Nice bs. Any nab lvl 10 can sit naked and without single skill and get kills balista. Maybe for beings like you its "new skilled player", for me is broken mechanic for baddies.
xDOVAHKIINx wrote: »Currently siege is a one way street in favor of the aggressor, there is no real way to mitigate it
There are skills designed to mitigate siege (Siege Shield). There are heals, purges, massive group shields (Barrier) and snare immunity buffs (Retreating Maneuvers). There are actions designed to move you out of AoE while avoiding damage (Dodge Roll). There are playstyle choices that reduce your vulnerability to siege (don't bunch up) or eliminate the damage altogether (circle around the guy on the ballista and kill him).
Some of these won't work in every situation, but every situation can be addressed through at least a couple of the above.
PeggymoeXD wrote: »Shield, roll, cloak, purge, purify, roll, move, get away, mitigate damage, roll, don't go in the AoE. <-- Some secrets to not dying to siege.
Again. Why on earth you have to do so much things to counter 1 click nab sitting on siege? Where are his superior skills to hit 20k+ without any bothering with gear, spec, leveling. Risk vs reward, effort vs reward. Broken siege remove any balance from those factors.
Its not about dying to siege but totally broken concept having nothing common with idea of player vs player game.
Aren't we glad you're the lead expert here. I'm all for discussion but your "nab this noob that" babble gets old rather fast.31:05 Q "Are you generally happy with the damage increase in siege damage."
A "I like it!" "I like that it gives the sense of war again." "Cyrodiil for a while was very ummm stick to the herd orrrr, die."
He does goes on to say how it has its negatives and takes away the skill factor.
I never stuck to the herd before. Now its the only option.
Oh my god. Pvp lead designer have so little clue what pvp is about...
^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.
PeggymoeXD wrote: »Shield, roll, cloak, purge, purify, roll, move, get away, mitigate damage, roll, don't go in the AoE. <-- Some secrets to not dying to siege.
Again. Why on earth you have to do so much things to counter 1 click nab sitting on siege? Where are his superior skills to hit 20k+ without any bothering with gear, spec, leveling. Risk vs reward, effort vs reward. Broken siege remove any balance from those factors.
Its not about dying to siege but totally broken concept having nothing common with idea of player vs player game.
Aren't we glad you're the lead expert here. I'm all for discussion but your "nab this noob that" babble gets old rather fast.31:05 Q "Are you generally happy with the damage increase in siege damage."
A "I like it!" "I like that it gives the sense of war again." "Cyrodiil for a while was very ummm stick to the herd orrrr, die."
He does goes on to say how it has its negatives and takes away the skill factor.
I never stuck to the herd before. Now its the only option.
Oh my god. Pvp lead designer have so little clue what pvp is about...
As far as realism putting aside the fact that you can have 150 1 ton flaming boulders in your backback, or that fact you can put a siege mechanism like a trebuchet together in seconds, or that one person could do it by themselves, or that even one person could fire and load it by themselves, or that you could reload it and fire it in seconds ...
Please show me an example in "war" where armies setup trebuchets out in open fields to attack groups of armies. The siege they are using in this game was designed to siege castles and keeps none of it was designed to attack groups of armies because in reality they took far to long to put together, reload and took a small army of people just to get it to the battle field, a day or two to put together and another small army to man/reload them. Even the easiest to believe of these siege engines (ballista) would take a team to reload, would have to be built on the field of battle. If anyone was dumb enough to use these in open field they would be killed by the army before they could get one put together.
As far as staying out of the red that would be a lot easier if friendly siege wasn't also red!
As far as realism putting aside the fact that you can have 150 1 ton flaming boulders in your backback, or that fact you can put a siege mechanism like a trebuchet together in seconds, or that one person could do it by themselves, or that even one person could fire and load it by themselves, or that you could reload it and fire it in seconds ...
Please show me an example in "war" where armies setup trebuchets out in open fields to attack groups of armies. The siege they are using in this game was designed to siege castles and keeps none of it was designed to attack groups of armies because in reality they took far to long to put together, reload and took a small army of people just to get it to the battle field, a day or two to put together and another small army to man/reload them. Even the easiest to believe of these siege engines (ballista) would take a team to reload, would have to be built on the field of battle. If anyone was dumb enough to use these in open field they would be killed by the army before they could get one put together.
