AhPook_Is_Here wrote: »Something should scale better when used against large groups than when it is used by them.
The proposal to make Magicka Detonation scale upwards with the number of targets affected is a good candidate. Even then, it will be used by large groups against other large groups, but it would at least give small groups a chance against blobs.
It might be easier to change the rulesets, though, to encourage folks to spread out. At least one of the new campaigns will focus on holding resources. That's an interesting experiment. So are some of the others. Laboratories of Muderocracy
Collision. then a blob can't move together quickly or orderly. Also make friendly players between you and your target block your outgoing damage to hostile targets. I don't think this game has the resources for that kind of messaging but that's the way to actually fix blobs. These 2 things would make blobbing useless and formations useful, and you don't need to hand out a button so 2 v 40 can win half the time.
Perphection wrote: »Perphection wrote: »RinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
Siege is not the answer.
The reason being is that those types of changes would hurt smaller groups more than they would larger groups, which again would incentivize a Zerg style of play.
People who think the answer to zergs is siege always seem to forget that large groups can use siege too...they can just put up more siege, while still having people left over to heal and protect the people on siege, great plan...
That's exactly it.
In this type of scenario where let's say Meatbags did stack, and were un-purgeable, if healing were reduced 75% the obvious solution would be.."Well, looks like we need 75% more healers. Start up Group 4, and have everyone equip healing springs."
This is why siege is not the solution.
Nor can siege be used in the Directionally Proportional example I used earlier, because it eliminates the risk/reward scenario of players endangering themselves to output the necessary damage.
Perphection wrote: »Perphection wrote: »RinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
Siege is not the answer.
The reason being is that those types of changes would hurt smaller groups more than they would larger groups, which again would incentivize a Zerg style of play.
People who think the answer to zergs is siege always seem to forget that large groups can use siege too...they can just put up more siege, while still having people left over to heal and protect the people on siege, great plan...
That's exactly it.
In this type of scenario where let's say Meatbags did stack, and were un-purgeable, if healing were reduced 75% the obvious solution would be.."Well, looks like we need 75% more healers. Start up Group 4, and have everyone equip healing springs."
This is why siege is not the solution.
Nor can siege be used in the Directionally Proportional example I used earlier, because it eliminates the risk/reward scenario of players endangering themselves to output the necessary damage.
Amazing the amount of people who keep counter-arguing that large groups can use sieges better and be more efficient with it. Everybody always focus on open field battles when in reality, open fields battles don't mean anything in the alliance war scale. What matters is to defend your keeps against pvedoorers while being out numbered to buy enough time for the reinforcements to arrive.
During an assault, if you focus massive amount of sieges on one breach, no matter the amount of people zerging in, you should be able to kill plenty of them on the way in. You should be able to force them to open a second wall if you positioned your sieges properly and used a good combination of meatbags, fire balistas, oil catapults, etc.
Don't tell me that a large group can benefit more from sieges when they are stacked up rushing into a breach to take control of the courtyard. They have absolutely no way to use sieges on their way in. The only thing they can do is to spam heals and purges and hope to survive until they reach the nearest tower.
Same thing when the fight gets to the inner keep. People with good siege placements on walls should have a major advantage and should force the enemy to open multiple breaches if the keep is properly defended with massive sieges everywhere. Oil pots on top of the breach, first balista near the siege vendor aiming at the breach, fire balista half the way up the stairs aiming at the breach, meatbag all the way up the stairs aiming at the breach, oil pots on top of the other inner in case the group pushes across the backflag to the opposite stairs, etc.
With this proper setup and great coordination, no group in the world should be able to survive on their way in. They should be forced to take the main door or other postern down, giving the time to defender reinforcements to arrive and have a chance to defend the keep against the pvedoorers.
Right now, no matter the amount of sieges you deploy, it doesn't change anything. It all results in who had the most ultimates ready, who had the most shields, the most armor and the most aoe spells.
Perphection wrote: »Perphection wrote: »Perphection wrote: »RinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
Siege is not the answer.
The reason being is that those types of changes would hurt smaller groups more than they would larger groups, which again would incentivize a Zerg style of play.
People who think the answer to zergs is siege always seem to forget that large groups can use siege too...they can just put up more siege, while still having people left over to heal and protect the people on siege, great plan...
That's exactly it.
In this type of scenario where let's say Meatbags did stack, and were un-purgeable, if healing were reduced 75% the obvious solution would be.."Well, looks like we need 75% more healers. Start up Group 4, and have everyone equip healing springs."
This is why siege is not the solution.
Nor can siege be used in the Directionally Proportional example I used earlier, because it eliminates the risk/reward scenario of players endangering themselves to output the necessary damage.
Amazing the amount of people who keep counter-arguing that large groups can use sieges better and be more efficient with it. Everybody always focus on open field battles when in reality, open fields battles don't mean anything in the alliance war scale. What matters is to defend your keeps against pvedoorers while being out numbered to buy enough time for the reinforcements to arrive.
During an assault, if you focus massive amount of sieges on one breach, no matter the amount of people zerging in, you should be able to kill plenty of them on the way in. You should be able to force them to open a second wall if you positioned your sieges properly and used a good combination of meatbags, fire balistas, oil catapults, etc.
Don't tell me that a large group can benefit more from sieges when they are stacked up rushing into a breach to take control of the courtyard. They have absolutely no way to use sieges on their way in. The only thing they can do is to spam heals and purges and hope to survive until they reach the nearest tower.
