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Siege Damage Intended to hit for 24k?

  • Joy_Division
    Joy_Division
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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.

    1. I can almost accept a PvE red-cricle one-shot mechanic because the latency / lag is usually not so bad as I have time to react to it. When the devs are apparently throwing their hands up in the air about a problem that has existed for a year and asking us nicely to spread out, it is dubious to make a one-shot mechanic, red circle or no.

    2. I am skilled enough to dodge. Sometimes I am unable to (e.g. stunned, no stamina, etc.). Sometimes there are multiple siege weapons firing in a given area (just try to go through a contested scroll gate...fun times!). Sometimes the visual que is not clear. Sometimes the clunky game mechanics prevent me from dodge rolling (e.g. getting off my siege weapon takes time and often snares me for a half a second).

    3. Sometimes you can't see the red circles around you feet. I don't know why, but the game does not render all the visual effects in battle with many participants and effects going on and off.

    4. I don't trust ZoS's ability to code things correctly. It is apparent to most people who have been hit by fire trebuchets that the first DoT happens immediately at the point of impact. This makes the initial impact considerably more deadly and frustrating because it is inconsistent with most other DoTs.

    Just to be clear, I wholeheartedly supported ZoS's intention on increasing siege damage from its relative impotence in 1.6. But I don't think it is a good idea for any mundane ability to be able to one-shot a player before they have the opportunity to react.
    Edited by Joy_Division on March 28, 2015 2:20PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Attorneyatlawl
    Attorneyatlawl
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    I have seen some complaints lately about the recently buffed siege weapons which now are around as effective as during beta. People act as though there is no way to fight or mitigate it, and that is not correct. Armor and spell resist help mitigate it significantly (tested personally chasing red circles all night during sieges a couple of days ago), purge gets rid of the dot's and only needs to be carried by a handful of people in your group or area since it's a nice big aoe, siege bubble shield reduces it by 35% for a moderate area for around 20 seconds and can be dropped in chokepoints as your team rolls in, damage shields help buffer you from the initial hit, as do extra hitpoints. Finally there are other obvious solutions such as popping blade cloak from the dual wield line for the 20% damage reduction from AOE hits, as another example.

    Add in that it is almost always completely avoidable by sprinting out or walking out (barely ever need a dodge roll to get out f the spreading circle since it lands so slowly) and the overall balance of siege weaponry is good now. It busts low skilled zergs and blobs. It leaves players alive to have the actual fight. And it adds a lot more depth to combat in Cyrodiil, allowing defenders a chance to use the walls at keeps or terrain instead of waiting for them to fall since there's no viable way of preventing the inevitable ;).

    And before someone says they're a vampire.... elusive mist. That is all you need.

    Judging by the ingame chats and forum posts I have seen talking about being "one-shotted" by "25k" or "30k" siege hits (which they just see in their after-death log all mashed together by default including the dot and multiple hits).... I don't think people generally understand how to build or adjust their play to deal with the increased risk and situational positioning needed just yet.

    Hopefully this helps shed some light for people and sparks more non glasscannon squishymode builds :).
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • xDOVAHKIINx
    xDOVAHKIINx
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    Huntler wrote: »
    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.

    @Huntler you know as I was reading through your response I could not help but think what if siege damage could hit as hard as it does currently if people were spec'd into it like an actual build

    Thoughts?

    Also I'm typing this on an iphone sorry for no punctuation etc
    "According to most of the people on these forums, every organized 16 man guild group is a lagblobbing pulsespamming zerg."-Fmonk
  • Huntler
    Huntler
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    Huntler wrote: »
    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.

    @Huntler you know as I was reading through your response I could not help but think what if siege damage could hit as hard as it does currently if people were spec'd into it like an actual build

    Thoughts?

    Also I'm typing this on an iphone sorry for no punctuation etc

    I'd be more for that then. I already suggested to ZOS we should have a "pvp" champ skill line with passives that could increase/decrease siege damage, reload times, maybe rez times, etc. Basically an entire tree devoted to PvP activities to actually give PvPers something for a change and also allow you to focus on some of those if you so wished.
  • xDOVAHKIINx
    xDOVAHKIINx
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    Huntler wrote: »
    Huntler wrote: »
    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.

