^ThisxDOVAHKIINx wrote: »Today I saw groups of 30 use siege on groups of 10 and less. PvP is just pathetic at this point
trimsic_ESO wrote: »trimsic_ESO wrote: »if this is what you consider skillful play then I think I am done talking here.... so much skill, charge uppercut 80% of the time.... full reliance on the items... and spamming button to what add-ons popped up...
What exactly is skillful about point and click siege? Full reliance on items (isn't that what you are with siege?)? Are you that blind?
I could show a video of a guy spamming 1 skill all day and it would still likely show more skill. You want to know why (note this is a dumbed down example to show how ludicrous the comparison is yet still is a better example of skill)? Because the player spamming that 1 skill would have put a lot of thought, effort, and planning into making that build work. Why again you ask? Because that player needed to go out and find/couple the right gear sets together to optimize the build for the sole purpose of that ability (whatever it is). Not only did that player spend time on a gear set to optimize that build, he/she also put together the other skills on the bar to optimize it. Even if only 1 ability is being spammed, that player is running other abilities to support it passively. Perhaps there are escapes on the bar, perhaps there are abilities with passive bonuses, etc. In addition, that player needs to then succeed in using this ability around other enemies (possibly coordinating with teammates).
As I said before this is the simplest, dumbest example I can give of a player using skills to be "skillful" and its still better than siege spam. Because with siege you remove entirely half of what makes an MMO, an MMO. Gear/build customization.
Wise words, shame non of the siege dmg defenders will understand that.
What I understand is that Huntler tries to make people realize that his own mentality of what should be a mmorpg game is in reality the mentality of a battleground environment. Cyrodiil is large scale open world pvp with keeps to assault. Just like Wintergrasp in Wow, you have siege engines to assist players. And they do a *** of damage, as intended.
Key word you used "assist players", not replace any other form of combat as its with such absurd dmg. ESO is not Battlefield 4, one shotting should not happen in mmo no matter what hits you, its fps domain. And Huntler idea of mmo is very accurate by any standards.
As Agrippa and other great members of this community pointed out several times, if you get one-shotted by a siege projectile, you are a glass cannon type of character and it's time for you to spec and gear accordingly to face the thruth. nuff said
In a well designed game, there is a room for:
- tanks
- healers
- and glass canon archetypes
Well, this is even the basis of PVP.
and there still is place for glass canons, just dont get hit by the siege weapon.... i mean, unless you are building a melee glass canon (which is then stupid) then you should have zero problem with kiting siege, I can do it as a melee/ranged hybrid, so can you (today got 1 hit killed by treb and only beca\use i thought I can stay 1 more second to shoot my stuff).
Sorry, but did you play an MMO before?
Just asking, because you are pretending that a melee character can't be a glass canon. We're playing in a team, with one or more healers, you know?
But yes, you are right: in ESO it's just not possible to do that, and it's one one numerous issues of this game: being too limited in the role and build, and forcing people to have all the same stuff and template.
^ThisxDOVAHKIINx wrote: »Today I saw groups of 30 use siege on groups of 10 and less. PvP is just pathetic at this point
Zenimax pvp crew must be the dumbest freak'n people on the planet to implement something like this.
24k? Doesn't sound so bad after all.
And you know what? I don't mind, I think the game is waaaaaay better now.
trimsic_ESO wrote: »if this is what you consider skillful play then I think I am done talking here.... so much skill, charge uppercut 80% of the time.... full reliance on the items... and spamming button to what add-ons popped up...
What exactly is skillful about point and click siege? Full reliance on items (isn't that what you are with siege?)? Are you that blind?
I could show a video of a guy spamming 1 skill all day and it would still likely show more skill. You want to know why (note this is a dumbed down example to show how ludicrous the comparison is yet still is a better example of skill)? Because the player spamming that 1 skill would have put a lot of thought, effort, and planning into making that build work. Why again you ask? Because that player needed to go out and find/couple the right gear sets together to optimize the build for the sole purpose of that ability (whatever it is). Not only did that player spend time on a gear set to optimize that build, he/she also put together the other skills on the bar to optimize it. Even if only 1 ability is being spammed, that player is running other abilities to support it passively. Perhaps there are escapes on the bar, perhaps there are abilities with passive bonuses, etc. In addition, that player needs to then succeed in using this ability around other enemies (possibly coordinating with teammates).
