Siege Damage Intended to hit for 24k?

  • Huntler
    Huntler
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    Huntler wrote: »
    #What did I say.

    So let me get this straight.

    When someone whines on the forums about getting hit with a ridiculous number by Radiant Destruction or some other flavor of the month ability, you are quick to question the poster's competence and detail to him how is is oversimplifying things or just isn't a very good player.

    But when someone whines on the forum about getting hit with a ridiculous number by a siege weapon - providing ZERO details or evidence - you are quick to agree with the poster and brag "I told you so."

    You are a paradigm of objectivity.
    1. It was a joke, chill out friend no need to get upset.
    2. The radiant thing, as shown by the vast difference here... was the only problem with it was the bug which is fixed. Nobody complaining about it anymore because the ability is fine now.
  • Armitas
    Armitas
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    I call dibs on the following two siege spots.
    1. Right up against the wall, but outside oils.
    2. Bottom floor of tower facing postern door.

    By right of dibs you all must yield those spots to me and possibly die by fire. FYI the tower spot is now called shotgun, call it first or die.
    Edited by Armitas on March 23, 2015 9:24PM
    Retired.
    Nord mDK
  • Durham
    Durham
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    The main reason for this change to further break UP these ball group zergs... These groups of people stacking will be a death sentence now.... This playing style has caused so much lag on the servers....spreading out will be the norm now...its about time... I am a vamp so this change will hurt me but the lag caused by this play style hurts the game....
    PVP DEADWAIT
    PVP The Unguildables
  • Snit
    Snit
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    Armitas wrote: »
    2. Bottom floor of tower facing postern door

    Heck, I may set up a cot and a little refrigerator in Alessia, right there on the ground floor. Just my wolfhound, some cold beers and a half-dozen Fire Ballistae.*

    Come at me, Pact! ;)





    * I had to look that up
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • tonemd
    tonemd
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    How's the bubble protection working against the new siege damage?
  • Talcyndl
    Talcyndl
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    I'm not sure how any of the siege hits for 24K in one hit. Maybe an initial and some DoT ticks.

    I'm assuming that's the case with most of the complaints I was hearing during my brief time in Cyrodiil this afternoon. Given the way the death recap reports DoTs, I'd expect a lot of people to think they were "one shotted" when they weren't.
    Tal'gro Bol
    PvP Vice Officer [Retired] and Huscarl of Vokundein
    http://www.legend-gaming.net/vokundein/
  • c0rp
    c0rp
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    Seems that siege and red circles are going to matter again, and the QQ has already begun! Thank you fixing this @ZOS_BrianWheeler
    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
  • morf87
    morf87
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    Took a nice 22k fire balista 1 shot( not a vamp) earlier, mayb it was my fault for not noticing the red circle while in the middle of a reasonable sized fight, also 1 shot many ppl with fire treb's. While an increase in siege damage was needed being able to 1 shot ppl seems a bit much, mayb seige should be changed to do a % of health ? to avoid the possibilities of being able to 1 shot ppl.
  • Iyas
    Iyas
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    morf87 wrote: »
    Took a nice 22k fire balista 1 shot( not a vamp) earlier, mayb it was my fault for not noticing the red circle while in the middle of a reasonable sized fight, also 1 shot many ppl with fire treb's. While an increase in siege damage was needed being able to 1 shot ppl seems a bit much, mayb seige should be changed to do a % of health ? to avoid the possibilities of being able to 1 shot ppl.

    death recap plz
    Noricum/ Kitesquad/ PC/EU

    Kitesquad Vol. 1

    https://youtube.com/watch?v=6tGxK9KRrEI
  • morf87
    morf87
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    Iyas wrote: »
    ]

    death recap plz

    I dont take SS of death recaps, i just get on with it and try to learn my lesson.
    Im sure i wont be the only player to experience this, mayb someone else has a SS of a hit like i took ? infact im pretty sure ppl do, managed to 1 shot around 10 players earlier with a fire treb.
  • Joy_Division
    Joy_Division
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    Huntler wrote: »
    Huntler wrote: »
    #What did I say.

    So let me get this straight.

    When someone whines on the forums about getting hit with a ridiculous number by Radiant Destruction or some other flavor of the month ability, you are quick to question the poster's competence and detail to him how is is oversimplifying things or just isn't a very good player.

    But when someone whines on the forum about getting hit with a ridiculous number by a siege weapon - providing ZERO details or evidence - you are quick to agree with the poster and brag "I told you so."

    You are a paradigm of objectivity.
    1. It was a joke, chill out friend no need to get upset.
    2. The radiant thing, as shown by the vast difference here... was the only problem with it was the bug which is fixed. Nobody complaining about it anymore because the ability is fine now.

