't/won't improve performance on your end will be the death of pvp. Enjoy the fiery train wreck that was once the highly anticipated pvp of ESO capable of having "hundreds of players on screen at once."ZOS_BrianWheeler wrote: »There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
driosketch wrote: »Well they did say they wanted to spread people out.Working as intendedWell this will be interesting. Sides will need to keep a few people at each keep instead of piling into the front lines. Let's see how players adjust.ZOS_BrianWheeler wrote: »There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.
In the overall scheme of things with the current focus on spreading people out as Paul mentioned, if more players can take resources requiring less players to do so with the aid of siege weaponry than could before, this can encourage players to do so.
All that being said, we are looking at the server performance and gameplay experience after these changes and will adjust them if needed
Man; I can't wait for it to be my turn just sitting at a keep watching for attackers. That will be so much fun. Who needs all that extra XP out there to be had anyway?
CitraBenzoet_ESO wrote: »