    @Huntler you know as I was reading through your response I could not help but think what if siege damage could hit as hard as it does currently if people were spec'd into it like an actual build

    Thoughts?

    Also I'm typing this on an iphone sorry for no punctuation etc

    I'd be more for that then. I already suggested to ZOS we should have a "pvp" champ skill line with passives that could increase/decrease siege damage, reload times, maybe rez times, etc. Basically an entire tree devoted to PvP activities to actually give PvPers something for a change and also allow you to focus on some of those if you so wished.

    exactly it would make the whole idea of siege less cheesy and the players that do so would be sacrificing everything els the game has to offer for the sake of siege damage also if it would be craftable 1 trait requirement so if a raid leader asks for a siege expert anyone can spec into rather easy i dont know does not seem like it is a bad idea brings more depth to the game

    sorry again its just a pain in the butt to add punctuations on my Iphone

    @ZOS_GinaBruno @ZOS_BrianWheeler Please make siege damage something players have to spec into from gear to champion points maybe even a boon to go along with it so it is not so cheesy and over powered for no reason also to make it more respectable and bring more depth into the game in my opinion
    "According to most of the people on these forums, every organized 16 man guild group is a lagblobbing pulsespamming zerg."-Fmonk
  • Tintinabula
    Tintinabula
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    Huntler wrote: »
    Huntler wrote: »
    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.

    @Huntler you know as I was reading through your response I could not help but think what if siege damage could hit as hard as it does currently if people were spec'd into it like an actual build

    Thoughts?

    Also I'm typing this on an iphone sorry for no punctuation etc

    I'd be more for that then. I already suggested to ZOS we should have a "pvp" champ skill line with passives that could increase/decrease siege damage, reload times, maybe rez times, etc. Basically an entire tree devoted to PvP activities to actually give PvPers something for a change and also allow you to focus on some of those if you so wished.

    exactly it would make the whole idea of siege less cheesy and the players that do so would be sacrificing everything els the game has to offer for the sake of siege damage also if it would be craftable 1 trait requirement so if a raid leader asks for a siege expert anyone can spec into rather easy i dont know does not seem like it is a bad idea brings more depth to the game

    sorry again its just a pain in the butt to add punctuations on my Iphone

    @ZOS_GinaBruno @ZOS_BrianWheeler Please make siege damage something players have to spec into from gear to champion points maybe even a boon to go along with it so it is not so cheesy and over powered for no reason also to make it more respectable and bring more depth into the game in my opinion

    While i think this is a cool idea I really have to pause and wonder what type of PvPer is going to pour their points into "siege" when they could be pouring their points into actual "PvP"...like stamina reduction of skills..and bash reduction and buffs etc.
  • xDOVAHKIINx
    xDOVAHKIINx
    ✭✭✭
    Huntler wrote: »
    Huntler wrote: »
    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.

    @Huntler you know as I was reading through your response I could not help but think what if siege damage could hit as hard as it does currently if people were spec'd into it like an actual build

    Thoughts?

    Also I'm typing this on an iphone sorry for no punctuation etc

    I'd be more for that then. I already suggested to ZOS we should have a "pvp" champ skill line with passives that could increase/decrease siege damage, reload times, maybe rez times, etc. Basically an entire tree devoted to PvP activities to actually give PvPers something for a change and also allow you to focus on some of those if you so wished.

    exactly it would make the whole idea of siege less cheesy and the players that do so would be sacrificing everything els the game has to offer for the sake of siege damage also if it would be craftable 1 trait requirement so if a raid leader asks for a siege expert anyone can spec into rather easy i dont know does not seem like it is a bad idea brings more depth to the game

    sorry again its just a pain in the butt to add punctuations on my Iphone

    @ZOS_GinaBruno @ZOS_BrianWheeler Please make siege damage something players have to spec into from gear to champion points maybe even a boon to go along with it so it is not so cheesy and over powered for no reason also to make it more respectable and bring more depth into the game in my opinion

    While i think this is a cool idea I really have to pause and wonder what type of PvPer is going to pour their points into "siege" when they could be pouring their points into actual "PvP"...like stamina reduction of skills..and bash reduction and buffs etc.