As far as staying out of the red that would be a lot easier if friendly siege wasn't also red!
Ballistae were specifically designed to be anti-infantry weapons. The fact fire ballista are so darn useful and the aiming arc on them in comparison to treb proves this fact.
Also it was common place to use trebs to launch Greek fire and disease not only over enemy keep walls, but right into the infantry front lines during battles. This was common place as much as the English Longbowmen later became.
It made sense to shell your enemy from range, the ballista was developed more to focus solely as more of an anti infantry weapon. As it was smaller, less cumbersome, easier to move and deploy compared to a treb, with a faster rate if fire. Ballista were terrible for shooting walls because that's not what they were really designed for.
A treb can be and was used as a multi-purpose weapon because simply changing what you were throwing from a rock to Greek fire, or disease, etc made it useful for long range shelling of the enemy, but they were not ideal for use against infantry at closer ranges, were much more cumbersome to move and deploy, thus the ballista found its place.
It was totally plausible to fire on troops with well defended trebs especially to soften them up as they charged the line, the ballitsa was just better suited for close and more so medium range encounters that were most prominent.
PeggymoeXD wrote: »At this point the people arguing the siege damage into the ground can obviously not be swayed. They refuse to understand this is an Alliance war. I'm sure there will plenty of fun to be had for them when there are PvP modes that don't involve siege. But for now, we will have to put up with the close-mindedness, because siege should hurt. The players who understand this and work their builds around this fact are now the skilled players. The ones who gripe because they cannot adapt, are not.
Cervanteseric85ub17_ESO wrote: »PeggymoeXD wrote: »At this point the people arguing the siege damage into the ground can obviously not be swayed. They refuse to understand this is an Alliance war. I'm sure there will plenty of fun to be had for them when there are PvP modes that don't involve siege. But for now, we will have to put up with the close-mindedness, because siege should hurt. The players who understand this and work their builds around this fact are now the skilled players. The ones who gripe because they cannot adapt, are not.
That's what people said about ground oils, but you were probably defending those too with the simply answer of "get out of the red circle nub". People who are defending the outrageous siege damage claiming this is alliance warfare obviously do not understand basic risk v reward and how it functions within a RvR game. In the end it is what it is, ZoS will make the game how they see fit, if they want to make this a siege warfare game that's fine. As soon as something gets unchained I am sure any player who is looking for a real realm vs realm will pack it up.
Cervanteseric85ub17_ESO wrote: »PeggymoeXD wrote: »At this point the people arguing the siege damage into the ground can obviously not be swayed. They refuse to understand this is an Alliance war. I'm sure there will plenty of fun to be had for them when there are PvP modes that don't involve siege. But for now, we will have to put up with the close-mindedness, because siege should hurt. The players who understand this and work their builds around this fact are now the skilled players. The ones who gripe because they cannot adapt, are not.
That's what people said about ground oils, but you were probably defending those too with the simply answer of "get out of the red circle nub". People who are defending the outrageous siege damage claiming this is alliance warfare obviously do not understand basic risk v reward and how it functions within a RvR game. In the end it is what it is, ZoS will make the game how they see fit, if they want to make this a siege warfare game that's fine. As soon as something gets unchained I am sure any player who is looking for a real realm vs realm will pack it up.
The funniest thing about this, is most of the names I see defending this new siege damage... screamed bloody murder that ground oils were imba.... its freaking hilarious.
Cervanteseric85ub17_ESO wrote: »PeggymoeXD wrote: »At this point the people arguing the siege damage into the ground can obviously not be swayed. They refuse to understand this is an Alliance war. I'm sure there will plenty of fun to be had for them when there are PvP modes that don't involve siege. But for now, we will have to put up with the close-mindedness, because siege should hurt. The players who understand this and work their builds around this fact are now the skilled players. The ones who gripe because they cannot adapt, are not.
That's what people said about ground oils, but you were probably defending those too with the simply answer of "get out of the red circle nub". People who are defending the outrageous siege damage claiming this is alliance warfare obviously do not understand basic risk v reward and how it functions within a RvR game. In the end it is what it is, ZoS will make the game how they see fit, if they want to make this a siege warfare game that's fine. As soon as something gets unchained I am sure any player who is looking for a real realm vs realm will pack it up.