Same thing when the fight gets to the inner keep. People with good siege placements on walls should have a major advantage and should force the enemy to open multiple breaches if the keep is properly defended with massive sieges everywhere. Oil pots on top of the breach, first balista near the siege vendor aiming at the breach, fire balista half the way up the stairs aiming at the breach, meatbag all the way up the stairs aiming at the breach, oil pots on top of the other inner in case the group pushes across the backflag to the opposite stairs, etc.
With this proper setup and great coordination, no group in the world should be able to survive on their way in. They should be forced to take the main door or other postern down, giving the time to defender reinforcements to arrive and have a chance to defend the keep against the pvedoorers.
Right now, no matter the amount of sieges you deploy, it doesn't change anything. It all results in who had the most ultimates ready, who had the most shields, the most armor and the most aoe spells.
You don't think that buffing siege negatively impacts small groups more than it does massive zergs?
If you stack meatbag debuffs on a 10-12 man group, that might have 2-3 healers. It's going to hurt A LOT.
If you stack meatbag debuffs on a 40-60 man zerg, they wipe once and then tell half the raid to switch to a resto staff on their offbar and spam it and barrier as they run up the stairs past your meat bags =/
Perphection wrote: »Perphection wrote: »Perphection wrote: »RinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
Siege is not the answer.
The reason being is that those types of changes would hurt smaller groups more than they would larger groups, which again would incentivize a Zerg style of play.
People who think the answer to zergs is siege always seem to forget that large groups can use siege too...they can just put up more siege, while still having people left over to heal and protect the people on siege, great plan...
That's exactly it.
In this type of scenario where let's say Meatbags did stack, and were un-purgeable, if healing were reduced 75% the obvious solution would be.."Well, looks like we need 75% more healers. Start up Group 4, and have everyone equip healing springs."
This is why siege is not the solution.
Nor can siege be used in the Directionally Proportional example I used earlier, because it eliminates the risk/reward scenario of players endangering themselves to output the necessary damage.
Amazing the amount of people who keep counter-arguing that large groups can use sieges better and be more efficient with it. Everybody always focus on open field battles when in reality, open fields battles don't mean anything in the alliance war scale. What matters is to defend your keeps against pvedoorers while being out numbered to buy enough time for the reinforcements to arrive.
During an assault, if you focus massive amount of sieges on one breach, no matter the amount of people zerging in, you should be able to kill plenty of them on the way in. You should be able to force them to open a second wall if you positioned your sieges properly and used a good combination of meatbags, fire balistas, oil catapults, etc.
Don't tell me that a large group can benefit more from sieges when they are stacked up rushing into a breach to take control of the courtyard. They have absolutely no way to use sieges on their way in. The only thing they can do is to spam heals and purges and hope to survive until they reach the nearest tower.
Same thing when the fight gets to the inner keep. People with good siege placements on walls should have a major advantage and should force the enemy to open multiple breaches if the keep is properly defended with massive sieges everywhere. Oil pots on top of the breach, first balista near the siege vendor aiming at the breach, fire balista half the way up the stairs aiming at the breach, meatbag all the way up the stairs aiming at the breach, oil pots on top of the other inner in case the group pushes across the backflag to the opposite stairs, etc.
With this proper setup and great coordination, no group in the world should be able to survive on their way in. They should be forced to take the main door or other postern down, giving the time to defender reinforcements to arrive and have a chance to defend the keep against the pvedoorers.
Right now, no matter the amount of sieges you deploy, it doesn't change anything. It all results in who had the most ultimates ready, who had the most shields, the most armor and the most aoe spells.
You don't think that buffing siege negatively impacts small groups more than it does massive zergs?
If you stack meatbag debuffs on a 10-12 man group, that might have 2-3 healers. It's going to hurt A LOT.
If you stack meatbag debuffs on a 40-60 man zerg, they wipe once and then tell half the raid to switch to a resto staff on their offbar and spam it and barrier as they run up the stairs past your meat bags =/
Perphection wrote: »Perphection wrote: »Perphection wrote: »RinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
Siege is not the answer.
The reason being is that those types of changes would hurt smaller groups more than they would larger groups, which again would incentivize a Zerg style of play.
People who think the answer to zergs is siege always seem to forget that large groups can use siege too...they can just put up more siege, while still having people left over to heal and protect the people on siege, great plan...
That's exactly it.
In this type of scenario where let's say Meatbags did stack, and were un-purgeable, if healing were reduced 75% the obvious solution would be.."Well, looks like we need 75% more healers. Start up Group 4, and have everyone equip healing springs."
This is why siege is not the solution.
Nor can siege be used in the Directionally Proportional example I used earlier, because it eliminates the risk/reward scenario of players endangering themselves to output the necessary damage.
Amazing the amount of people who keep counter-arguing that large groups can use sieges better and be more efficient with it. Everybody always focus on open field battles when in reality, open fields battles don't mean anything in the alliance war scale. What matters is to defend your keeps against pvedoorers while being out numbered to buy enough time for the reinforcements to arrive.
During an assault, if you focus massive amount of sieges on one breach, no matter the amount of people zerging in, you should be able to kill plenty of them on the way in. You should be able to force them to open a second wall if you positioned your sieges properly and used a good combination of meatbags, fire balistas, oil catapults, etc.