As I said before this is the simplest, dumbest example I can give of a player using skills to be "skillful" and its still better than siege spam. Because with siege you remove entirely half of what makes an MMO, an MMO. Gear/build customization.
Wise words, shame non of the siege dmg defenders will understand that.
What I understand is that Huntler tries to make people realize that his own mentality of what should be a mmorpg game is in reality the mentality of a battleground environment. Cyrodiil is large scale open world pvp with keeps to assault. Just like Wintergrasp in Wow, you have siege engines to assist players. And they do a *** of damage, as intended.
Key word you used "assist players", not replace any other form of combat as its with such absurd dmg. ESO is not Battlefield 4, one shotting should not happen in mmo no matter what hits you, its fps domain. And Huntler idea of mmo is very accurate by any standards.
As Agrippa and other great members of this community pointed out several times, if you get one-shotted by a siege projectile, you are a glass cannon type of character and it's time for you to spec and gear accordingly to face the thruth. nuff said
In a well designed game, there is a room for:
- tanks
- healers
- and glass canon archetypes
Well, this is even the basis of PVP.
It's rather obvious that you have no MMO experience.trimsic_ESO wrote: »trimsic_ESO wrote: »if this is what you consider skillful play then I think I am done talking here.... so much skill, charge uppercut 80% of the time.... full reliance on the items... and spamming button to what add-ons popped up...
What exactly is skillful about point and click siege? Full reliance on items (isn't that what you are with siege?)? Are you that blind?
I could show a video of a guy spamming 1 skill all day and it would still likely show more skill. You want to know why (note this is a dumbed down example to show how ludicrous the comparison is yet still is a better example of skill)? Because the player spamming that 1 skill would have put a lot of thought, effort, and planning into making that build work. Why again you ask? Because that player needed to go out and find/couple the right gear sets together to optimize the build for the sole purpose of that ability (whatever it is). Not only did that player spend time on a gear set to optimize that build, he/she also put together the other skills on the bar to optimize it. Even if only 1 ability is being spammed, that player is running other abilities to support it passively. Perhaps there are escapes on the bar, perhaps there are abilities with passive bonuses, etc. In addition, that player needs to then succeed in using this ability around other enemies (possibly coordinating with teammates).
As I said before this is the simplest, dumbest example I can give of a player using skills to be "skillful" and its still better than siege spam. Because with siege you remove entirely half of what makes an MMO, an MMO. Gear/build customization.
Wise words, shame non of the siege dmg defenders will understand that.
What I understand is that Huntler tries to make people realize that his own mentality of what should be a mmorpg game is in reality the mentality of a battleground environment. Cyrodiil is large scale open world pvp with keeps to assault. Just like Wintergrasp in Wow, you have siege engines to assist players. And they do a *** of damage, as intended.
Key word you used "assist players", not replace any other form of combat as its with such absurd dmg. ESO is not Battlefield 4, one shotting should not happen in mmo no matter what hits you, its fps domain. And Huntler idea of mmo is very accurate by any standards.
As Agrippa and other great members of this community pointed out several times, if you get one-shotted by a siege projectile, you are a glass cannon type of character and it's time for you to spec and gear accordingly to face the thruth. nuff said
In a well designed game, there is a room for:
- tanks
- healers
- and glass canon archetypes
Well, this is even the basis of PVP.
and there still is place for glass canons, just dont get hit by the siege weapon.... i mean, unless you are building a melee glass canon (which is then stupid) then you should have zero problem with kiting siege, I can do it as a melee/ranged hybrid, so can you (today got 1 hit killed by treb and only beca\use i thought I can stay 1 more second to shoot my stuff).
Sorry, but did you play an MMO before?
Just asking, because you are pretending that a melee character can't be a glass canon. We're playing in a team, with one or more healers, you know?
But yes, you are right: in ESO it's just not possible to do that, and it's one one numerous issues of this game: being too limited in the role and build, and forcing people to have all the same stuff and template.
melee glass canon works, just not during the sieges.... I mean, you still can gank people with it, or stealth to the back and kill siege crews in open field combat or even during the counter attack when besieged... just do not expect to use it near the walls when the enemy is defending the keep, it is rather obvious, no?
if this is what you consider skillful play then I think I am done talking here.... so much skill, charge uppercut 80% of the time.... full reliance on the items... and spamming button to what add-ons popped up...
What exactly is skillful about point and click siege? Full reliance on items (isn't that what you are with siege?)? Are you that blind?