    I'd find your jokes more amusing if you actually proposed something that would make Cyrodiil a better place to PvP instead of just being overly critical and cynical.

    How easy it is to point out what's wrong with other people. How hard it is to be correct.

    As I explained in your previous thread, I don't care - yet - at the people who are whining about purposefully standing in the target radius of a fire ballista because they are so used to shrugging off the damage. Mostly because at current, siege damage is unacceptably low. It has to change. I am of the mindset that John Maynard Keynes was when asked what to do about the Great Depression, to which he responded by saying to the effect of "do something, anything is better than the status quo."

    IF after actually PLAYING the game through empirical observation we discover that too much damage was increased for siege weapons, it can always be scaled back somewhere in-between the unacceptably low 1.6 values to the (perhaps) unacceptably high values at present. Instead of being coy, cute, or humorous, provide some objective feedback with empirical evidence that demonstrates your perspective should hold more weight than those who enjoy the buff siege weapons recieved.

    What makes this episode frustration is I know you are a good player and - usually - a thoughtful commentator but on this issue, you seem more interested in just saying "this sucks" rather than offering plausible hypotheses to the impotence that siege weapons possessed after 1.6 came live up to today's maintenance.

    I disagree with your theory that siege weapons is "easy mode" for players to use. Sure, any nitwit can put it on top of a castle wall and point it at enemy catapults. But what I gather you mean is that some level 27 recruit can put down a fire ballista on the flat plain in-between Nickel and the Ash Milegate and without any thought and have a comparable effect on the battlefield as your well played Vr14 templar. Let's not even factor in the reality that a level 27 recruit is a net loss because they are taking up a place in the population cap and put Krim, Tea Pot, or Luvboard in queue, but that is besides the point. If that level 27 is part of a larger "zerg" by the time the place that fire ballista down, aim it, and direct a single shot at the defenders - a process that takes up to 10 seconds - the battle has mostly likely has already been decided because zergs have more damage shields, Jesus beams, reflective scales, healing springs, batswarms, and whatever other abilities people are currently whining about. If that recruit did something useful with that shot, something that cannot be taken for a given because the damage can be mitigated, purged, or avoided altogether, then I say good for her because she wasn't doing much use anyway.
    Before today, the lesser zerg already had to fall back to Nickel or the Milegate...what exactly has changed? That people have more options to combat a "pain train"?

    Where I think your fears have merit is the fluid battles that have the sort of equilibrium in which the front lines are static. As targets are relatively stationary and siege weaponry more easily defended, now the potential of seige weapons can be realized and perhaps be decisive. I am uncertain this is necessarily a bad thing. Think about it, if siege weapons cannot have a decisive effect in ideal conditions, then why have them? Now I will agree that they should not always be the deciding factor or should always trump player skill and abilities, but somewhere there is the right balance that needs to be found. As it is crystal clear obvious that we are WAY too far in the "does too little damage" side, I am willing to suffer some growing pains and be on the "does too much damage" side - temporarily - until siege weapons are in a good place.

    Less whining people, more productive feedback.

    All that being said, I do think resources should have a sort of active defense to prevent a lone sieger from killing all the NPCs. So I do not like this particular facet. But as has been pointed out, this was already a problem because a single level 35 with a bow could do the same thing. It is a fundamental problem that the change in siege weapons has magnified.

    Edit: Following my own advice after being too snarky myself.
    Edited by Joy_Division on March 23, 2015 8:59PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • LonePirate
    LonePirate
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    I have not ventured into Cyrodiil following today's patch to witness the increased siege damage so let me offer a suggestion. While many players here on the forums would prefer it if ZOS cranked up the difficulty to impossible levels, a balance is needed.

    The siege weapons should inflict a sufficient amount of damage to serve as both an effective offensive and defensive tool. However, they should not do so much damage that they deter the average player from enjoying their time in Cyrodiil. I don't know if the weapons are doing enough or not enough damage; but if non-vampire, mid-level (VR5-8) players are being one-shotted (or close to it) by siege, then these players will soon quit due to frustration. None of us want that. I can't even imagine how devastating this change is on Blackwater Blade.

    Beware the dangers of the ZOS Monkey's Paw.
  • bg22
    bg22
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    Yes... A siege weapon should 1 shot you if you just let it hit you without support, heals or any other effort to mitigate it.

    For the first time since launch, siege weapons are working as they should.

    The time of eating your microwave burrito while you siege in a giant zerg is over...

    Enter the time of movement, support and teamwork.

    Here's a thought, take your 50 points out of magicka and give yourself some health and heavy or medium armor, maybe then you wont be so squishy.

