eventide03b14a_ESO wrote: »I still haven't heard a single coherent argument as to why people think they should not have to move out of the siege circles and should be able to just survive being hit by them. Someone please give me your best argument for being able to survive these. I'm not interested in your opinions about skill, I want an actual reason why you feel you should be able to be hit with these.
Are you not skilled enough to roll dodge?
Are you not able to see the red circles around your feet?
Are you not fast enough or have ranged abilities to take out the person operating it?
Just give me one reason why countering these is so difficult.
eventide03b14a_ESO wrote: »LMFAOeventide03b14a_ESO wrote: »I still haven't heard a single coherent argument as to why people think they should not have to move out of the siege circles and should be able to just survive being hit by them. Someone please give me your best argument for being able to survive these. I'm not interested in your opinions about skill, I want an actual reason why you feel you should be able to be hit with these.
Are you not skilled enough to roll dodge?
Are you not able to see the red circles around your feet?
Are you not fast enough or have ranged abilities to take out the person operating it?
Just give me one reason why countering these is so difficult.
I should be able to play the way i want.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.eventide03b14a_ESO wrote: »I still haven't heard a single coherent argument as to why people think they should not have to move out of the siege circles and should be able to just survive being hit by them. Someone please give me your best argument for being able to survive these. I'm not interested in your opinions about skill, I want an actual reason why you feel you should be able to be hit with these.
Are you not skilled enough to roll dodge?
Are you not able to see the red circles around your feet?
Are you not fast enough or have ranged abilities to take out the person operating it?
Just give me one reason why countering these is so difficult.
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.
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.
xDOVAHKIINx wrote: »eventide03b14a_ESO wrote: »LMFAOeventide03b14a_ESO wrote: »I still haven't heard a single coherent argument as to why people think they should not have to move out of the siege circles and should be able to just survive being hit by them. Someone please give me your best argument for being able to survive these. I'm not interested in your opinions about skill, I want an actual reason why you feel you should be able to be hit with these.
Are you not skilled enough to roll dodge?
Are you not able to see the red circles around your feet?
Are you not fast enough or have ranged abilities to take out the person operating it?
Just give me one reason why countering these is so difficult.
I should be able to play the way i want.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.eventide03b14a_ESO wrote: »I still haven't heard a single coherent argument as to why people think they should not have to move out of the siege circles and should be able to just survive being hit by them. Someone please give me your best argument for being able to survive these. I'm not interested in your opinions about skill, I want an actual reason why you feel you should be able to be hit with these.
Are you not skilled enough to roll dodge?
Are you not able to see the red circles around your feet?
Are you not fast enough or have ranged abilities to take out the person operating it?
Just give me one reason why countering these is so difficult.
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.
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
xDOVAHKIINx wrote: »eventide03b14a_ESO wrote: »LMFAOeventide03b14a_ESO wrote: »I still haven't heard a single coherent argument as to why people think they should not have to move out of the siege circles and should be able to just survive being hit by them. Someone please give me your best argument for being able to survive these. I'm not interested in your opinions about skill, I want an actual reason why you feel you should be able to be hit with these.
Are you not skilled enough to roll dodge?
Are you not able to see the red circles around your feet?
Are you not fast enough or have ranged abilities to take out the person operating it?
Just give me one reason why countering these is so difficult.
I should be able to play the way i want.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.eventide03b14a_ESO wrote: »I still haven't heard a single coherent argument as to why people think they should not have to move out of the siege circles and should be able to just survive being hit by them. Someone please give me your best argument for being able to survive these. I'm not interested in your opinions about skill, I want an actual reason why you feel you should be able to be hit with these.
Are you not skilled enough to roll dodge?
Are you not able to see the red circles around your feet?
Are you not fast enough or have ranged abilities to take out the person operating it?
Just give me one reason why countering these is so difficult.
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.
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 wrote: »xDOVAHKIINx wrote: »eventide03b14a_ESO wrote: »LMFAOeventide03b14a_ESO wrote: »I still haven't heard a single coherent argument as to why people think they should not have to move out of the siege circles and should be able to just survive being hit by them. Someone please give me your best argument for being able to survive these. I'm not interested in your opinions about skill, I want an actual reason why you feel you should be able to be hit with these.