    Exactly so it could force people to actually play the game but if not its alot more respectable and something you kind of earn versus just place on the floor.
    "According to most of the people on these forums, every organized 16 man guild group is a lagblobbing pulsespamming zerg."-Fmonk
  • Tintinabula
    Tintinabula
    ✭✭✭✭✭
    Huntler wrote: »
    Huntler wrote: »
    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.

    @Huntler you know as I was reading through your response I could not help but think what if siege damage could hit as hard as it does currently if people were spec'd into it like an actual build

    Thoughts?

    Also I'm typing this on an iphone sorry for no punctuation etc

    I'd be more for that then. I already suggested to ZOS we should have a "pvp" champ skill line with passives that could increase/decrease siege damage, reload times, maybe rez times, etc. Basically an entire tree devoted to PvP activities to actually give PvPers something for a change and also allow you to focus on some of those if you so wished.

    exactly it would make the whole idea of siege less cheesy and the players that do so would be sacrificing everything els the game has to offer for the sake of siege damage also if it would be craftable 1 trait requirement so if a raid leader asks for a siege expert anyone can spec into rather easy i dont know does not seem like it is a bad idea brings more depth to the game

    sorry again its just a pain in the butt to add punctuations on my Iphone

    @ZOS_GinaBruno @ZOS_BrianWheeler Please make siege damage something players have to spec into from gear to champion points maybe even a boon to go along with it so it is not so cheesy and over powered for no reason also to make it more respectable and bring more depth into the game in my opinion

    While i think this is a cool idea I really have to pause and wonder what type of PvPer is going to pour their points into "siege" when they could be pouring their points into actual "PvP"...like stamina reduction of skills..and bash reduction and buffs etc.

    Exactly so it could force people to actually play the game but if not its alot more respectable and something you kind of earn versus just place on the floor.

    Yea that makes sense and I agree. It would definitely define your role in PvP. You could even gain a title as Siege Master..Master at Arms or w/e.
  • Gravord
    Gravord
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    ZOS finally ready to rollback Elder Siege and lets us us do real player vs player?
  • Tintinabula
    Tintinabula
    ✭✭✭✭✭
    Gravord wrote: »
    ZOS finally ready to rollback Elder Siege and lets us us do real player vs player?

    sadly no I believe some ppls buffs were causing damage to go higher but i doubt we will see a change.
  • Gravord
    Gravord
    ✭✭✭✭✭
    Gravord wrote: »
    ZOS finally ready to rollback Elder Siege and lets us us do real player vs player?

    sadly no I believe some ppls buffs were causing damage to go higher but i doubt we will see a change.

    Lvl 10 can hit 20k, so its no issue with buffs but overall overdoing siege dmg and degrading pvp to simple - which blob set up siege faster and spam more.
  • nukeemstudiosub17_ESO
    Gravord wrote: »
    Gravord wrote: »
    ZOS finally ready to rollback Elder Siege and lets us us do real player vs player?

    sadly no I believe some ppls buffs were causing damage to go higher but i doubt we will see a change.

    Lvl 10 can hit 20k, so its no issue with buffs but overall overdoing siege dmg and degrading pvp to simple - which blob set up siege faster and spam more.

    I agree, the skill in PvP with this change has diminished.
  • Glurin
    Glurin
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    ✭✭✭
    Gravord wrote: »
    Gravord wrote: »
    ZOS finally ready to rollback Elder Siege and lets us us do real player vs player?

    sadly no I believe some ppls buffs were causing damage to go higher but i doubt we will see a change.

    Lvl 10 can hit 20k, so its no issue with buffs but overall overdoing siege dmg and degrading pvp to simple - which blob set up siege faster and spam more.