    You ever noticed those giant red warning circles in sieges before? Well... you will now.
    Edited by bg22 on March 23, 2015 8:55PM
  • morf87
    morf87
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    bg22 wrote: »
    Yes... A siege weapon should 1 shot you if you just let it hit you without support, heals or any other effort to mitigate it.

    For the first time since launch, siege weapons are working as they should.

    The time of eating your microwave burrito while you siege in a giant zerg is over...

    Enter the time of movement, support and teamwork.

    Here's a thought, take your 50 points out of magicka and give yourself some health and heavy or medium armor, maybe then you wont be so squishy.

    You ever noticed those giant red warning circles in sieges before? Well... you will now.

    The problem with allowing siege to 1 shot ppl is fights will just turn into siege battles where players instead of using there weapons and skills will just set up siege and fire at each other from a distance.
  • bg22
    bg22
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    morf87 wrote: »
    bg22 wrote: »
    Yes... A siege weapon should 1 shot you if you just let it hit you without support, heals or any other effort to mitigate it.

    For the first time since launch, siege weapons are working as they should.

    The time of eating your microwave burrito while you siege in a giant zerg is over...

    Enter the time of movement, support and teamwork.

    Here's a thought, take your 50 points out of magicka and give yourself some health and heavy or medium armor, maybe then you wont be so squishy.

    You ever noticed those giant red warning circles in sieges before? Well... you will now.

    The problem with allowing siege to 1 shot ppl is fights will just turn into siege battles where players instead of using there weapons and skills will just set up siege and fire at each other from a distance.

    No.
  • Huntler
    Huntler
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    Huntler wrote: »
    Huntler wrote: »
    #What did I say.

    So let me get this straight.

    When someone whines on the forums about getting hit with a ridiculous number by Radiant Destruction or some other flavor of the month ability, you are quick to question the poster's competence and detail to him how is is oversimplifying things or just isn't a very good player.

    But when someone whines on the forum about getting hit with a ridiculous number by a siege weapon - providing ZERO details or evidence - you are quick to agree with the poster and brag "I told you so."

    You are a paradigm of objectivity.
    1. It was a joke, chill out friend no need to get upset.
    2. The radiant thing, as shown by the vast difference here... was the only problem with it was the bug which is fixed. Nobody complaining about it anymore because the ability is fine now.

    I'd find your jokes more amusing if you actually proposed something that would make Cyrodiil a better place to PvP instead of just being overly critical and cynical.

    How easy it is to point out what's wrong with other people. How hard it is to be correct.

    As I explained in your previous thread, I don't care - yet - at the people who are whining about purposefully standing in the target radius of a fire ballista because they are so used to shrugging off the damage. Mostly because at current, siege damage is unacceptably low. It has to change. I am of the mindset that John Maynard Keynes was when asked what to do about the Great Depression, to which he responded by saying to the effect of "do something, anything is better than the status quo."

    IF after actually PLAYING the game through empirical observation, points you are so quick to dismiss for the sake of humor, we discover that too much damage was increased for siege weapons, it can always be scaled back somewhere in-between the unacceptably low 1.6 values to the (perhaps) unacceptably high values at present. Instead of being coy, cute, or humorous, provide some objective feedback with empirical evidence that demonstrates your perspective should hold more weight than those who enjoy the buff siege weapons create.

    What makes this episode frustration is I know you are a good player and - usually - a thoughtful commentator but on this issue, you seem more interested in just saying "this sucks" rather than offering plausible hypotheses to the impotence that siege weapons possessed after 1.6 came live up to today's maintenance.

    I disagree with your theory that siege weapons is "easy mode" for players to use. Sure, any nitwit can put it on top of a castle wall and point it at enemy catapults. But what I gather you mean is that some level 27 recruit can put down a fire ballista on the flat plain in-between Nickel and the Ash Milegate and without any thought and have a comparable effect on the battlefield as your well played Vr14 templar. Let's not even factor in the reality that a level 27 recruit is a net loss because they are taking up a place in the population cap and put Krim, Tea Pot, or Luvboard in queue, but that is besides the point. If that level 27 is part of a larger "zerg" by the time the place that fire ballista down, aim it, and direct a single shot at the defenders - a process that takes up to 10 seconds - the battle has mostly likely has already been decided because zergs have more damage shields, Jesus beams, reflective scales, healing springs, batswarms, and whatever other abilities people are currently whining about. If that recruit did something useful with that shot, something that cannot be taken for a given because the damage can be mitigated, purged, or avoided altogether, then I say good for her because she wasn't doing much use anyway.
    Before today, the lesser zerg already had to fall back to Nickel or the Milegate...what exactly has changed? That people have more options to combat a "pain train"?

