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Siege Damage Intended to hit for 24k?

  • Jauriel
    Jauriel
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    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.

    I am already
    Gravord wrote: »
    Arki wrote: »
    Gravord wrote: »
    Lava_Croft wrote: »
    Gravord wrote: »
    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'm a '0 skills nab'.

    I trust your words so gave you "agree" on post ;)

    Arki wrote: »
    Huntler wrote: »
    Phoenix99 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...
    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).

    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 is :) Siege 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 outlined ;) Bottom 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

    Sorry you had to witness this abomination. There is absolutely no excuse ZOS can give us as to why that guild and those players have not been banned yet. And the anger that results is why many are considering suing just to prove a point.
  • b_archaonpreeb18_ESO
    In the end, it's very simple: People were used to laugh at siege damage. Now siege damage laughs at them. Those that adapt, win. Those that refuse to adapt, cry. Nothing to see here.
  • Jauriel
    Jauriel
    ✭✭✭✭
    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.

    You're not seeing that because nobody is claiming what you say they are.
  • c0rp
    c0rp
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    Huntler wrote: »
    c0rp wrote: »
    Huntler 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 the 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.

    And if I have to make a point about how realism doesn't mean jack in a video game about daedric gods, zombies, being able to summon a meteor from outer space, and just the fact that I can rez people.....
    star-trek-picard-facepalm-eccbc87e4b5ce2fe28308fd9f2a7baf3-1381.gif

    I was waiting for this response, fitting that it is from you. There is a difference between "lore setting realism" and "fundamental realism". The lore of the game dictates daedric gods and zombies for example. Standing in bubbling oil like a God is just dumb. See the difference now? MMkay.

    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.
  • nukeemstudiosub17_ESO
    Actually there is a bug with the siege damage ATM which is going to be fixed on monday's maintenance. But they still need to reduce the damage. I alone defeated a whole raid with nothing but a fire ballista. They should have been able to take me out no prob with that many people. This change has also made PvP VERY boring. There are hardly any real PvP encounters anymore. And when there are encounters they are quikly ended by someone who thinks they are good cause they can click one button sitting on a siege weapon
    Edited by nukeemstudiosub17_ESO on March 27, 2015 6:38PM
  • Jauriel
    Jauriel
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    technohic wrote: »
    Weberda wrote: »
    Gravord wrote: »
    Arki wrote: »
    Gravord wrote: »
    Lava_Croft wrote: »
    Gravord wrote: »
    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'm a '0 skills nab'.

    I trust your words so gave you "agree" on post ;)

    Arki wrote: »
    Huntler wrote: »
    Phoenix99 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...
    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).

    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 is :) Siege 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 outlined ;) Bottom 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.

    I was not at the scroll capture in question, but I did see something like this inside a resource tower. Fire balistas at the ground, but no damage. You quickly get to defending yourself so there wasn't much time for me to analyze what happened. I need to start recording some fights more often to where I then would at least have that.

    I am to the point where I am convinced these players are scripting based on inside knowledge, nepotism if you will, and are related to the GM's or friends of their's or the GM'a themselves. This is the only explanation as to why nothing has been done about them. I have seen it and it is sickening to watch.
  • Jauriel
    Jauriel
    ✭✭✭✭
    Actually there is a bug with the siege damage ATM which is going to be fixed on monday's maintenance. But they still need to reduce the damage. I alone defeated a whole raid with nothing but a fire ballista. They should have been able to take me out no prob with that many people. This change has also made PvP VERY boring. There are hardly any real PvP encounters anymore. And when there are encounters they are quikly ended by someone who thinks they are good cause they can click one button sitting on a siege weapon

    Precisely why I spent the night thieving. I find the siege mania very very boring. It's a death blow to Pvp.
  • Gravord
    Gravord
    ✭✭✭✭✭
    Glad to see theres more ppl who know whats real pvp and can tell the difference from skillless spamming siege weapons that have nothing in common with it.
  • krim
    krim
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    c0rp wrote: »
    Huntler wrote: »
    c0rp wrote: »
    Huntler 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 the 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.

    And if I have to make a point about how realism doesn't mean jack in a video game about daedric gods, zombies, being able to summon a meteor from outer space, and just the fact that I can rez people.....
    star-trek-picard-facepalm-eccbc87e4b5ce2fe28308fd9f2a7baf3-1381.gif

    I was waiting for this response, fitting that it is from you. There is a difference between "lore setting realism" and "fundamental realism". The lore of the game dictates daedric gods and zombies for example. Standing in bubbling oil like a God is just dumb. See the difference now? MMkay.