Don't tell me that a large group can benefit more from sieges when they are stacked up rushing into a breach to take control of the courtyard. They have absolutely no way to use sieges on their way in. The only thing they can do is to spam heals and purges and hope to survive until they reach the nearest tower.
Same thing when the fight gets to the inner keep. People with good siege placements on walls should have a major advantage and should force the enemy to open multiple breaches if the keep is properly defended with massive sieges everywhere. Oil pots on top of the breach, first balista near the siege vendor aiming at the breach, fire balista half the way up the stairs aiming at the breach, meatbag all the way up the stairs aiming at the breach, oil pots on top of the other inner in case the group pushes across the backflag to the opposite stairs, etc.
With this proper setup and great coordination, no group in the world should be able to survive on their way in. They should be forced to take the main door or other postern down, giving the time to defender reinforcements to arrive and have a chance to defend the keep against the pvedoorers.
Right now, no matter the amount of sieges you deploy, it doesn't change anything. It all results in who had the most ultimates ready, who had the most shields, the most armor and the most aoe spells.
You don't think that buffing siege negatively impacts small groups more than it does massive zergs?
If you stack meatbag debuffs on a 10-12 man group, that might have 2-3 healers. It's going to hurt A LOT.
If you stack meatbag debuffs on a 40-60 man zerg, they wipe once and then tell half the raid to switch to a resto staff on their offbar and spam it and barrier as they run up the stairs past your meat bags =/
Ok now explain to me how a group of 40-60men can manage to drop sieges as they push inside a breach to be more effective ?
Perphection wrote: »Perphection wrote: »Perphection wrote: »Perphection wrote: »RinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
Siege is not the answer.
The reason being is that those types of changes would hurt smaller groups more than they would larger groups, which again would incentivize a Zerg style of play.
People who think the answer to zergs is siege always seem to forget that large groups can use siege too...they can just put up more siege, while still having people left over to heal and protect the people on siege, great plan...
That's exactly it.
In this type of scenario where let's say Meatbags did stack, and were un-purgeable, if healing were reduced 75% the obvious solution would be.."Well, looks like we need 75% more healers. Start up Group 4, and have everyone equip healing springs."
This is why siege is not the solution.
Nor can siege be used in the Directionally Proportional example I used earlier, because it eliminates the risk/reward scenario of players endangering themselves to output the necessary damage.
Amazing the amount of people who keep counter-arguing that large groups can use sieges better and be more efficient with it. Everybody always focus on open field battles when in reality, open fields battles don't mean anything in the alliance war scale. What matters is to defend your keeps against pvedoorers while being out numbered to buy enough time for the reinforcements to arrive.
During an assault, if you focus massive amount of sieges on one breach, no matter the amount of people zerging in, you should be able to kill plenty of them on the way in. You should be able to force them to open a second wall if you positioned your sieges properly and used a good combination of meatbags, fire balistas, oil catapults, etc.
Don't tell me that a large group can benefit more from sieges when they are stacked up rushing into a breach to take control of the courtyard. They have absolutely no way to use sieges on their way in. The only thing they can do is to spam heals and purges and hope to survive until they reach the nearest tower.
Same thing when the fight gets to the inner keep. People with good siege placements on walls should have a major advantage and should force the enemy to open multiple breaches if the keep is properly defended with massive sieges everywhere. Oil pots on top of the breach, first balista near the siege vendor aiming at the breach, fire balista half the way up the stairs aiming at the breach, meatbag all the way up the stairs aiming at the breach, oil pots on top of the other inner in case the group pushes across the backflag to the opposite stairs, etc.
With this proper setup and great coordination, no group in the world should be able to survive on their way in. They should be forced to take the main door or other postern down, giving the time to defender reinforcements to arrive and have a chance to defend the keep against the pvedoorers.
Right now, no matter the amount of sieges you deploy, it doesn't change anything. It all results in who had the most ultimates ready, who had the most shields, the most armor and the most aoe spells.
You don't think that buffing siege negatively impacts small groups more than it does massive zergs?
If you stack meatbag debuffs on a 10-12 man group, that might have 2-3 healers. It's going to hurt A LOT.
If you stack meatbag debuffs on a 40-60 man zerg, they wipe once and then tell half the raid to switch to a resto staff on their offbar and spam it and barrier as they run up the stairs past your meat bags =/Perphection wrote: »Perphection wrote: »Perphection wrote: »RinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
Siege is not the answer.
The reason being is that those types of changes would hurt smaller groups more than they would larger groups, which again would incentivize a Zerg style of play.
People who think the answer to zergs is siege always seem to forget that large groups can use siege too...they can just put up more siege, while still having people left over to heal and protect the people on siege, great plan...
That's exactly it.
In this type of scenario where let's say Meatbags did stack, and were un-purgeable, if healing were reduced 75% the obvious solution would be.."Well, looks like we need 75% more healers. Start up Group 4, and have everyone equip healing springs."
This is why siege is not the solution.
Nor can siege be used in the Directionally Proportional example I used earlier, because it eliminates the risk/reward scenario of players endangering themselves to output the necessary damage.
Amazing the amount of people who keep counter-arguing that large groups can use sieges better and be more efficient with it. Everybody always focus on open field battles when in reality, open fields battles don't mean anything in the alliance war scale. What matters is to defend your keeps against pvedoorers while being out numbered to buy enough time for the reinforcements to arrive.