    Where I think your fears have merit is the fluid battles that have the sort of equilibrium in which the front lines are static. As targets are relatively stationary and siege weaponry more easily defended, now the potential of seige weapons can be realized and perhaps be decisive. I am uncertain this is necessarily a bad thing. Think about it, if siege weapons cannot have a decisive effect in ideal conditions, then why have them? Now I will agree that they should not always be the deciding factor or should always trump player skill and abilities, but somewhere there is the right balance that needs to be found. As it is crystal clear obvious that we are WAY too far in the "does too little damage" side, I am willing to suffer some growing pains and be on the "does too much damage" side - temporarily - until siege weapons are in a good place.

    Less whining people, more productive feedback.

    All that being said, I do think resources should have a sort of active defense to prevent a lone sieger from killing all the NPCs. So I do not like this particular facet. But as has been pointed out, this was already a problem because a single level 35 with a bow could do the same thing. It is a fundamental problem that the change in siege weapons has magnified.

    Well thought out post which I appreciate so allow me to at least provide some responses to the points posed at me.


    First I have proposed what I think is the better decision when it comes to the idea of trying to break up zerg balls. First, let me be clear, I completely agree that siege damage needs to be increase. I had said this before, but worry/fear here is this is over the top. There is a happy medium where siege damage is high enough that you can't just stand in it and it will kill people, but not so high that it will provide this massive of a difference in the landscape of this game's pvp. As I have said before I think this makes siege more important than any other kind of influencing factor which frustrates me as a player who works hard on builds, position, skill, etc. Many people claim oh just don't get hit by siege, but I feel anyone who has played this game enough (and hopefully knows me) is that I will not stand in siege and completely lambast anyone I run with that do. However, that being said, I am not naive enough to think in a battlefield in a number of scenarios there are simply just too much enemy siege, or no way to avoid it (I promise you I already have situations where you cannot avoid siege), in these scenarios which tend to have zergs using them (and in safer/more readily available ways) it will significantly hurt gameplay.

    But to pull it bad to your criticism about helpful criticism or ideas that might be used instead. I think ZOS was onto something when they introduced something like magicka detonation. However their implementation is what left me wanting. We all want tools for fighting the zerg, but we must also agree whatever tool you implement needs to be near useless/not benefit the zerg. This is why I feel siege in any scenario other than keep defense is actually going to benefit the zerg (and in some cases keep sieges too). I prefer we put the tools to solve the zerg in the hands of the players, but it needs to be more dynamic than something like siege as a fire/forget easy to use tool that anyone can use without so much as a brain cell in any other aspects of the game in which influences PvP makes me a bit distraught and is just another sign of this game pushing to a casual atmosphere. Look at where we are with 1.6, any build basically can kill anything with very little trouble. Some see this as good, I see this as catering to people who just want to blow stuff up even if their build is poor. Spam the latest 1-2 hit ability or bring more friends is the solution to everything. Its not a shocker everyone and their mother are running 2hand builds or bow builds (for the most part), these builds while skilled players can make them extremely effective, are also simply effective on their own spamming 1 button and do not need to be in the hands of a good player to make strong. A scrub with a terrible gear setup can still wrecking blow you for over 10k. I see this similar problem in where siege is headed. Since it cannot be mitigated other than not being hit at all, there is very little you can do other than not get hit by it (and see what I said before about that line, while a very effective strategy becomes a very moot point in most cases where you try to combat enemy siege as the smaller group).

    Back to magicka det then, since its a skill this or something like it would bring the focus closer to the player's build, skillset, etc. It would take coordination, planning, and execution instead of point click. I think if ZOS tweaked some numbers here and there, along with how magicka det works we could have something effective. Once again I think siege can be effective to break up a zerg when applied correctly I think the number of times it will benefit instead of hinder a zerg is far too great. We all joke about it, but the zerg does the mob mentality. It does whats easy, quick, path of least resistance, etc. It doesn't handle organization well or adapting to situations. Siege slows down the game, especially with this damage. It will be very hard to engage a zerg siege, neigh impossible. Many claim flanking is the solution and flanking is the solution for your initial bomb. But in the case with large enough zergs and changing to rez mechanics (along with more players being alliance rank 10), the combination of large numbers, fast rezzes, and siege makes truly countering the zerg a monumental feet outside of very tightly packed areas. You push through an area of a zerg and kill many, but a few seconds later as you push to the next big group, everyone behind you has been rezzed by the lucky players (or smart ones) that avoided the initial push or simply spread out (yes some zerg players spread out when this happens, as they should to avoid being taken down by the small group). So this is starting to touch on why I think rez mechanics have started to become broken and I could spend a lot of time talking about that and how it benefits the zerg as well, but let me quickly just say I think there needs to be the reimplementation of destroying bodies that can't be rezzed or some similar solution, perhaps a skill or aoe that makes rezzing for a certain period of time impossible (kind of like a banish the souls or whatever name you wanna give it where maybe bodies in a certain area are now unrezzable for 2 minutes... make it a long cast time of the ability). Couple a few things like this and put the tool in the hand of the players instead of a tool that anyone can use. When a zerg is wiping someone, coordinating magicka det's wont work especially if they tweak how it works, it won't be useful to them. But to a small group it is a lethal tool (that right now is powerful, but not dynamic enough to be applied in enough zerg situations other than tight area bombs).