    Just look at this guys sig.
    Edited by krim on March 27, 2015 7:11PM
  • kitsinni
    kitsinni
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    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.

    Because after knocking down a keep wall I can't tell if the red on the ground is oil or my teams siege for one reason. Being a stamina build if I am dodge rolling out of all of the red including my teams that basically means I can never enter a keep.
  • Jauriel
    Jauriel
    ✭✭✭✭
    kitsinni 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.

    Because after knocking down a keep wall I can't tell if the red on the ground is oil or my teams siege for one reason. Being a stamina build if I am dodge rolling out of all of the red including my teams that basically means I can never enter a keep.

    Amazing how far we have to dumb it down for some of these folks isn't it? Makes me wonder if they even pvp and further even play this game or if they are just randomly commenting on an MMO board.
  • Huntler
    Huntler
    ✭✭✭✭✭
    c0rp wrote: »
    Huntler wrote: »
    c0rp wrote: »
    Huntler 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 the 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.

    And if I have to make a point about how realism doesn't mean jack in a video game about daedric gods, zombies, being able to summon a meteor from outer space, and just the fact that I can rez people.....
    star-trek-picard-facepalm-eccbc87e4b5ce2fe28308fd9f2a7baf3-1381.gif

    I was waiting for this response, fitting that it is from you. There is a difference between "lore setting realism" and "fundamental realism". The lore of the game dictates daedric gods and zombies for example. Standing in bubbling oil like a God is just dumb. See the difference now? MMkay.

    Way to ignore the entire first half of that post pointing out your blatant hypocrisy and then focusing on the realism aspect which in the end doesn't matter because apparently you are allowed to draw the line on what is ok fantasy and what isn't. In the lore of the game I survived having my soul ripped from my body and killed many times over? Whats a little oil going to do?

    :eyeroll:


    How bout you address you hypocrisy first? Care to weigh in on the point I made or will your head explode trying to do so? @c0rp
    Edited by Huntler on March 27, 2015 7:51PM
  • Glurin
    Glurin
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    ✭✭✭
    Y
    Glurin wrote: »
    Glurin wrote: »
    Glurin 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. :smirk:

    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.

    I never said all AOEs land in predetermined locations. I said all fights are scripted and therefore can be learned and memorized. It is not just AOE that's are scripted, it is ALL boss and fight mechanics. Whether it be a massive AOE the group has to heal through, a massive spike thrown on the tank, or mechanics like in spindle where a link is made between two players and if they don't break it they die, or the mechanic of one player being chained down. Point here is ALL mechanics are scripted and can be learned and MEMORIZED.....and another very important fact, almost all AOEs or fight mechanics that will one shot you are very much telegraphed before they happen giving you the appropriate time to do what needs to be done to survive said attack....and where you mention the difference with siege is that it isn't placed under your feet, your right it may not be but you are also being targeted with 10 - 20 siege at any ONE time and repeatedly not every so often like it occurs in pve allowing the group time to regen. I also want to point out that the level of pve difficultly in ESO is really not that high when compared to other raiding games which require much higher levels of battlefield awareness and actual strategy. I will give you one example of this, previous games I raided in required groups to have two tanks because there would be boss mechanics debuffing tanks requiring them to switch back in fourth.

    TLDR : pve scripted can be memorized, eso pve is very rudimentary. PVP is non scripted and dynamic therefore situations must be accounted for on the fly

    Yes, I know exactly which raid you're talking about. I've been there many, many times myself. Guess what. You're still required to get out of the aoe when it comes down. If you don't and you're not one of the tanks then you will be one shot. That doesn't change whether it's a giant, filthy tentacle monster with a really big fist or a large, angry daedric prince or a level 10 newbie manning a trebuchet for the very first time.

    Did you honestly think that I was only talking about ESO PvE? Think again. Most MMOs, and indeed many single player games as well, have this mechanic in place.

    As for PvP being more "dynamic", not as much as you think. You're getting near a keep? There will be siege. You see a zerg running toward you? They will be attacking you. You can also expect certain types of attacks to coincide with each class as well. The fact remains, however, that you still have to move out of the aoe whether you knew it was coming or not.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Glurin
    Glurin
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    ✭✭✭
    j
    Huntler wrote: »
    c0rp wrote: »
    Huntler wrote: »
    c0rp wrote: »
    Huntler 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 the 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.