I could show a video of a guy spamming 1 skill all day and it would still likely show more skill. You want to know why (note this is a dumbed down example to show how ludicrous the comparison is yet still is a better example of skill)? Because the player spamming that 1 skill would have put a lot of thought, effort, and planning into making that build work. Why again you ask? Because that player needed to go out and find/couple the right gear sets together to optimize the build for the sole purpose of that ability (whatever it is). Not only did that player spend time on a gear set to optimize that build, he/she also put together the other skills on the bar to optimize it. Even if only 1 ability is being spammed, that player is running other abilities to support it passively. Perhaps there are escapes on the bar, perhaps there are abilities with passive bonuses, etc. In addition, that player needs to then succeed in using this ability around other enemies (possibly coordinating with teammates).
As I said before this is the simplest, dumbest example I can give of a player using skills to be "skillful" and its still better than siege spam. Because with siege you remove entirely half of what makes an MMO, an MMO. Gear/build customization.
Skill in a MMO is not really spamming buttons or skills, although there is a minor impact of it (obviously correct timings, reactions, etc. are important). Skill gets involved with 2 primary components: Planning and During. The planning phase is half of what makes a MMO and corresponds to skill and it happens days, weeks, etc. before you do any fight. With siege, planning is entirely removed. The "During" phase when it comes to skill is spatial awareness such as not standing in red, blocking certain attacks, bashing others, roll dodging when needing to, correctly timing attacks/combos, etc.
Now count all of those above items that I believe (and hopefully you do too) impact skill, and tell me.... how many are involved with siege? How many are involved with the other option (aka fighting).
you just told everyone how to dodge siege and called it "half of what makes an MMO"
even the bridge is so *** funny now. just wow. Kris @Lava_Croft come with me mateeee let's siege the world
even the bridge is so *** funny now. just wow. Kris @Lava_Croft come with me mateeee let's siege the world
Broken bs mechanic for nabsters loving 1 button gameplay. Dark dark times. No idea how "pvp team" from ZOS could figure such idiotic system.
I love the rage, one button no skill? As in on button impulse and one button bats and one button flame lash or one button talons. Many pvp players are one button monsters. Now it’s one button wrecking blow and one button meteors. It’s not going to be nerfed it did what they wanted us to do, we are spreading out. I love it. I would make the DOTS click slower and would decrease the price of soul gems a little and make purge and siege shield cheaper to cast but keep the damage as is. It has single handedly reduced the bat population significantly. They carry rabies you know.
if this is what you consider skillful play then I think I am done talking here.... so much skill, charge uppercut 80% of the time.... full reliance on the items... and spamming button to what add-ons popped up...
What exactly is skillful about point and click siege? Full reliance on items (isn't that what you are with siege?)? Are you that blind?
I could show a video of a guy spamming 1 skill all day and it would still likely show more skill. You want to know why (note this is a dumbed down example to show how ludicrous the comparison is yet still is a better example of skill)? Because the player spamming that 1 skill would have put a lot of thought, effort, and planning into making that build work. Why again you ask? Because that player needed to go out and find/couple the right gear sets together to optimize the build for the sole purpose of that ability (whatever it is). Not only did that player spend time on a gear set to optimize that build, he/she also put together the other skills on the bar to optimize it. Even if only 1 ability is being spammed, that player is running other abilities to support it passively. Perhaps there are escapes on the bar, perhaps there are abilities with passive bonuses, etc. In addition, that player needs to then succeed in using this ability around other enemies (possibly coordinating with teammates).
As I said before this is the simplest, dumbest example I can give of a player using skills to be "skillful" and its still better than siege spam. Because with siege you remove entirely half of what makes an MMO, an MMO. Gear/build customization.
Skill in a MMO is not really spamming buttons or skills, although there is a minor impact of it (obviously correct timings, reactions, etc. are important). Skill gets involved with 2 primary components: Planning and During. The planning phase is half of what makes a MMO and corresponds to skill and it happens days, weeks, etc. before you do any fight. With siege, planning is entirely removed. The "During" phase when it comes to skill is spatial awareness such as not standing in red, blocking certain attacks, bashing others, roll dodging when needing to, correctly timing attacks/combos, etc.
Now count all of those above items that I believe (and hopefully you do too) impact skill, and tell me.... how many are involved with siege? How many are involved with the other option (aka fighting).
Agrippa_Invisus wrote: »Played around with a build that had 38K HPs.
Never died to siege, even getting hit by two at once (meatbag and fire ballista to inform). Got to feel like I made a major difference in some keep defenses as well by being able to move, redeploy siege, and suffer incoming fire.