    Holy text of wall batman, I will stop here, but hopefully I've answered a few of your points. I would prefer pivoting on what tools we provide to players that require a bit more finesse and build planning/optimizing. Things more influenced by player builds, decisions, organization ,etc. All those different things that we do to influence our pvp experience instead of a very linear tool such as siege where it performs the same no matter who uses it, no matter how, it hits for X when you hit Y. (And again I think siege damage needed to be increased, but not quite to these levels, as it stands the damage is way too much once players start using it more effectively, even the zerg.)
    Edited by Huntler on March 23, 2015 9:05PM
  • Rylana
    Rylana
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    So my poor little vamp sorc got annihilated for 32000 fire ballista damage

    Not to be outdone, I got up on that wall, dropped 2 fire ballistas of my own and wiped almost a full raid in 30 seconds.

    Siege is so OP, its almost hilarious, but I kind of like it o.o
    @rylanadionysis == Closed Beta Tester October 2013 == Retired October 2016 == Uninstalled @ One Tamriel Release == Inactive Indefinitely
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  • Xsorus
    Xsorus
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    Rylana wrote: »
    So my poor little vamp sorc got annihilated for 32000 fire ballista damage

    Not to be outdone, I got up on that wall, dropped 2 fire ballistas of my own and wiped almost a full raid in 30 seconds.

    Siege is so OP, its almost hilarious, but I kind of like it o.o

    Lol, that's crazy, I might run that pvp armor set now, I wonder if dual wield blade cloak ability will reduce it also.
  • WebBull
    WebBull
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    Rylana wrote: »
    So my poor little vamp sorc got annihilated for 32000 fire ballista damage

    Not to be outdone, I got up on that wall, dropped 2 fire ballistas of my own and wiped almost a full raid in 30 seconds.

    Siege is so OP, its almost hilarious, but I kind of like it o.o

    I guess people will learn to run in smaller groups and attack from different positions (up on rocks, etc). Sounds like a lot of fun, cant wait to get home and put Shield Siege on my bar, throw on a heartland set , and blow zergs up. Pretty sure this is going to be a fast learning curve with players adjusting quickly.

    Just curious if siege ignores armor, what about spell resists and damage shields? Are they also being ignored?
  • Durann
    Durann
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    Patch Notes: Increased the damage of siege significantly.

    :P yeah, sur... ERMAGAHD!

    Looking forward to some real pewpew xD
  • EvilEmpire
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    Huntler wrote: »

    See my "nightmare" thread about this and you'll see we agree 100% on what you mentioned and that siege will be more important than builds, how you play, your gear, your skills, etc. Basically your goal will be siege siege siege, not build planning, group coordination of abilities, supportive skills, position, etc.

    I would rather see someone siege, siege, siege, than what you do - which is zerg, zerg, zerg. It's funny how you pretend to act all anti-zerg, but yet alc doesn't go anywhere without the wrx group of 30-40.
  • jaebdub
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    EvilEmpire wrote: »
    Huntler wrote: »

    See my "nightmare" thread about this and you'll see we agree 100% on what you mentioned and that siege will be more important than builds, how you play, your gear, your skills, etc. Basically your goal will be siege siege siege, not build planning, group coordination of abilities, supportive skills, position, etc.

    I would rather see someone siege, siege, siege, than what you do - which is zerg, zerg, zerg. It's funny how you pretend to act all anti-zerg, but yet alc doesn't go anywhere without the wrx group of 30-40.

    Man I really wish had that many people rolling with us.
    Jagermeister - v14 NB
    Alacrity
  • Satiar
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    Someone alert Luvboard, his mist form-siege-mist form build is OP again!
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Itoq
    Itoq
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    Getting ready to go pvp.

    axbrja.png

    I forget anything?
    Edited by Itoq on March 23, 2015 10:02PM
  • Huntler
    Huntler
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    EvilEmpire wrote: »
    Huntler wrote: »

    See my "nightmare" thread about this and you'll see we agree 100% on what you mentioned and that siege will be more important than builds, how you play, your gear, your skills, etc. Basically your goal will be siege siege siege, not build planning, group coordination of abilities, supportive skills, position, etc.