    And if I have to make a point about how realism doesn't mean jack in a video game about daedric gods, zombies, being able to summon a meteor from outer space, and just the fact that I can rez people.....
    star-trek-picard-facepalm-eccbc87e4b5ce2fe28308fd9f2a7baf3-1381.gif

    I was waiting for this response, fitting that it is from you. There is a difference between "lore setting realism" and "fundamental realism". The lore of the game dictates daedric gods and zombies for example. Standing in bubbling oil like a God is just dumb. See the difference now? MMkay.

    Way to ignore the entire first half of that post pointing out your blatant hypocrisy and then focusing on the realism aspect which in the end doesn't matter because apparently you are allowed to draw the line on what is ok fantasy and what isn't. In the lore of the game I survived having my soul ripped from my body and killed many times over? Whats a little oil going to do?

    Melt your skin off, fry your flesh, boil your blood, cook your brain and make you writhe in agony begging for death so you can revive at the nearest wayshrine, throw away your weapons and join a monastery in the hope that you will never have to go through that experience again.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • eventide03b14a_ESO
    eventide03b14a_ESO
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    krim 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.
    LMFAO
    kitsinni 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.

    Because after knocking down a keep wall I can't tell if the red on the ground is oil or my teams siege for one reason. Being a stamina build if I am dodge rolling out of all of the red including my teams that basically means I can never enter a keep.
    Okay so that's an argument to make ground based effects more clear especially when they are stacked. I am in favor of this. It still doesn't support a nerf to siege weapons.

    :trollin:
  • Huntler
    Huntler
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    krim 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.
    LMFAO
    kitsinni 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.

    Because after knocking down a keep wall I can't tell if the red on the ground is oil or my teams siege for one reason. Being a stamina build if I am dodge rolling out of all of the red including my teams that basically means I can never enter a keep.
    Okay so that's an argument to make ground based effects more clear especially when they are stacked. I am in favor of this. It still doesn't support a nerf to siege weapons.

    The argument against siege is that it is more effective in every situation in the game now than any other kind of play. I felt like ignoring your original question because there are entire threads of me and others going into quite detail about why this is bad for gameplay to have siege at such a high damage. It really boils down to a risk/reward ratio coupled with that ratio being SO high/beneficial that even in small fights, open fields, everywhere, people are putting siege down instead of fighting. Furthermore, siege in this way are completely unMMO, linear experience for all, doesn't matter what build, gear, anything. It is effective for all and blows people up COD style. Siege needs to be dangerous, but not quite this lethal. The moment you strike the balance where putting up a fire ballista in the middle of a battle and point blanking it into 1 person is no longer the effectve strat (or even remotely effective) we can call it balanced.
  • PF1901
    PF1901
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    Actually there is a bug with the siege damage ATM which is going to be fixed on monday's maintenance. But they still need to reduce the damage. I alone defeated a whole raid with nothing but a fire ballista. They should have been able to take me out no prob with that many people. This change has also made PvP VERY boring. There are hardly any real PvP encounters anymore. And when there are encounters they are quikly ended by someone who thinks they are good cause they can click one button sitting on a siege weapon
    Fine tuning or not - if a whole raid doesn't get down one person with a fire ballista they are doing something completely wrong. Or - pardon me - you are just talking trash.
    Also had some very fine pvp just yesterday exactly due to having effective siege engines in place, hence not possible to apply the usual train wreck bum rush the show tactics (applied to the extreme shortly after 1.6 which made the pvp boring indeed - at least for me).
  • Snit
    Snit
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    Huntler wrote: »
    The argument against siege is that it is more effective in every situation in the game now than any other kind of play.

    My experience differs. I like seeing an enemy drop siege in open-field situations. As long as you're aware of him, siege's slow rate of fire and projectile travel time make it fairly easy to avoid. Perhaps it's because I play a highly mobile spec (Bolt Escape and Retreating Maneuvers are usually loaded), but I don't have much trouble avoiding the damage or getting to the siege operator.

    When I kill him, I also cost him 1,200 AP. It's an actual death penalty :)
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • Cervanteseric85ub17_ESO
    c0rp wrote: »
    Huntler 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.