Are you not skilled enough to roll dodge?
Are you not able to see the red circles around your feet?
Are you not fast enough or have ranged abilities to take out the person operating it?
Just give me one reason why countering these is so difficult.
I should be able to play the way i want.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.eventide03b14a_ESO wrote: »I still haven't heard a single coherent argument as to why people think they should not have to move out of the siege circles and should be able to just survive being hit by them. Someone please give me your best argument for being able to survive these. I'm not interested in your opinions about skill, I want an actual reason why you feel you should be able to be hit with these.
Are you not skilled enough to roll dodge?
Are you not able to see the red circles around your feet?
Are you not fast enough or have ranged abilities to take out the person operating it?
Just give me one reason why countering these is so difficult.
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.
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
Tintinabula wrote: »xDOVAHKIINx wrote: »xDOVAHKIINx wrote: »eventide03b14a_ESO wrote: »LMFAOeventide03b14a_ESO wrote: »I still haven't heard a single coherent argument as to why people think they should not have to move out of the siege circles and should be able to just survive being hit by them. Someone please give me your best argument for being able to survive these. I'm not interested in your opinions about skill, I want an actual reason why you feel you should be able to be hit with these.
Are you not skilled enough to roll dodge?
Are you not able to see the red circles around your feet?
Are you not fast enough or have ranged abilities to take out the person operating it?
Just give me one reason why countering these is so difficult.
I should be able to play the way i want.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.eventide03b14a_ESO wrote: »I still haven't heard a single coherent argument as to why people think they should not have to move out of the siege circles and should be able to just survive being hit by them. Someone please give me your best argument for being able to survive these. I'm not interested in your opinions about skill, I want an actual reason why you feel you should be able to be hit with these.
Are you not skilled enough to roll dodge?
Are you not able to see the red circles around your feet?
Are you not fast enough or have ranged abilities to take out the person operating it?
Just give me one reason why countering these is so difficult.
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.
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 wrote: »Tintinabula wrote: »xDOVAHKIINx wrote: »xDOVAHKIINx wrote: »eventide03b14a_ESO wrote: »LMFAOeventide03b14a_ESO wrote: »I still haven't heard a single coherent argument as to why people think they should not have to move out of the siege circles and should be able to just survive being hit by them. Someone please give me your best argument for being able to survive these. I'm not interested in your opinions about skill, I want an actual reason why you feel you should be able to be hit with these.
Are you not skilled enough to roll dodge?
Are you not able to see the red circles around your feet?
Are you not fast enough or have ranged abilities to take out the person operating it?
Just give me one reason why countering these is so difficult.
I should be able to play the way i want.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.eventide03b14a_ESO wrote: »I still haven't heard a single coherent argument as to why people think they should not have to move out of the siege circles and should be able to just survive being hit by them. Someone please give me your best argument for being able to survive these. I'm not interested in your opinions about skill, I want an actual reason why you feel you should be able to be hit with these.
Are you not skilled enough to roll dodge?
Are you not able to see the red circles around your feet?
Are you not fast enough or have ranged abilities to take out the person operating it?
Just give me one reason why countering these is so difficult.
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.
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.
Tintinabula wrote: »
Tintinabula wrote: »
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.
Tintinabula wrote: »
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.
Stole the thought right from me.
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.
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...
Nope. Just a regular joe who happened to be sieging a keep.
Exactly how i image nabbies happy with balista: http://forums.elderscrollsonline.com/en/discussion/161314/5kb-in-1-fire-balista-shot#latest
DaggerfallTradeMasters wrote: »Exactly how i image nabbies happy with balista: http://forums.elderscrollsonline.com/en/discussion/161314/5kb-in-1-fire-balista-shot#latest
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
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.
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/p5Flaming 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.
DaggerfallTradeMasters wrote: »Exactly how i image nabbies happy with balista: http://forums.elderscrollsonline.com/en/discussion/161314/5kb-in-1-fire-balista-shot#latest
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.
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.