    I would rather see someone siege, siege, siege, than what you do - which is zerg, zerg, zerg. It's funny how you pretend to act all anti-zerg, but yet alc doesn't go anywhere without the wrx group of 30-40.

    Lol. The levels of out of touch this post is.
  • Joy_Division
    Joy_Division
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    Huntler wrote: »
    Huntler wrote: »
    Huntler wrote: »
    #What did I say.

    So let me get this straight.

    When someone whines on the forums about getting hit with a ridiculous number by Radiant Destruction or some other flavor of the month ability, you are quick to question the poster's competence and detail to him how is is oversimplifying things or just isn't a very good player.

    But when someone whines on the forum about getting hit with a ridiculous number by a siege weapon - providing ZERO details or evidence - you are quick to agree with the poster and brag "I told you so."

    You are a paradigm of objectivity.
    1. It was a joke, chill out friend no need to get upset.
    2. The radiant thing, as shown by the vast difference here... was the only problem with it was the bug which is fixed. Nobody complaining about it anymore because the ability is fine now.

    I'd find your jokes more amusing if you actually proposed something that would make Cyrodiil a better place to PvP instead of just being overly critical and cynical.

    How easy it is to point out what's wrong with other people. How hard it is to be correct.

    As I explained in your previous thread, I don't care - yet - at the people who are whining about purposefully standing in the target radius of a fire ballista because they are so used to shrugging off the damage. Mostly because at current, siege damage is unacceptably low. It has to change. I am of the mindset that John Maynard Keynes was when asked what to do about the Great Depression, to which he responded by saying to the effect of "do something, anything is better than the status quo."

    IF after actually PLAYING the game through empirical observation, points you are so quick to dismiss for the sake of humor, we discover that too much damage was increased for siege weapons, it can always be scaled back somewhere in-between the unacceptably low 1.6 values to the (perhaps) unacceptably high values at present. Instead of being coy, cute, or humorous, provide some objective feedback with empirical evidence that demonstrates your perspective should hold more weight than those who enjoy the buff siege weapons create.

    What makes this episode frustration is I know you are a good player and - usually - a thoughtful commentator but on this issue, you seem more interested in just saying "this sucks" rather than offering plausible hypotheses to the impotence that siege weapons possessed after 1.6 came live up to today's maintenance.

    I disagree with your theory that siege weapons is "easy mode" for players to use. Sure, any nitwit can put it on top of a castle wall and point it at enemy catapults. But what I gather you mean is that some level 27 recruit can put down a fire ballista on the flat plain in-between Nickel and the Ash Milegate and without any thought and have a comparable effect on the battlefield as your well played Vr14 templar. Let's not even factor in the reality that a level 27 recruit is a net loss because they are taking up a place in the population cap and put Krim, Tea Pot, or Luvboard in queue, but that is besides the point. If that level 27 is part of a larger "zerg" by the time the place that fire ballista down, aim it, and direct a single shot at the defenders - a process that takes up to 10 seconds - the battle has mostly likely has already been decided because zergs have more damage shields, Jesus beams, reflective scales, healing springs, batswarms, and whatever other abilities people are currently whining about. If that recruit did something useful with that shot, something that cannot be taken for a given because the damage can be mitigated, purged, or avoided altogether, then I say good for her because she wasn't doing much use anyway.
    Before today, the lesser zerg already had to fall back to Nickel or the Milegate...what exactly has changed? That people have more options to combat a "pain train"?

    Where I think your fears have merit is the fluid battles that have the sort of equilibrium in which the front lines are static. As targets are relatively stationary and siege weaponry more easily defended, now the potential of seige weapons can be realized and perhaps be decisive. I am uncertain this is necessarily a bad thing. Think about it, if siege weapons cannot have a decisive effect in ideal conditions, then why have them? Now I will agree that they should not always be the deciding factor or should always trump player skill and abilities, but somewhere there is the right balance that needs to be found. As it is crystal clear obvious that we are WAY too far in the "does too little damage" side, I am willing to suffer some growing pains and be on the "does too much damage" side - temporarily - until siege weapons are in a good place.

    Less whining people, more productive feedback.

    All that being said, I do think resources should have a sort of active defense to prevent a lone sieger from killing all the NPCs. So I do not like this particular facet. But as has been pointed out, this was already a problem because a single level 35 with a bow could do the same thing. It is a fundamental problem that the change in siege weapons has magnified.