    As opposed to which blob is bigger and spam more? Or which blob has more higher level people and spam more? Or which blob has the "invulnerability of the month" and spam more?

    I really think people are overstating how much siege gets used. You get close to a keep or a good choke point, yeah, there's going to be a lot of siege around. That's what it's for. Out in the open I don't see anyone deploying siege too often because the battle moves around too fast. By the time you get it set up and aimed where you want it, the enemy is no longer there. Plus, you'll only have enough time to get one, maybe two shots if you're lucky. By then, the battle has either moved out of range, or is right on top of you.

    As for level 10s hitting for 20k, the current status of siege allows those level 10s the ability to contribute to the fight rather than simply be slaughtered over and over again. They can actually help defend or attack a keep instead of taking pot shots at people way higher level than they are and feeling like they are nothing but cannon fodder until they grind all the way to max level AND manage to collect a full set of good gear.
    "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..."
  • Tintinabula
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    I don't think its being overstated how much siege is used...nope..
  • Spottswoode
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    Glurin wrote: »

    As opposed to which blob is bigger and spam more? Or which blob has more higher level people and spam more? Or which blob has the "invulnerability of the month" and spam more?

    I really think people are overstating how much siege gets used. You get close to a keep or a good choke point, yeah, there's going to be a lot of siege around. That's what it's for. Out in the open I don't see anyone deploying siege too often because the battle moves around too fast. By the time you get it set up and aimed where you want it, the enemy is no longer there. Plus, you'll only have enough time to get one, maybe two shots if you're lucky. By then, the battle has either moved out of range, or is right on top of you.

    As for level 10s hitting for 20k, the current status of siege allows those level 10s the ability to contribute to the fight rather than simply be slaughtered over and over again. They can actually help defend or attack a keep instead of taking pot shots at people way higher level than they are and feeling like they are nothing but cannon fodder until they grind all the way to max level AND manage to collect a full set of good gear.
    Stole the thought right from me.

    This new change makes newbs dangerous. In prior pvp, a fully geared vr 14 could walk into a an army of level 10s and just stand there. When he finally got bored, he could kill half of them with two aoes. Now, assaulting an army is a risky proposition no matter its composition. Now some people will actually have to use tactical thinking and apply strategy to taking keeps. It's no longer a simple matter of waiting until the wall drops and zerging in.
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  • Gravord
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    You guys do realize new system allow those evil v14 you talk about to spec fully def/heal teams, grab few balistas and while being close to immortal still one shot ppl as soon as they run out of stamina for dodging root spam? Its already becoming popular in few campaigns. While player trying to be real threat in dps value by his character build and skills is very soft target. Risk vs reward completelly broken by op siege dmg.
    Edited by Gravord on March 29, 2015 10:05AM
  • skarvika
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    Got hit for 31k by a fire ballista the other day. Just thought I should mention that. I've never even seen anyone with that much hp...
    QQing is a full time job
  • Glurin
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    skarvika wrote: »
    Got hit for 31k by a fire ballista the other day. Just thought I should mention that. I've never even seen anyone with that much hp...

    Probably one that picked up one of those bonuses that it wasn't supposed to. You weren't by chance a vampire as well, were you?
    "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..."
  • Gravord
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  • skarvika
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    Glurin wrote: »
    skarvika wrote: »
    Got hit for 31k by a fire ballista the other day. Just thought I should mention that. I've never even seen anyone with that much hp...