During an assault, if you focus massive amount of sieges on one breach, no matter the amount of people zerging in, you should be able to kill plenty of them on the way in. You should be able to force them to open a second wall if you positioned your sieges properly and used a good combination of meatbags, fire balistas, oil catapults, etc.
Don't tell me that a large group can benefit more from sieges when they are stacked up rushing into a breach to take control of the courtyard. They have absolutely no way to use sieges on their way in. The only thing they can do is to spam heals and purges and hope to survive until they reach the nearest tower.
Same thing when the fight gets to the inner keep. People with good siege placements on walls should have a major advantage and should force the enemy to open multiple breaches if the keep is properly defended with massive sieges everywhere. Oil pots on top of the breach, first balista near the siege vendor aiming at the breach, fire balista half the way up the stairs aiming at the breach, meatbag all the way up the stairs aiming at the breach, oil pots on top of the other inner in case the group pushes across the backflag to the opposite stairs, etc.
With this proper setup and great coordination, no group in the world should be able to survive on their way in. They should be forced to take the main door or other postern down, giving the time to defender reinforcements to arrive and have a chance to defend the keep against the pvedoorers.
Right now, no matter the amount of sieges you deploy, it doesn't change anything. It all results in who had the most ultimates ready, who had the most shields, the most armor and the most aoe spells.
You don't think that buffing siege negatively impacts small groups more than it does massive zergs?
If you stack meatbag debuffs on a 10-12 man group, that might have 2-3 healers. It's going to hurt A LOT.
If you stack meatbag debuffs on a 40-60 man zerg, they wipe once and then tell half the raid to switch to a resto staff on their offbar and spam it and barrier as they run up the stairs past your meat bags =/
Ok now explain to me how a group of 40-60men can manage to drop sieges as they push inside a breach to be more effective ?
I don't believe I am the one who said they use them more "effectively", however the larger group could easily leave 2-3 players or even more behind on siege and not be as impacted by having a smaller force.
Now, if you could. I would like for you to answer me this. How in the scenario I mentioned above with meatbags and increased buffs to siege not result in the player base coming to the conclusion that "They need more numbers", to take said defended keep?
**Also, before this gets way offtrack say what you need to say that's relevant and if there's more you want to talk about msg me instead. I just see this escalating into an argument about hypothetical situations and not being constructive.
Perphection wrote: »Perphection wrote: »Perphection wrote: »Perphection wrote: »RinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
Siege is not the answer.
The reason being is that those types of changes would hurt smaller groups more than they would larger groups, which again would incentivize a Zerg style of play.
People who think the answer to zergs is siege always seem to forget that large groups can use siege too...they can just put up more siege, while still having people left over to heal and protect the people on siege, great plan...
That's exactly it.
In this type of scenario where let's say Meatbags did stack, and were un-purgeable, if healing were reduced 75% the obvious solution would be.."Well, looks like we need 75% more healers. Start up Group 4, and have everyone equip healing springs."
This is why siege is not the solution.
Nor can siege be used in the Directionally Proportional example I used earlier, because it eliminates the risk/reward scenario of players endangering themselves to output the necessary damage.
Amazing the amount of people who keep counter-arguing that large groups can use sieges better and be more efficient with it. Everybody always focus on open field battles when in reality, open fields battles don't mean anything in the alliance war scale. What matters is to defend your keeps against pvedoorers while being out numbered to buy enough time for the reinforcements to arrive.
During an assault, if you focus massive amount of sieges on one breach, no matter the amount of people zerging in, you should be able to kill plenty of them on the way in. You should be able to force them to open a second wall if you positioned your sieges properly and used a good combination of meatbags, fire balistas, oil catapults, etc.
Don't tell me that a large group can benefit more from sieges when they are stacked up rushing into a breach to take control of the courtyard. They have absolutely no way to use sieges on their way in. The only thing they can do is to spam heals and purges and hope to survive until they reach the nearest tower.
Same thing when the fight gets to the inner keep. People with good siege placements on walls should have a major advantage and should force the enemy to open multiple breaches if the keep is properly defended with massive sieges everywhere. Oil pots on top of the breach, first balista near the siege vendor aiming at the breach, fire balista half the way up the stairs aiming at the breach, meatbag all the way up the stairs aiming at the breach, oil pots on top of the other inner in case the group pushes across the backflag to the opposite stairs, etc.
With this proper setup and great coordination, no group in the world should be able to survive on their way in. They should be forced to take the main door or other postern down, giving the time to defender reinforcements to arrive and have a chance to defend the keep against the pvedoorers.
Right now, no matter the amount of sieges you deploy, it doesn't change anything. It all results in who had the most ultimates ready, who had the most shields, the most armor and the most aoe spells.
You don't think that buffing siege negatively impacts small groups more than it does massive zergs?
If you stack meatbag debuffs on a 10-12 man group, that might have 2-3 healers. It's going to hurt A LOT.
If you stack meatbag debuffs on a 40-60 man zerg, they wipe once and then tell half the raid to switch to a resto staff on their offbar and spam it and barrier as they run up the stairs past your meat bags =/Perphection wrote: »Perphection wrote: »Perphection wrote: »RinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
Siege is not the answer.
The reason being is that those types of changes would hurt smaller groups more than they would larger groups, which again would incentivize a Zerg style of play.
People who think the answer to zergs is siege always seem to forget that large groups can use siege too...they can just put up more siege, while still having people left over to heal and protect the people on siege, great plan...