OTOH, in the open field, I couldn't kill anyone. I did on a couple occasions drag nightblades banging on my armor from a considerable ways out to a keep wall before they gave up.
Tradeoffs.
In a group environment where I had to move and kill, I'd probably go with different gear/skill bars. This would leave me less tanky and more capable of dealing damage, transforming my role from tank to DPS.
Agrippa_Invisus wrote: »Played around with a build that had 38K HPs.
Never died to siege, even getting hit by two at once (meatbag and fire ballista to inform). Got to feel like I made a major difference in some keep defenses as well by being able to move, redeploy siege, and suffer incoming fire.
OTOH, in the open field, I couldn't kill anyone. I did on a couple occasions drag nightblades banging on my armor from a considerable ways out to a keep wall before they gave up.
Tradeoffs.
In a group environment where I had to move and kill, I'd probably go with different gear/skill bars. This would leave me less tanky and more capable of dealing damage, transforming my role from tank to DPS.
I'll keep you up tonight, promise. Go back to DPS!
I believe that 25k+ health is sufficient, as a healer I had to respec and put 30 points into health, but with damage shields and prompt purging, I can take reasonable siege fire with ease and hardly feel the pressure.
Big pet peeve of mine right now though is that my teammates aren't getting the purify synergy prompt as quick as they should be.
I love the rage, one button no skill? As in on button impulse and one button bats and one button flame lash or one button talons. Many pvp players are one button monsters. Now it’s one button wrecking blow and one button meteors. It’s not going to be nerfed it did what they wanted us to do, we are spreading out. I love it. I would make the DOTS click slower and would decrease the price of soul gems a little and make purge and siege shield cheaper to cast but keep the damage as is. It has single handedly reduced the bat population significantly. They carry rabies you know.
Skill in a MMO is not really spamming buttons or skills, although there is a minor impact of it (obviously correct timings, reactions, etc. are important). Skill gets involved with 2 primary components: Planning and During. The planning phase is half of what makes a MMO and corresponds to skill and it happens days, weeks, etc. before you do any fight. With siege, planning is entirely removed. The "During" phase when it comes to skill is spatial awareness such as not standing in red, blocking certain attacks, bashing others, roll dodging when needing to, correctly timing attacks/combos, etc.if this is what you consider skillful play then I think I am done talking here.... so much skill, charge uppercut 80% of the time.... full reliance on the items... and spamming button to what add-ons popped up...
Now count all of those above items that I believe (and hopefully you do too) impact skill, and tell me.... how many are involved with siege? How many are involved with the other option (aka fighting).
Lava_Croft wrote: »The changes to siege damage are simply awesome and have greatly improved the overall PvP experience.
I'm a '0 skills nab'.Lava_Croft wrote: »The changes to siege damage are simply awesome and have greatly improved the overall PvP experience.
Not sure if troll or 0 skills nab.
Lava_Croft wrote: »I'm a '0 skills nab'.Lava_Croft wrote: »The changes to siege damage are simply awesome and have greatly improved the overall PvP experience.
Not sure if troll or 0 skills nab.
Skill in a MMO is not really spamming buttons or skills, although there is a minor impact of it (obviously correct timings, reactions, etc. are important). Skill gets involved with 2 primary components: Planning and During. The planning phase is half of what makes a MMO and corresponds to skill and it happens days, weeks, etc. before you do any fight. With siege, planning is entirely removed. The "During" phase when it comes to skill is spatial awareness such as not standing in red, blocking certain attacks, bashing others, roll dodging when needing to, correctly timing attacks/combos, etc.if this is what you consider skillful play then I think I am done talking here.... so much skill, charge uppercut 80% of the time.... full reliance on the items... and spamming button to what add-ons popped up...
Now count all of those above items that I believe (and hopefully you do too) impact skill, and tell me.... how many are involved with siege? How many are involved with the other option (aka fighting).
There are two kinds of planning involved in a fight, its the planning of your build/equipment for the skirmishes and there's the greater battle plan involving positioning, siege and maybe multiple coordinated strike teams.
During the fight you need spatial awareness such as not standing in red, roll dodging when needing to, and also quick thinking about where to move the fight, and to know where you weak spots/blind spots are in any given scenario. This applies to the whole fight, siege or no siege. Actually hard hitting siege increases the need for awareness and the ability to change tactics quickly both alone and as a group imo.