    No they were not....people who ask for friendly fire in an MMO have no idea what their are talking about. Ground oil was ridiculous because it could be poured on the floor with zero elevation. Allowing groups to move together in a unit just oiling the floor everywhere they went. It was not the damage nor the fact that your allies could stand in it unharmed. At this very moment you are still able to stand in shower of friendly siege fire and take no damage while enemies around you melt. Realism has no place in this genre period....this is not a warfare simulation. This is an RvR game which is suppose to reward the players ability to synergize not only in their own build but with a group setting as well. A mechanic that allows people to override all of that planning and player input with the use of a consumable does not support the concept of what an RvR game strives to become. I would support siege damage in its currently implementation if these numbers were made though actual player input and thought into the build. If there was an alliance skill line dedicated to improving our effectiveness with siege, gear sets that synergized with said skills and champion passive to support this then yea, siege of this damage caliber would be acceptable because said player would have to build to be that effective. What we have now is a consumable which can override all of that player input I mentioned. With ever reward their must be risk, if said skills and passives existed then you could say said player can be very destructive with siege but in actually combat their effectiveness would be reduced because they choose to build for siege damage and effectiveness. What this means is that in order for combat systems to be engaging and meaningful there must be trade offs, the balance of risk vs reward must be maintained
  • Huntler
    Huntler
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    c0rp wrote: »
    Huntler 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.

    No they were not....people who ask for friendly fire in an MMO have no idea what their are talking about. Ground oil was ridiculous because it could be poured on the floor with zero elevation. Allowing groups to move together in a unit just oiling the floor everywhere they went. It was not the damage nor the fact that your allies could stand in it unharmed. At this very moment you are still able to stand in shower of friendly siege fire and take no damage while enemies around you melt. Realism has no place in this genre period....this is not a warfare simulation. This is an RvR game which is suppose to reward the players ability to synergize not only in their own build but with a group setting as well. A mechanic that allows people to override all of that planning and player input with the use of a consumable does not support the concept of what an RvR game strives to become. I would support siege damage in its currently implementation if these numbers were made though actual player input and thought into the build. If there was an alliance skill line dedicated to improving our effectiveness with siege, gear sets that synergized with said skills and champion passive to support this then yea, siege of this damage caliber would be acceptable because said player would have to build to be that effective. What we have now is a consumable which can override all of that player input I mentioned. With ever reward their must be risk, if said skills and passives existed then you could say said player can be very destructive with siege but in actually combat their effectiveness would be reduced because they choose to build for siege damage and effectiveness. What this means is that in order for combat systems to be engaging and meaningful there must be trade offs, the balance of risk vs reward must be maintained

    Oh. My. God. Kiss me you beautiful beautiful person.
  • frozywozy
    frozywozy
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    c0rp wrote: »
    Huntler 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.

    No they were not....people who ask for friendly fire in an MMO have no idea what their are talking about. Ground oil was ridiculous because it could be poured on the floor with zero elevation. Allowing groups to move together in a unit just oiling the floor everywhere they went. It was not the damage nor the fact that your allies could stand in it unharmed. At this very moment you are still able to stand in shower of friendly siege fire and take no damage while enemies around you melt. Realism has no place in this genre period....this is not a warfare simulation. This is an RvR game which is suppose to reward the players ability to synergize not only in their own build but with a group setting as well. A mechanic that allows people to override all of that planning and player input with the use of a consumable does not support the concept of what an RvR game strives to become. I would support siege damage in its currently implementation if these numbers were made though actual player input and thought into the build. If there was an alliance skill line dedicated to improving our effectiveness with siege, gear sets that synergized with said skills and champion passive to support this then yea, siege of this damage caliber would be acceptable because said player would have to build to be that effective. What we have now is a consumable which can override all of that player input I mentioned. With ever reward their must be risk, if said skills and passives existed then you could say said player can be very destructive with siege but in actually combat their effectiveness would be reduced because they choose to build for siege damage and effectiveness. What this means is that in order for combat systems to be engaging and meaningful there must be trade offs, the balance of risk vs reward must be maintained

    Good point, I like where this is going.
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Glurin
    Glurin
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    Huntler wrote: »
    The argument against siege is that it is more effective in every situation in the game now than any other kind of play.

    Which has already been disproved many times over. It ain't gonna do squat for ya in a 1v1, for example. I get ambushed out on the road, am I supposed to nicely ask the other guy to please stand over by the tree and wait for me to set up my siege and turn it toward him so I can shoot him in the face? Even small skirmishes with groups of five or ten or so move fast enough that siege isn't really all that effective.
    I felt like ignoring your original question because there are entire threads of me and others going into quite detail about why this is bad for gameplay to have siege at such a high damage.