    Well thought out post which I appreciate so allow me to at least provide some responses to the points posed at me.


    First I have proposed what I think is the better decision when it comes to the idea of trying to break up zerg balls. First, let me be clear, I completely agree that siege damage needs to be increase. I had said this before, but worry/fear here is this is over the top. There is a happy medium where siege damage is high enough that you can't just stand in it and it will kill people, but not so high that it will provide this massive of a difference in the landscape of this game's pvp. As I have said before I think this makes siege more important than any other kind of influencing factor which frustrates me as a player who works hard on builds, position, skill, etc. Many people claim oh just don't get hit by siege, but I feel anyone who has played this game enough (and hopefully knows me) is that I will not stand in siege and completely lambast anyone I run with that do. However, that being said, I am not naive enough to think in a battlefield in a number of scenarios there are simply just too much enemy siege, or no way to avoid it (I promise you I already have situations where you cannot avoid siege), in these scenarios which tend to have zergs using them (and in safer/more readily available ways) it will significantly hurt gameplay.

    But to pull it bad to your criticism about helpful criticism or ideas that might be used instead. I think ZOS was onto something when they introduced something like magicka detonation. However their implementation is what left me wanting. We all want tools for fighting the zerg, but we must also agree whatever tool you implement needs to be near useless/not benefit the zerg. This is why I feel siege in any scenario other than keep defense is actually going to benefit the zerg (and in some cases keep sieges too). I prefer we put the tools to solve the zerg in the hands of the players, but it needs to be more dynamic than something like siege as a fire/forget easy to use tool that anyone can use without so much as a brain cell in any other aspects of the game in which influences PvP makes me a bit distraught and is just another sign of this game pushing to a casual atmosphere. Look at where we are with 1.6, any build basically can kill anything with very little trouble. Some see this as good, I see this as catering to people who just want to blow stuff up even if their build is poor. Spam the latest 1-2 hit ability or bring more friends is the solution to everything. Its not a shocker everyone and their mother are running 2hand builds or bow builds (for the most part), these builds while skilled players can make them extremely effective, are also simply effective on their own spamming 1 button and do not need to be in the hands of a good player to make strong. A scrub with a terrible gear setup can still wrecking blow you for over 10k. I see this similar problem in where siege is headed. Since it cannot be mitigated other than not being hit at all, there is very little you can do other than not get hit by it (and see what I said before about that line, while a very effective strategy becomes a very moot point in most cases where you try to combat enemy siege as the smaller group).

    Back to magicka det then, since its a skill this or something like it would bring the focus closer to the player's build, skillset, etc. It would take coordination, planning, and execution instead of point click. I think if ZOS tweaked some numbers here and there, along with how magicka det works we could have something effective. Once again I think siege can be effective to break up a zerg when applied correctly I think the number of times it will benefit instead of hinder a zerg is far too great. We all joke about it, but the zerg does the mob mentality. It does whats easy, quick, path of least resistance, etc. It doesn't handle organization well or adapting to situations. Siege slows down the game, especially with this damage. It will be very hard to engage a zerg siege, neigh impossible. Many claim flanking is the solution and flanking is the solution for your initial bomb. But in the case with large enough zergs and changing to rez mechanics (along with more players being alliance rank 10), the combination of large numbers, fast rezzes, and siege makes truly countering the zerg a monumental feet outside of very tightly packed areas. You push through an area of a zerg and kill many, but a few seconds later as you push to the next big group, everyone behind you has been rezzed by the lucky players (or smart ones) that avoided the initial push or simply spread out (yes some zerg players spread out when this happens, as they should to avoid being taken down by the small group). So this is starting to touch on why I think rez mechanics have started to become broken and I could spend a lot of time talking about that and how it benefits the zerg as well, but let me quickly just say I think there needs to be the reimplementation of destroying bodies that can't be rezzed or some similar solution, perhaps a skill or aoe that makes rezzing for a certain period of time impossible (kind of like a banish the souls or whatever name you wanna give it where maybe bodies in a certain area are now unrezzable for 2 minutes... make it a long cast time of the ability). Couple a few things like this and put the tool in the hand of the players instead of a tool that anyone can use. When a zerg is wiping someone, coordinating magicka det's wont work especially if they tweak how it works, it won't be useful to them. But to a small group it is a lethal tool (that right now is powerful, but not dynamic enough to be applied in enough zerg situations other than tight area bombs).