The funniest thing about this, is most of the names I see defending this new siege damage... screamed bloody murder that ground oils were imba.... its freaking hilarious.
No, they were actually screaming bloody murder that its *** you can stand in bubbling oil while your enemies melt instantly. It was dumb. It was stupid. It was ridiculously unrealistic. That was the issue with them, not the damage they caused.
IcyDeadPeople wrote: »Cervanteseric85ub17_ESO wrote: »PeggymoeXD wrote: »At this point the people arguing the siege damage into the ground can obviously not be swayed. They refuse to understand this is an Alliance war. I'm sure there will plenty of fun to be had for them when there are PvP modes that don't involve siege. But for now, we will have to put up with the close-mindedness, because siege should hurt. The players who understand this and work their builds around this fact are now the skilled players. The ones who gripe because they cannot adapt, are not.
That's what people said about ground oils, but you were probably defending those too with the simply answer of "get out of the red circle nub". People who are defending the outrageous siege damage claiming this is alliance warfare obviously do not understand basic risk v reward and how it functions within a RvR game. In the end it is what it is, ZoS will make the game how they see fit, if they want to make this a siege warfare game that's fine. As soon as something gets unchained I am sure any player who is looking for a real realm vs realm will pack it up.
The funniest thing about this, is most of the names I see defending this new siege damage... screamed bloody murder that ground oils were imba.... its freaking hilarious.
No, they were actually screaming bloody murder that its *** you can stand in bubbling oil while your enemies melt instantly. It was dumb. It was stupid. It was ridiculously unrealistic. That was the issue with them, not the damage they caused.
To be fair, you can stand in friendly firepot treb AOE while enemies melt, this is pretty much the same scenario.
Personally I had a lot of fun with ground oil, and I'd like to see it return. However, I gather the developers intend for this to be limited to dropping from higher elevation.
Cervanteseric85ub17_ESO wrote: »PeggymoeXD wrote: »At this point the people arguing the siege damage into the ground can obviously not be swayed. They refuse to understand this is an Alliance war. I'm sure there will plenty of fun to be had for them when there are PvP modes that don't involve siege. But for now, we will have to put up with the close-mindedness, because siege should hurt. The players who understand this and work their builds around this fact are now the skilled players. The ones who gripe because they cannot adapt, are not.
That's what people said about ground oils, but you were probably defending those too with the simply answer of "get out of the red circle nub". People who are defending the outrageous siege damage claiming this is alliance warfare obviously do not understand basic risk v reward and how it functions within a RvR game. In the end it is what it is, ZoS will make the game how they see fit, if they want to make this a siege warfare game that's fine. As soon as something gets unchained I am sure any player who is looking for a real realm vs realm will pack it up.
The funniest thing about this, is most of the names I see defending this new siege damage... screamed bloody murder that ground oils were imba.... its freaking hilarious.
No, they were actually screaming bloody murder that its *** you can stand in bubbling oil while your enemies melt instantly. It was dumb. It was stupid. It was ridiculously unrealistic. That was the issue with them, not the damage they caused.
Cervanteseric85ub17_ESO wrote: »PeggymoeXD wrote: »At this point the people arguing the siege damage into the ground can obviously not be swayed. They refuse to understand this is an Alliance war. I'm sure there will plenty of fun to be had for them when there are PvP modes that don't involve siege. But for now, we will have to put up with the close-mindedness, because siege should hurt. The players who understand this and work their builds around this fact are now the skilled players. The ones who gripe because they cannot adapt, are not.
That's what people said about ground oils, but you were probably defending those too with the simply answer of "get out of the red circle nub". People who are defending the outrageous siege damage claiming this is alliance warfare obviously do not understand basic risk v reward and how it functions within a RvR game. In the end it is what it is, ZoS will make the game how they see fit, if they want to make this a siege warfare game that's fine. As soon as something gets unchained I am sure any player who is looking for a real realm vs realm will pack it up.
The funniest thing about this, is most of the names I see defending this new siege damage... screamed bloody murder that ground oils were imba.... its freaking hilarious.