So your rethorical question does not convince me that siege requires no skill in planning or duration of a fight, on the contrary it adds another dimension of planning and even more need of sitational awareness during a fight.
I always look around me to see if seige is getting deployed - because then I know where my next target isSiege make strategically good positions in the terrain/battlefield more important. I like that!
But siege should maybe take longer to deploy, it should allways be a high risk operation to set up.
Lava_Croft wrote: »I'm a '0 skills nab'.Lava_Croft wrote: »The changes to siege damage are simply awesome and have greatly improved the overall PvP experience.
Not sure if troll or 0 skills nab.
I trust your words so gave you "agree" on postSkill in a MMO is not really spamming buttons or skills, although there is a minor impact of it (obviously correct timings, reactions, etc. are important). Skill gets involved with 2 primary components: Planning and During. The planning phase is half of what makes a MMO and corresponds to skill and it happens days, weeks, etc. before you do any fight. With siege, planning is entirely removed. The "During" phase when it comes to skill is spatial awareness such as not standing in red, blocking certain attacks, bashing others, roll dodging when needing to, correctly timing attacks/combos, etc.if this is what you consider skillful play then I think I am done talking here.... so much skill, charge uppercut 80% of the time.... full reliance on the items... and spamming button to what add-ons popped up...
Now count all of those above items that I believe (and hopefully you do too) impact skill, and tell me.... how many are involved with siege? How many are involved with the other option (aka fighting).
There are two kinds of planning involved in a fight, its the planning of your build/equipment for the skirmishes and there's the greater battle plan involving positioning, siege and maybe multiple coordinated strike teams.
During the fight you need spatial awareness such as not standing in red, roll dodging when needing to, and also quick thinking about where to move the fight, and to know where you weak spots/blind spots are in any given scenario. This applies to the whole fight, siege or no siege. Actually hard hitting siege increases the need for awareness and the ability to change tactics quickly both alone and as a group imo.
So your rethorical question does not convince me that siege requires no skill in planning or duration of a fight, on the contrary it adds another dimension of planning and even more need of sitational awareness during a fight.
I always look around me to see if seige is getting deployed - because then I know where my next target isSiege make strategically good positions in the terrain/battlefield more important. I like that!
But siege should maybe take longer to deploy, it should allways be a high risk operation to set up.
What you say is partially true. Its make game more demanding for team facing sieges. But what you conviniently skip is that team with sieges skill requirements are much lower that the skills needed to counter idiotic siege dmg. And thats the problem. Minimal risk, 0 effort in char/gear/team build is deadly and require lot effort to counter that. Now put it in hand of any semi decent team, with few balistas, solid def tanks spamming roots/snares and you have mass murder done way too easy.
Lava_Croft wrote: »I'm a '0 skills nab'.Lava_Croft wrote: »The changes to siege damage are simply awesome and have greatly improved the overall PvP experience.
Not sure if troll or 0 skills nab.
I trust your words so gave you "agree" on postSkill in a MMO is not really spamming buttons or skills, although there is a minor impact of it (obviously correct timings, reactions, etc. are important). Skill gets involved with 2 primary components: Planning and During. The planning phase is half of what makes a MMO and corresponds to skill and it happens days, weeks, etc. before you do any fight. With siege, planning is entirely removed. The "During" phase when it comes to skill is spatial awareness such as not standing in red, blocking certain attacks, bashing others, roll dodging when needing to, correctly timing attacks/combos, etc.if this is what you consider skillful play then I think I am done talking here.... so much skill, charge uppercut 80% of the time.... full reliance on the items... and spamming button to what add-ons popped up...
Now count all of those above items that I believe (and hopefully you do too) impact skill, and tell me.... how many are involved with siege? How many are involved with the other option (aka fighting).
There are two kinds of planning involved in a fight, its the planning of your build/equipment for the skirmishes and there's the greater battle plan involving positioning, siege and maybe multiple coordinated strike teams.
During the fight you need spatial awareness such as not standing in red, roll dodging when needing to, and also quick thinking about where to move the fight, and to know where you weak spots/blind spots are in any given scenario. This applies to the whole fight, siege or no siege. Actually hard hitting siege increases the need for awareness and the ability to change tactics quickly both alone and as a group imo.
So your rethorical question does not convince me that siege requires no skill in planning or duration of a fight, on the contrary it adds another dimension of planning and even more need of sitational awareness during a fight.