    Most of it consisting of "nabs can one shot me!" and "skill doesn't matter anymore!" and "elder siege online". Very few real arguments as to why siege shouldn't hurt.
    It really boils down to a risk/reward ratio coupled with that ratio being SO high/beneficial that even in small fights, open fields, everywhere, people are putting siege down instead of fighting.

    And they get stomped on for it if their opponents have even half a brain with all of them put together. Which seems to be exceedingly rare for some reason. Earlier today, I witnessed a DC group try to attack one of AD's keeps. I counted exactly zero siege shields, one trebuchet, one ram and one ballista during their entire assault. There were probably twenty or thirty of them and they were all attacking the same side of the keep.

    You attack a keep, expect to see some siege engines and adapt accordingly. If you see a large battle with lots of people on each side, expect to see some siege engines and adapt accordingly. If you see one guy in the middle of the road with a ballista, stand there and eat it so he can have a good laugh. :smirk:
    Furthermore, siege in this way are completely unMMO, linear experience for all, doesn't matter what build, gear, anything. It is effective for all and blows people up COD style.

    This is a good thing. PvP does not have to consist entirely of cage fights, and Cyrodiil was never meant to be a cage fight to begin with. This is a war. Not an arena or some cheesy game of capture the flag. It's three armies fighting each other for control of a rather large piece of property over a long period of time.
    Siege needs to be dangerous, but not quite this lethal. The moment you strike the balance where putting up a fire ballista in the middle of a battle and point blanking it into 1 person is no longer the effectve strat (or even remotely effective) we can call it balanced.

    K, it's balanced. :sunglasses:
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Cervanteseric85ub17_ESO
    Glurin wrote: »
    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.
    Glurin wrote: »
    Yes, I know exactly which raid you're talking about. I've been there many, many times myself. Guess what. You're still required to get out of the aoe when it comes down. If you don't and you're not one of the tanks then you will be one shot. That doesn't change whether it's a giant, filthy tentacle monster with a really big fist or a large, angry daedric prince or a level 10 newbie manning a trebuchet for the very first time.

    It definitely matters, because again the giant tentacle monster is scripted, and will do said AOE at a certain time, some bosses even do things at specific percentages. Where as that lvl 10 on a fire treb is actually a REAL person with a brain that no AI can match. So if your not able to see how something being scripted and telegraphed before any red circles appear is different from a real person dynamically making their decisions on the fly then this argument is going no where.
    Glurin wrote: »
    Did you honestly think that I was only talking about ESO PvE? Think again. Most MMOs, and indeed many single player games as well, have this mechanic in place.

    So you agree pve in ESO is watered down :) please don't even bring single player games into this they have no place in this discussion.
    Glurin wrote: »
    As for PvP being more "dynamic", not as much as you think. You're getting near a keep? There will be siege. You see a zerg running toward you? They will be attacking you. You can also expect certain types of attacks to coincide with each class as well. The fact remains, however, that you still have to move out of the aoe whether you knew it was coming or not.

    Just because you can predict what will happen in a general sense doesn't mean it's the same as a completely scripted AI battle. The things your saying here is the equivalent of me saying pve all boils down to "see a monster you kill it an get loot". What else did you think would be happening in an RvR zone ? Flower picking ? Of course keep sieges were expected before the game even launched. The only thing you said that makes any sense is the fact that you can expect certain kinds of attacks/defenses from specific classes, but even then you don't know if or when said abilities will be used, hence the why pvp is dynamic.
    Edited by Cervanteseric85ub17_ESO on March 28, 2015 12:58AM
  • Perphection
    Perphection
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    The damage increase to siege is a lazy excuse to "fixing" server lag. The lag is a symptom of poor coding and an inexperienced team.

    So, sure the lag is gone but this type of PvP is *** miserable. How much health do you really expect me to stack so that I can take a hit?

    Please, take the money that we've been so generous in giving you over the past year and fix the god damn lag instead of coming up with these makeshift workarounds.
  • Domander
    Domander
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    Without purging or damage shield, or siege shield, yeah. If you're not going to do at least one of those, you should probably hit the dodge roll key.
  • Galalin
    Galalin
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    Lmao huntler what did you do to be put behind bars?