    Probably one that picked up one of those bonuses that it wasn't supposed to. You weren't by chance a vampire as well, were you?
    Nope. Just a regular joe who happened to be sieging a keep.
    QQing is a full time job
  • DaggerfallTradeMasters
    Gravord wrote: »

    Funny that i am not a nabbie but you just cant look past my level in there can you?
    Just because i am on my VR2 alt doesn't mean *** dude i kill eunogh VR14 guys with that build.
    First know the people you talking to i cant help it that some people are one shotting you with balistas and firepot trebuchets because you have 0 dodge skills
  • Gravord
    Gravord
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    Gravord wrote: »

    Funny that i am not a nabbie but you just cant look past my level in there can you?
    Just because i am on my VR2 alt doesn't mean *** dude i kill eunogh VR14 guys with that build.
    First know the people you talking to i cant help it that some people are one shotting you with balistas and firepot trebuchets because you have 0 dodge skills

    That vid shows all i need to know about you - baddie. And your cheerfull laugh when killing ppl with broken stuff, priceless. Happy you posted that too. Feels good to know image in my head about ppl using siege was so accurate.

    Edit: your vr doesnt matter at all. You can be v14 baddie depend only on broken siege or you can be proper player v1 still in levelling process.
    Edited by Gravord on March 30, 2015 4:22PM
  • technohic
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    So how much are these SUPPOSED to hit for? I guess that would be my question. Seen some 9k hits; some 15k hits and I am not a vamp and wearing heavy armor.
  • kitsinni
    kitsinni
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    So basically after a week of this stupid change we now have two styles of game play, ganking and sieging. Since people die left and right and no one can rez them because everyone puts as much siege down as possible lots of people running back to fights, not unusual to be ganked by a small raid. See three guys pull out a ballista it is faster and easier than trying to attack.
  • Glurin
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    technohic wrote: »
    So how much are these SUPPOSED to hit for? I guess that would be my question. Seen some 9k hits; some 15k hits and I am not a vamp and wearing heavy armor.

    From forums.elderscrollsonline.com/en/discussion/156553/why-are-siege-engines-doing-half-damage-or-worse-relative-to-1-5/p5
    Flaming Oil: 9000 DoT <-- This was a bit higher at first, but in the most common situation where several pots are being used and once, we toned this down a bit.

    Meatbag: 4260 (health debuff stays the same)
    Oilpot: 4260 (snare stayed the same)
    Scattershot: 4260

    Standard Ballista : 6390
    Lightning Ballista : 6390 + DoT vs players
    Fire Ballista : 8520 + DoT vs players

    Stone Treb : 17040 vs players, 4000 vs. keep walls
    Fire Treb : 12780 +DoT vs players, 3500 vs. keep walls
    Ice Treb : 10650 + Snare vs players, 3000 vs. keep walls

    And that seems to be about what they hit for on average. The really big numbers people are posting are apparently from them picking up damage bonus or things like fire v.s. vamp.
    Edited by Glurin on March 30, 2015 7:19PM
    "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..."
  • technohic
    technohic
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    Glurin wrote: »
    technohic wrote: »
    So how much are these SUPPOSED to hit for? I guess that would be my question. Seen some 9k hits; some 15k hits and I am not a vamp and wearing heavy armor.

    From forums.elderscrollsonline.com/en/discussion/156553/why-are-siege-engines-doing-half-damage-or-worse-relative-to-1-5/p5
    Flaming Oil: 9000 DoT <-- This was a bit higher at first, but in the most common situation where several pots are being used and once, we toned this down a bit.

    Meatbag: 4260 (health debuff stays the same)
    Oilpot: 4260 (snare stayed the same)
    Scattershot: 4260

    Standard Ballista : 6390
    Lightning Ballista : 6390 + DoT vs players
    Fire Ballista : 8520 + DoT vs players

    Stone Treb : 17040 vs players, 4000 vs. keep walls
    Fire Treb : 12780 +DoT vs players, 3500 vs. keep walls
    Ice Treb : 10650 + Snare vs players, 3000 vs. keep walls

    And that seems to be about what they hit for on average. The really big numbers people are posting are apparently from them picking up damage bonus or things like fire v.s. vamp.