I always look around me to see if seige is getting deployed - because then I know where my next target isSiege make strategically good positions in the terrain/battlefield more important. I like that!
But siege should maybe take longer to deploy, it should allways be a high risk operation to set up.
What you say is partially true. Its make game more demanding for team facing sieges. But what you conviniently skip is that team with sieges skill requirements are much lower that the skills needed to counter idiotic siege dmg. And thats the problem. Minimal risk, 0 effort in char/gear/team build is deadly and require lot effort to counter that. Now put it in hand of any semi decent team, with few balistas, solid def tanks spamming roots/snares and you have mass murder done way too easy.
And i partly agree with that as well. Allthough im sure good attacking teams will figure out a counter to the defending scenario you just outlinedBottom line I still think its a better game then before, that's where we differ i guess.
What do you think of an increased deployment time? Maybe even an increased deployment time outside of keeps to make siege less viable in group vs group fights?
If an enemy has fortified a position in advance it SHOULD be much harder to take i think, but to be able to fortify you position with siege in a few seconds doesnt feel quite right.
Lava_Croft wrote: »I'm a '0 skills nab'.Lava_Croft wrote: »The changes to siege damage are simply awesome and have greatly improved the overall PvP experience.
Not sure if troll or 0 skills nab.
Lava_Croft wrote: »I'm a '0 skills nab'.Lava_Croft wrote: »The changes to siege damage are simply awesome and have greatly improved the overall PvP experience.
Not sure if troll or 0 skills nab.
I trust your words so gave you "agree" on postSkill in a MMO is not really spamming buttons or skills, although there is a minor impact of it (obviously correct timings, reactions, etc. are important). Skill gets involved with 2 primary components: Planning and During. The planning phase is half of what makes a MMO and corresponds to skill and it happens days, weeks, etc. before you do any fight. With siege, planning is entirely removed. The "During" phase when it comes to skill is spatial awareness such as not standing in red, blocking certain attacks, bashing others, roll dodging when needing to, correctly timing attacks/combos, etc.if this is what you consider skillful play then I think I am done talking here.... so much skill, charge uppercut 80% of the time.... full reliance on the items... and spamming button to what add-ons popped up...
Now count all of those above items that I believe (and hopefully you do too) impact skill, and tell me.... how many are involved with siege? How many are involved with the other option (aka fighting).
There are two kinds of planning involved in a fight, its the planning of your build/equipment for the skirmishes and there's the greater battle plan involving positioning, siege and maybe multiple coordinated strike teams.
During the fight you need spatial awareness such as not standing in red, roll dodging when needing to, and also quick thinking about where to move the fight, and to know where you weak spots/blind spots are in any given scenario. This applies to the whole fight, siege or no siege. Actually hard hitting siege increases the need for awareness and the ability to change tactics quickly both alone and as a group imo.
So your rethorical question does not convince me that siege requires no skill in planning or duration of a fight, on the contrary it adds another dimension of planning and even more need of sitational awareness during a fight.
I always look around me to see if seige is getting deployed - because then I know where my next target isSiege make strategically good positions in the terrain/battlefield more important. I like that!
But siege should maybe take longer to deploy, it should allways be a high risk operation to set up.
What you say is partially true. Its make game more demanding for team facing sieges. But what you conviniently skip is that team with sieges skill requirements are much lower that the skills needed to counter idiotic siege dmg. And thats the problem. Minimal risk, 0 effort in char/gear/team build is deadly and require lot effort to counter that. Now put it in hand of any semi decent team, with few balistas, solid def tanks spamming roots/snares and you have mass murder done way too easy.
And i partly agree with that as well. Allthough im sure good attacking teams will figure out a counter to the defending scenario you just outlinedBottom line I still think its a better game then before, that's where we differ i guess.
What do you think of an increased deployment time? Maybe even an increased deployment time outside of keeps to make siege less viable in group vs group fights?
If an enemy has fortified a position in advance it SHOULD be much harder to take i think, but to be able to fortify you position with siege in a few seconds doesnt feel quite right.
Increase deployment would be some kind of solution but that wouldnt solve issue with 20 balistas spam on keep def or for example choke points like gates on way to scrolls. Theres no way around there, you have to pass one little gate, with oils on top, caltrops inside gate and 20 balistas aiming and devastating anyone entering. In this scenario it doesnt make "harder to attack", it make it impossible to break if defenders know what they doing. And deployment time wont help with that either as after loosing keeps theres still plenty time to fortify gates. Dmg reduction is necessary.