No, they were actually screaming bloody murder that its *** you can stand in bubbling oil while your enemies melt instantly. It was dumb. It was stupid. It was ridiculously unrealistic. That was the issue with them, not the damage they caused.is this real life? Are you being serious? OH MY GOD YOU ARE. Is your cognitive dissonance so bad you don't realize that massive hypocrisy of your post? You do know other siege doesn't have friendly fire right? You DO know that right? I.... I don't even know how to respond to this.... Remember my previous post everyone a few minutes ago about those guys that screamed bloody murder about ground oil, but totally dig this skillful siege damage change?
I give you exhibit A. ^^^
You can't make this *** 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.
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.
I think siege should be friendly fire. I know it is unrealistic to have everything in a game be friendly fire but for siege it makes sense. I don't think you should be able to have your team rooting people while you drop siege on them if it is going to do that much damage. I think it would make keep taking a lot more interesting also, no more pouring burning oil on top of your army while only the other side gets hurt.
It is pretty funny how people weave in and out of what's "realistic" .. "Oh you should take that much from a 1 ton flaming boulder" ... "You just took that boulder out of your backpack and the guy next to you is shooting fire out of a stick"
nukeemstudiosub17_ESO wrote: »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.
Tell that to a certain group of EP who just walked into DC scroll temple being pelted by a TON of siege and taking 0 damage.
A whole faction saw that one
nukeemstudiosub17_ESO wrote: »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.
Tell that to a certain group of EP who just walked into DC scroll temple being pelted by a TON of siege and taking 0 damage.
A whole faction saw that one
Zero damage as in none?!?!?! That one needs to be explained big time.
eventide03b14a_ESO wrote: »I still haven't heard a single coherent argument as to why people think they should not have to move out of the siege circles and should be able to just survive being hit by them. Someone please give me your best argument for being able to survive these. I'm not interested in your opinions about skill, I want an actual reason why you feel you should be able to be hit with these.
Are you not skilled enough to roll dodge?
Are you not able to see the red circles around your feet?
Are you not fast enough or have ranged abilities to take out the person operating it?
Just give me one reason why countering these is so difficult.
eventide03b14a_ESO wrote: »I still haven't heard a single coherent argument as to why people think they should not have to move out of the siege circles and should be able to just survive being hit by them. Someone please give me your best argument for being able to survive these. I'm not interested in your opinions about skill, I want an actual reason why you feel you should be able to be hit with these.
Are you not skilled enough to roll dodge?
Are you not able to see the red circles around your feet?
Are you not fast enough or have ranged abilities to take out the person operating it?
Just give me one reason why countering these is so difficult.
I should be able to play the way i want.
Cervanteseric85ub17_ESO wrote: »Tintinabula wrote: »You know what I just realized? PvPers (here and other places) often boast about how much more skilled they are than PvEers. How dueling is the only real test of a person's skill and ability. How the number of ears or scalps or noses you've got hanging from your belt is somehow indicative of how awesome you are and how only someone as elite as you could ever reach the same level of awesomeness no matter what the circumstances were when you got them.
You know what PvEers do all day, every day? Move out of the red circle of death.
I'm sorry but PvE counting the seconds til a red circle is thrown down..count one ...two...three...move to the left..1....2...3..everyone to the other corner...1...2....3 red circle move..is no comparison to dynamic pvp.
And yet they consistently manage to get out of the red circle while fulfilling their chosen role to the upper levels of it's potential whereas these "superior skilled" PvPers apparently cannot even manage to just not stand in it.
Because pve fights are scripted. They never change, it's easy to get used to a fight and knowing were to stand. A pvp fight is dynamic and ever changing they are not static like pve fights. But apparently you don't have the ability to grasp such an easy concept.
I believe I covered this earlier. It doesn't matter if they're scripted or not. You guys seem to be under the false impression that all PvE attack mechanics involving aoe simply puts the aoe in predetermined locations in the environment. Some fights do indeed have that element, however most fights consist of an aoe being placed at your feet just like siege. Many of these aoes will one shot you or darn close to it if you're not a tank, just like siege. The best way to mitigate it is to get out of it, just like siege. PvEers do it on a regular basis, but apparently there's a very noisy portion of the PvP community that simply cannot manage to figure out the basics.
The mechanics are all the same. The only difference is that there's a person using the siege, which only means that the aoe will not always be placed with you in the exact center of it.