    DK SCRUB OUT
  • Glurin
    Glurin
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    Glurin wrote: »
    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.
    Glurin wrote: »
    Yes, I know exactly which raid you're talking about. I've been there many, many times myself. Guess what. You're still required to get out of the aoe when it comes down. If you don't and you're not one of the tanks then you will be one shot. That doesn't change whether it's a giant, filthy tentacle monster with a really big fist or a large, angry daedric prince or a level 10 newbie manning a trebuchet for the very first time.

    It definitely matters, because again the giant tentacle monster is scripted, and will do said AOE at a certain time, some bosses even do things at specific percentages. Where as that lvl 10 on a fire treb is actually a REAL person with a brain that no AI can match. So if your not able to see how something being scripted and telegraphed before any red circles appear is different from a real person dynamically making their decisions on the fly then this argument is going no where.

    How exactly does having more any more warning change the fact that you have to get out of it when it comes? In exactly 3.58 minutes your opponent is going to lay down a ten yard radius aoe centered on your feet. What are you going to do? Run around like an idiot hoping that when it comes it won't be centered on you? You still only have a couple of seconds to escape once it happens.

    Besides that, how much more telegraphing do you need? It's not like siege is some kind of derringer he's got hidden up his sleeve that he can shoot you with before you know what's happening. It's a big honkin piece of wood that has to be turned toward you and makes a lot of noise when it fires. Then it takes forever to reload so it can do it again. Plus, when you see a siege engine go up, what else do you think he might do with it exactly? He's either going to shoot at a wall or shoot at you. He's not going putting it up in the middle of a battle just so he can pose for some selfies.
    Glurin wrote: »
    Did you honestly think that I was only talking about ESO PvE? Think again. Most MMOs, and indeed many single player games as well, have this mechanic in place.

    So you agree pve in ESO is watered down :) please don't even bring single player games into this they have no place in this discussion.

    They apply, so I will bring them in if necessary. The basic mechanics do not change just because there's a person on the other end rather than a computer.
    Glurin wrote: »
    As for PvP being more "dynamic", not as much as you think. You're getting near a keep? There will be siege. You see a zerg running toward you? They will be attacking you. You can also expect certain types of attacks to coincide with each class as well. The fact remains, however, that you still have to move out of the aoe whether you knew it was coming or not.

    Just because you can predict what will happen in a general sense doesn't mean it's the same as a completely scripted AI battle. The things your saying here is the equivalent of me saying pve all boils down to "see a monster you kill it an get loot". What else did you think would be happening in an RvR zone ? Flower picking ? Of course keep sieges were expected before the game even launched. The only thing you said that makes any sense is the fact that you can expect certain kinds of attacks/defenses from specific classes, but even then you don't know if or when said abilities will be used, hence the why pvp is dynamic.

    Well actually, there is in fact some flower picking going on in Cyrodiil. Most of them are alchemists or clothiers. There's also rock collecting and wood chopping. Probably a little fishing too. :wink:

    Anyway, if you know that there is going to be siege, how exactly does that qualify as being unpredictable and dynamic? See a keep, there will be siege, it will shoot at you. Are you maybe thinking the siege is going to randomly blow up or throw flower petals or something?
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Spottswoode
    Spottswoode
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    Realism has no place in this genre period....this is not a warfare simulation. This is an RvR game which is suppose to reward the players ability to synergize not only in their own build but with a group setting as well. A mechanic that allows people to override all of that planning and player input with the use of a consumable does not support the concept of what an RvR game strives to become.

    http://tvtropes.org/pmwiki/pmwiki.php/Main/SlidingScaleOfRealisticVersusFantastic
    http://tvtropes.org/pmwiki/pmwiki.php/Main/MagicAIsMagicA
    I don't expect realism so much as a logical consistency. This isn't FLCL. When people get hit with a giant flying boulder, I expect there to be more damage than from a well placed arrow. (Snipe) There should be some parameters that real world physics have some relevance to if we are to believe that the Redguards repelled the Dominion. Even if the rules are made up, there should be some logic that can be applied to them.
    Is the damage too much for gameplay's sake? Maybe. But I think the majority of the problem has to come with the ease of use of the siege equipment. That is a conversation I would like to have before we start talking damage nerfs. I'm still going to propose slowing them down unless there are multiple players assisting the operation.
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  • nukeemstudiosub17_ESO
    Whatever happens it needs to change. This last week was the most boring PvP I have ever played
  • Jauriel
    Jauriel
    ✭✭✭✭
    Last night wasn't too bad. Or maybe it was the wine and pole dancing at Chalman mill.
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