That's exactly it.
In this type of scenario where let's say Meatbags did stack, and were un-purgeable, if healing were reduced 75% the obvious solution would be.."Well, looks like we need 75% more healers. Start up Group 4, and have everyone equip healing springs."
This is why siege is not the solution.
Nor can siege be used in the Directionally Proportional example I used earlier, because it eliminates the risk/reward scenario of players endangering themselves to output the necessary damage.
Amazing the amount of people who keep counter-arguing that large groups can use sieges better and be more efficient with it. Everybody always focus on open field battles when in reality, open fields battles don't mean anything in the alliance war scale. What matters is to defend your keeps against pvedoorers while being out numbered to buy enough time for the reinforcements to arrive.
During an assault, if you focus massive amount of sieges on one breach, no matter the amount of people zerging in, you should be able to kill plenty of them on the way in. You should be able to force them to open a second wall if you positioned your sieges properly and used a good combination of meatbags, fire balistas, oil catapults, etc.
Don't tell me that a large group can benefit more from sieges when they are stacked up rushing into a breach to take control of the courtyard. They have absolutely no way to use sieges on their way in. The only thing they can do is to spam heals and purges and hope to survive until they reach the nearest tower.
Same thing when the fight gets to the inner keep. People with good siege placements on walls should have a major advantage and should force the enemy to open multiple breaches if the keep is properly defended with massive sieges everywhere. Oil pots on top of the breach, first balista near the siege vendor aiming at the breach, fire balista half the way up the stairs aiming at the breach, meatbag all the way up the stairs aiming at the breach, oil pots on top of the other inner in case the group pushes across the backflag to the opposite stairs, etc.
With this proper setup and great coordination, no group in the world should be able to survive on their way in. They should be forced to take the main door or other postern down, giving the time to defender reinforcements to arrive and have a chance to defend the keep against the pvedoorers.
Right now, no matter the amount of sieges you deploy, it doesn't change anything. It all results in who had the most ultimates ready, who had the most shields, the most armor and the most aoe spells.
You don't think that buffing siege negatively impacts small groups more than it does massive zergs?
If you stack meatbag debuffs on a 10-12 man group, that might have 2-3 healers. It's going to hurt A LOT.
If you stack meatbag debuffs on a 40-60 man zerg, they wipe once and then tell half the raid to switch to a resto staff on their offbar and spam it and barrier as they run up the stairs past your meat bags =/
Ok now explain to me how a group of 40-60men can manage to drop sieges as they push inside a breach to be more effective ?
I don't believe I am the one who said they use them more "effectively", however the larger group could easily leave 2-3 players or even more behind on siege and not be as impacted by having a smaller force.
Now, if you could. I would like for you to answer me this. How in the scenario I mentioned above with meatbags and increased buffs to siege not result in the player base coming to the conclusion that "They need more numbers", to take said defended keep?
**Also, before this gets way offtrack say what you need to say that's relevant and if there's more you want to talk about msg me instead. I just see this escalating into an argument about hypothetical situations and not being constructive.
I've said what I had to say the same way I did in the dozens of other threads regarding siege damage and at this point, I'm pretty sure that you are one of the few who haven't got my point yet. I have said more than enough to justify why nerfing purge/buffing siege would help smaller group more than larger group in situations involving the scoreboard.
Perphection wrote: »Perphection wrote: »Perphection wrote: »RinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
Siege is not the answer.
The reason being is that those types of changes would hurt smaller groups more than they would larger groups, which again would incentivize a Zerg style of play.
People who think the answer to zergs is siege always seem to forget that large groups can use siege too...they can just put up more siege, while still having people left over to heal and protect the people on siege, great plan...
That's exactly it.
In this type of scenario where let's say Meatbags did stack, and were un-purgeable, if healing were reduced 75% the obvious solution would be.."Well, looks like we need 75% more healers. Start up Group 4, and have everyone equip healing springs."
This is why siege is not the solution.
Nor can siege be used in the Directionally Proportional example I used earlier, because it eliminates the risk/reward scenario of players endangering themselves to output the necessary damage.
Amazing the amount of people who keep counter-arguing that large groups can use sieges better and be more efficient with it. Everybody always focus on open field battles when in reality, open fields battles don't mean anything in the alliance war scale. What matters is to defend your keeps against pvedoorers while being out numbered to buy enough time for the reinforcements to arrive.
During an assault, if you focus massive amount of sieges on one breach, no matter the amount of people zerging in, you should be able to kill plenty of them on the way in. You should be able to force them to open a second wall if you positioned your sieges properly and used a good combination of meatbags, fire balistas, oil catapults, etc.
Don't tell me that a large group can benefit more from sieges when they are stacked up rushing into a breach to take control of the courtyard. They have absolutely no way to use sieges on their way in. The only thing they can do is to spam heals and purges and hope to survive until they reach the nearest tower.
Same thing when the fight gets to the inner keep. People with good siege placements on walls should have a major advantage and should force the enemy to open multiple breaches if the keep is properly defended with massive sieges everywhere. Oil pots on top of the breach, first balista near the siege vendor aiming at the breach, fire balista half the way up the stairs aiming at the breach, meatbag all the way up the stairs aiming at the breach, oil pots on top of the other inner in case the group pushes across the backflag to the opposite stairs, etc.