    Holy text of wall batman, I will stop here, but hopefully I've answered a few of your points. I would prefer pivoting on what tools we provide to players that require a bit more finesse and build planning/optimizing. Things more influenced by player builds, decisions, organization ,etc. All those different things that we do to influence our pvp experience instead of a very linear tool such as siege where it performs the same no matter who uses it, no matter how, it hits for X when you hit Y. (And again I think siege damage needed to be increased, but not quite to these levels, as it stands the damage is way too much once players start using it more effectively, even the zerg.)

    Appreciate the reply!

    I think we see eye to eye mostly. As much as ZoS receives flak about not changing stuff that it's players dislikes, I think they have a pretty consistent track record of (trying) to doing just that. Which is why I think it is important to clearly articulate what is actually broken, why it is, and where we see improvements from previous iterations of the game.

    I do think you underestimate the ability and tools good players have to mitigate siege weapon fire (as it is possible I am overestimating them). IIRC, a siege shield can mitigate up to 80% of incoming damage - a very strong ability that so few players used. Hell I never even bothered even training the skill. A single purge effectively declaws the DoT/aftereffect weapons like fire ballistas and meatbags for *a lot* of people. I know sometimes you get CCed and can't evade a impact and nobody purges. It looks like we agree if too much the latter happens and people are dying unavoidable deaths, then the damage needs to be scaled back. But I still think we need to say to ZoS "we still like that siege is useful, you just went to far," which is not what the OP said. Something else to consider, have the best guilds ever devised tactics around siege weapons? Only ground oils was something that the more famous guilds and players used. So I am unsure we are all of a sudden going to start seeing Cystalized operating a fire ballista because for all the damage it does do, it is still awkward to put that damage where the operator would like it to go (unlike ground oils which torched everyone attacking you). I certainly don't think it is a given and I still don't think it is mindless trying to operate a fire ballista in a fluid battle.

    I agree magicka detonation was a good idea not correctly implemented. the cast time is too long (aside from getting interrupted, the target often becomes ineligible after 2 seconds) and the damage really needs to scale according to the number of players in it's area of effect to live up to the name of the skill and its ideal.

    More to the point, I'd imagine the Holy Grail of MMOs is finding the right skill/balance so that finesse and planning will enable a smaller group to defeat a "zerg." I am unsure this is possible with simple raw tools as whatever you give small groups, larger ones can also use (and usually more effective). Teamspeak, experience, and coordination I think are the only ways a smaller group will consistently beat one significantly larger. But as I said I'm willing to go through some frustrations such as the under-performance of magicka detonation or the over-performance of siege weaponry...provided ZoS can adapt.

    I also do not want to see a game where the mindless pressing of one button can effectively trump player skill. If your fears turn out to be realized, I hope you can communicate to ZoS how clearly how their well-intentioned changes went to far and aid them in not overreacting to the "does too little damage" as whining seems to provoke. So to help them with their adjustments, I think it prudent not to come running to the forum after playing for 10 minutes whining how the oil dumped on your head killed you because you just rushed through the breach rather than waiting for a barrier or a purger. I'd prefer to wait a few days or so and then communicate my feedback. But apparently not everyone feels the same way.
    Edited by Joy_Division on March 23, 2015 9:56PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • WebBull
    WebBull
    ✭✭✭✭✭
    Itoq wrote: »
    Getting ready to go pvp.

    13yphyh.png

    I forget anything?

    Looks good LOL. May want to throw in a fire treb for those higher to reach places.
    Edited by WebBull on March 23, 2015 9:59PM
  • Hektlk
    Hektlk
    ✭✭✭
    The changes to siege damage is absolutely *** ***. It's just a way for [snip] to feel like they are relevant at PVP.

    [Moderator Note: Edited per our rules on Cursing & Profanity]
    Edited by ZOS_UlyssesW on March 24, 2015 2:25PM
    Potato Syndicate, IR, Havoc
    Ebonheart Pact, North America

    Hektík - VR14 Imperial Templar
  • WebBull
    WebBull
    ✭✭✭✭✭
    Hektlk wrote: »
    The changes to siege damage is absolutely *** ***. It's just a way for [snip] to feel like they're good at PVP.

    No surprise that EP players would hate these changes.

    [Moderator Note: Edited quote to match moderated version]
    Edited by ZOS_UlyssesW on March 24, 2015 2:21PM
  • Hektlk
    Hektlk
    ✭✭✭
    WebBull wrote: »
    Hektlk wrote: »
    The changes to siege damage is absolutely *** ***. It's just a way for *** to feel like they're good at PVP.

    No surprise that EP players would hate these changes.

    Getting one shot killed is *** stupid no matter what faction you are.
    Potato Syndicate, IR, Havoc
    Ebonheart Pact, North America

    Hektík - VR14 Imperial Templar
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