    Thanks. I had seen that before and for some reason, it had been forgotten.
  • nukeemstudiosub17_ESO
    This is still a stupid change. All the good pvp'ers hate the change. The only ones who are happy with it are the skill less and EP cause they have the numbers to make it work to their advantage
  • DaggerfallTradeMasters
    Gravord wrote: »
    Gravord wrote: »

    Funny that i am not a nabbie but you just cant look past my level in there can you?
    Just because i am on my VR2 alt doesn't mean *** dude i kill eunogh VR14 guys with that build.
    First know the people you talking to i cant help it that some people are one shotting you with balistas and firepot trebuchets because you have 0 dodge skills

    That vid shows all i need to know about you - baddie. And your cheerfull laugh when killing ppl with broken stuff, priceless. Happy you posted that too. Feels good to know image in my head about ppl using siege was so accurate.

    Edit: your vr doesnt matter at all. You can be v14 baddie depend only on broken siege or you can be proper player v1 still in levelling process.

    Lol you just see 1 video about some 1 and you think you know everything lmao.
    I personally like PvP more as well but after 1 year i know updates aren't coming that quick.
    I just adapt to the cirumstances and if you dont want to do that thats fine you go PvP like a ''real DEAD man'''and have some fun.
    I make plenty of kills with my VR14 Orc Templar or my VR3 Dragonknight 2handed in PvP with out siege but when there is a group of 20+ people i am not so stupid to jump in with my melee.
    You can jump in the AoE spam and die thats fine i just deploy siege like i Always did its just a tactic perhaps you need to get a look in how that works.
  • Charadras
    Charadras
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    I rellay don't know what to think. Yesterday evening in all servers EU (i play on haderus, chillrend and azura) i see this:

    AZURA: from 21:30 to 22:15 (GMT+2) all map controlled by DC and big fight beetwen Farragut and EP Gate. About 60+ DC zerg all with siege. Can pls someone explain me how i can roll dodge/attenuate damage from 10+ ballistas around a 30+ m zone ?

    HADERUS: from 22:15 to 23:00 (GMT+2) same situation, all map controlled by DC. This time about 2 big zerg group with a lot of siege in open field. Again can pls someone explain me how i can roll dodge/attenuate damage from 10+ ballistas around a 30+ m zone ? when i kill 1 siege operators other 3 appears... "they're coming outta the f..ing walls!!!!"

    CHILLREND: from 23:00 to 24:00 (GMT+2) balanced map with more AD this time. Trying to capture a resource, big defense inside the tower, about 30+ AD with 3 ballistas at the base flour that fire at 1 m distance.

    Is this the PVP all of you want ? I prefer to die becuase my enemy use skill better than my guild warband than becuase 60+ enemy use 15+ siege in open field.


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  • ToRelax
    ToRelax
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    Charadras wrote: »
    I rellay don't know what to think. Yesterday evening in all servers EU (i play on haderus, chillrend and azura) i see this:

    AZURA: from 21:30 to 22:15 (GMT+2) all map controlled by DC and big fight beetwen Farragut and EP Gate. About 60+ DC zerg all with siege. Can pls someone explain me how i can roll dodge/attenuate damage from 10+ ballistas around a 30+ m zone ?

    HADERUS: from 22:15 to 23:00 (GMT+2) same situation, all map controlled by DC. This time about 2 big zerg group with a lot of siege in open field. Again can pls someone explain me how i can roll dodge/attenuate damage from 10+ ballistas around a 30+ m zone ? when i kill 1 siege operators other 3 appears... "they're coming outta the f..ing walls!!!!"

    CHILLREND: from 23:00 to 24:00 (GMT+2) balanced map with more AD this time. Trying to capture a resource, big defense inside the tower, about 30+ AD with 3 ballistas at the base flour that fire at 1 m distance.

    Is this the PVP all of you want ? I prefer to die becuase my enemy use skill better than my guild warband than becuase 60+ enemy use 15+ siege in open field.

    I thought scroll gates are wider than 30m... ? You are supposed to get around the siege, eventually go to the other gate if there are fewer enemies, hit them from behind you know.
    And if people go into that tower... I'd like if they just removed the doors at resource towers. But either way, people don't have to go in there, right? Besides that, DC tried to farm EP resource towers a couple times on Thornblade yesterday, wiped in 1-2 minutes every time.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

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