With this proper setup and great coordination, no group in the world should be able to survive on their way in. They should be forced to take the main door or other postern down, giving the time to defender reinforcements to arrive and have a chance to defend the keep against the pvedoorers.
Right now, no matter the amount of sieges you deploy, it doesn't change anything. It all results in who had the most ultimates ready, who had the most shields, the most armor and the most aoe spells.
You don't think that buffing siege negatively impacts small groups more than it does massive zergs?
If you stack meatbag debuffs on a 10-12 man group, that might have 2-3 healers. It's going to hurt A LOT.
If you stack meatbag debuffs on a 40-60 man zerg, they wipe once and then tell half the raid to switch to a resto staff on their offbar and spam it and barrier as they run up the stairs past your meat bags =/
Ok now explain to me how a group of 40-60men can manage to drop sieges as they push inside a breach to be more effective than the 10-12men group already deployed with massive counter siege aiming at that breach?
There should be MAJOR bonuses for going solo.
Publius_Scipio wrote: »I agree with the general premise of this thread to a degree. But it is laden with verbiage and percentages, etc.
ZOS, digitize and bring my biceps into ESO. Watch what happens to the AD and EP zergs when I can wield them in Cyrodiil.
There should be MAJOR bonuses for going solo.
Why? Because that's your preferred playstyle?
They need to address the lag issues -- and Brian's post today gives us some hope on that front -- but Cyrodiil is designed around organized, group PvP. It's not meant to be a couple hundred gankers running around.
Perphection wrote: »Perphection wrote: »Perphection wrote: »RinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
Siege is not the answer.
The reason being is that those types of changes would hurt smaller groups more than they would larger groups, which again would incentivize a Zerg style of play.
People who think the answer to zergs is siege always seem to forget that large groups can use siege too...they can just put up more siege, while still having people left over to heal and protect the people on siege, great plan...
That's exactly it.
In this type of scenario where let's say Meatbags did stack, and were un-purgeable, if healing were reduced 75% the obvious solution would be.."Well, looks like we need 75% more healers. Start up Group 4, and have everyone equip healing springs."
This is why siege is not the solution.
Nor can siege be used in the Directionally Proportional example I used earlier, because it eliminates the risk/reward scenario of players endangering themselves to output the necessary damage.
Amazing the amount of people who keep counter-arguing that large groups can use sieges better and be more efficient with it. Everybody always focus on open field battles when in reality, open fields battles don't mean anything in the alliance war scale. What matters is to defend your keeps against pvedoorers while being out numbered to buy enough time for the reinforcements to arrive.
During an assault, if you focus massive amount of sieges on one breach, no matter the amount of people zerging in, you should be able to kill plenty of them on the way in. You should be able to force them to open a second wall if you positioned your sieges properly and used a good combination of meatbags, fire balistas, oil catapults, etc.
Don't tell me that a large group can benefit more from sieges when they are stacked up rushing into a breach to take control of the courtyard. They have absolutely no way to use sieges on their way in. The only thing they can do is to spam heals and purges and hope to survive until they reach the nearest tower.
Same thing when the fight gets to the inner keep. People with good siege placements on walls should have a major advantage and should force the enemy to open multiple breaches if the keep is properly defended with massive sieges everywhere. Oil pots on top of the breach, first balista near the siege vendor aiming at the breach, fire balista half the way up the stairs aiming at the breach, meatbag all the way up the stairs aiming at the breach, oil pots on top of the other inner in case the group pushes across the backflag to the opposite stairs, etc.
With this proper setup and great coordination, no group in the world should be able to survive on their way in. They should be forced to take the main door or other postern down, giving the time to defender reinforcements to arrive and have a chance to defend the keep against the pvedoorers.
Right now, no matter the amount of sieges you deploy, it doesn't change anything. It all results in who had the most ultimates ready, who had the most shields, the most armor and the most aoe spells.
You don't think that buffing siege negatively impacts small groups more than it does massive zergs?
If you stack meatbag debuffs on a 10-12 man group, that might have 2-3 healers. It's going to hurt A LOT.
If you stack meatbag debuffs on a 40-60 man zerg, they wipe once and then tell half the raid to switch to a resto staff on their offbar and spam it and barrier as they run up the stairs past your meat bags =/
Ok now explain to me how a group of 40-60men can manage to drop sieges as they push inside a breach to be more effective than the 10-12men group already deployed with massive counter siege aiming at that breach?
And if it's the small group attacking the keep?
Stronger siege favors defenders, but as is, a small group of good players can take a keep from a much larger group, would that still be possible if the small group had to contend with overpowered siege as well as superior numbers?
It seems to me that stronger siege takes much of the skill out of the equation, reducing a battle to just numbers and positioning.
There should be MAJOR bonuses for going solo.
Why? Because that's your preferred playstyle?
They need to address the lag issues -- and Brian's post today gives us some hope on that front -- but Cyrodiil is designed around organized, group PvP. It's not meant to be a couple hundred gankers running around.
There should be MAJOR bonuses for going solo, and really good bonuses for going with a small group (4 or less) into pvp.
Safety in numbers should = least reward.
Perphection wrote: »Perphection wrote: »Perphection wrote: »RinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
Siege is not the answer.
The reason being is that those types of changes would hurt smaller groups more than they would larger groups, which again would incentivize a Zerg style of play.
People who think the answer to zergs is siege always seem to forget that large groups can use siege too...they can just put up more siege, while still having people left over to heal and protect the people on siege, great plan...
That's exactly it.
In this type of scenario where let's say Meatbags did stack, and were un-purgeable, if healing were reduced 75% the obvious solution would be.."Well, looks like we need 75% more healers. Start up Group 4, and have everyone equip healing springs."
This is why siege is not the solution.
Nor can siege be used in the Directionally Proportional example I used earlier, because it eliminates the risk/reward scenario of players endangering themselves to output the necessary damage.
Amazing the amount of people who keep counter-arguing that large groups can use sieges better and be more efficient with it. Everybody always focus on open field battles when in reality, open fields battles don't mean anything in the alliance war scale. What matters is to defend your keeps against pvedoorers while being out numbered to buy enough time for the reinforcements to arrive.
During an assault, if you focus massive amount of sieges on one breach, no matter the amount of people zerging in, you should be able to kill plenty of them on the way in. You should be able to force them to open a second wall if you positioned your sieges properly and used a good combination of meatbags, fire balistas, oil catapults, etc.
Don't tell me that a large group can benefit more from sieges when they are stacked up rushing into a breach to take control of the courtyard. They have absolutely no way to use sieges on their way in. The only thing they can do is to spam heals and purges and hope to survive until they reach the nearest tower.
Same thing when the fight gets to the inner keep. People with good siege placements on walls should have a major advantage and should force the enemy to open multiple breaches if the keep is properly defended with massive sieges everywhere. Oil pots on top of the breach, first balista near the siege vendor aiming at the breach, fire balista half the way up the stairs aiming at the breach, meatbag all the way up the stairs aiming at the breach, oil pots on top of the other inner in case the group pushes across the backflag to the opposite stairs, etc.
With this proper setup and great coordination, no group in the world should be able to survive on their way in. They should be forced to take the main door or other postern down, giving the time to defender reinforcements to arrive and have a chance to defend the keep against the pvedoorers.
Right now, no matter the amount of sieges you deploy, it doesn't change anything. It all results in who had the most ultimates ready, who had the most shields, the most armor and the most aoe spells.
You don't think that buffing siege negatively impacts small groups more than it does massive zergs?
If you stack meatbag debuffs on a 10-12 man group, that might have 2-3 healers. It's going to hurt A LOT.
If you stack meatbag debuffs on a 40-60 man zerg, they wipe once and then tell half the raid to switch to a resto staff on their offbar and spam it and barrier as they run up the stairs past your meat bags =/
Ok now explain to me how a group of 40-60men can manage to drop sieges as they push inside a breach to be more effective than the 10-12men group already deployed with massive counter siege aiming at that breach?
And if it's the small group attacking the keep?
Stronger siege favors defenders, but as is, a small group of good players can take a keep from a much larger group, would that still be possible if the small group had to contend with overpowered siege as well as superior numbers?
It seems to me that stronger siege takes much of the skill out of the equation, reducing a battle to just numbers and positioning.
I'm not sure what you're trying to say here Winnamine. A small group should never be able to take a keep by himself if the keep is already well defended. It should always be much easier to defend a keep than it is to assault it in the first time.
Now let say that both armies are equal. You have different options to help you out and I have used them plenty of times in the past prior 1.5 when siege was doing relatively well.
1) Use siege shield;
2) If after deploying on one wall, you start getting damaged by massive counter-siege, pack up, run a bit further away from the keep, stealth up, move on another side and re-deploy. Most of the time, the zerg or "pugs" will stay on the side you first deployed and create a diversion while you flag the keep from another angle;
3) Open more than one breach at the same time (preferably not next to each other) to force the defenders to spread out their counter-siege defense.
There are many strategies to be used but the overall goal is to find opportunities to break a large group stacking on each other trying to skip steps to capture a keep by breaching only one single wall when there is a small group of 10-12players who know what they're doing and how to buy time for the reinforcements to arrive.
Perphection wrote: »this would make zerg vs zerg like a heavyweight fight. TKO. i say yea.
More iRinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
Siege is not the answer.
The reason being is that those types of changes would hurt smaller groups more than they would larger groups, which again would incentivize a Zerg style of play.
Perphection wrote: »AhPook_Is_Here wrote: »Something should scale better when used against large groups than when it is used by them.
The proposal to make Magicka Detonation scale upwards with the number of targets affected is a good candidate. Even then, it will be used by large groups against other large groups, but it would at least give small groups a chance against blobs.
It might be easier to change the rulesets, though, to encourage folks to spread out. At least one of the new campaigns will focus on holding resources. That's an interesting experiment. So are some of the others. Laboratories of Muderocracy
Collision. then a blob can't move together quickly or orderly. Also make friendly players between you and your target block your outgoing damage to hostile targets. I don't think this game has the resources for that kind of messaging but that's the way to actually fix blobs. These 2 things would make blobbing useless and formations useful, and you don't need to hand out a button so 2 v 40 can win half the time.
Yeah, I doubt this game could handle collision, Warhammer collision was fun and made for some absolutely crazy scenarios but again, probably not a solution for ESO.
Perhaps this is where you and I differ though, is in the appropriate size of a group.
I personally don't believe a group of 40 should EVER be standing together at one time and be susceptible to a gank-style bomb you're describing.
Groups are currently capped at 24. If you hit a full group with a Prox, it should do reasonable damage but not insane. That's where the damage would have to be reworked. Just an idea as to my thoughts so maybe you can understand. Let's say they reduce damage of Prox det to 50% of it's current value vs a 24 man group, but beyond 24 is where it begins to scale. Again, arbitrary numbers that would need testing, but I feel like you need an idea of where I'm coming from.
But I believe that if you hit a group of 60, 80, 120 you should absolutely crush them. Not because that gameplay is terrible, not because I don't believe in large scale combat, but because the game simply cannot handle that style of play.
IxSTALKERxI wrote: »I would like to see a much higher diminishing return in AP gain for larger groups.
You can not be serious. In case you are. Nothing in this thread makes sense.You need to realize that is is.. Player Vs Player..
You are wrong.
Cyrodiil is War. AvAvA.
I fight to win the campaign for the pact, every 30 days. The same one no matter how we do.
Posts like these make me wish I was DC.
Perphection wrote: »Perphection wrote: »Perphection wrote: »Perphection wrote: »RinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
Siege is not the answer.
The reason being is that those types of changes would hurt smaller groups more than they would larger groups, which again would incentivize a Zerg style of play.
People who think the answer to zergs is siege always seem to forget that large groups can use siege too...they can just put up more siege, while still having people left over to heal and protect the people on siege, great plan...
That's exactly it.
In this type of scenario where let's say Meatbags did stack, and were un-purgeable, if healing were reduced 75% the obvious solution would be.."Well, looks like we need 75% more healers. Start up Group 4, and have everyone equip healing springs."
This is why siege is not the solution.
Nor can siege be used in the Directionally Proportional example I used earlier, because it eliminates the risk/reward scenario of players endangering themselves to output the necessary damage.
Amazing the amount of people who keep counter-arguing that large groups can use sieges better and be more efficient with it. Everybody always focus on open field battles when in reality, open fields battles don't mean anything in the alliance war scale. What matters is to defend your keeps against pvedoorers while being out numbered to buy enough time for the reinforcements to arrive.
During an assault, if you focus massive amount of sieges on one breach, no matter the amount of people zerging in, you should be able to kill plenty of them on the way in. You should be able to force them to open a second wall if you positioned your sieges properly and used a good combination of meatbags, fire balistas, oil catapults, etc.
Don't tell me that a large group can benefit more from sieges when they are stacked up rushing into a breach to take control of the courtyard. They have absolutely no way to use sieges on their way in. The only thing they can do is to spam heals and purges and hope to survive until they reach the nearest tower.
Same thing when the fight gets to the inner keep. People with good siege placements on walls should have a major advantage and should force the enemy to open multiple breaches if the keep is properly defended with massive sieges everywhere. Oil pots on top of the breach, first balista near the siege vendor aiming at the breach, fire balista half the way up the stairs aiming at the breach, meatbag all the way up the stairs aiming at the breach, oil pots on top of the other inner in case the group pushes across the backflag to the opposite stairs, etc.
With this proper setup and great coordination, no group in the world should be able to survive on their way in. They should be forced to take the main door or other postern down, giving the time to defender reinforcements to arrive and have a chance to defend the keep against the pvedoorers.
Right now, no matter the amount of sieges you deploy, it doesn't change anything. It all results in who had the most ultimates ready, who had the most shields, the most armor and the most aoe spells.
You don't think that buffing siege negatively impacts small groups more than it does massive zergs?
If you stack meatbag debuffs on a 10-12 man group, that might have 2-3 healers. It's going to hurt A LOT.
If you stack meatbag debuffs on a 40-60 man zerg, they wipe once and then tell half the raid to switch to a resto staff on their offbar and spam it and barrier as they run up the stairs past your meat bags =/
Ok now explain to me how a group of 40-60men can manage to drop sieges as they push inside a breach to be more effective than the 10-12men group already deployed with massive counter siege aiming at that breach?
And if it's the small group attacking the keep?
Stronger siege favors defenders, but as is, a small group of good players can take a keep from a much larger group, would that still be possible if the small group had to contend with overpowered siege as well as superior numbers?
It seems to me that stronger siege takes much of the skill out of the equation, reducing a battle to just numbers and positioning.
I'm not sure what you're trying to say here Winnamine. A small group should never be able to take a keep by himself if the keep is already well defended. It should always be much easier to defend a keep than it is to assault it in the first time.
Now let say that both armies are equal. You have different options to help you out and I have used them plenty of times in the past prior 1.5 when siege was doing relatively well.
1) Use siege shield;
2) If after deploying on one wall, you start getting damaged by massive counter-siege, pack up, run a bit further away from the keep, stealth up, move on another side and re-deploy. Most of the time, the zerg or "pugs" will stay on the side you first deployed and create a diversion while you flag the keep from another angle;
3) Open more than one breach at the same time (preferably not next to each other) to force the defenders to spread out their counter-siege defense.
There are many strategies to be used but the overall goal is to find opportunities to break a large group stacking on each other trying to skip steps to capture a keep by breaching only one single wall when there is a small group of 10-12players who know what they're doing and how to buy time for the reinforcements to arrive.
So, I don't want to be rude here. But it seems that you've ignored my previous post about getting off-topic. If you want to discuss the issue that I brought up initially that's fine, but let's not go off on tangents.
You're doing exactly what I described earlier, arguing hypothetical situations and scenarios.
Also, if you could take the time to argue your point with that, you surely could have answered my question earlier? If you don't have anything else constructive to add I'd kindly ask you to bow out. Thanks.
RinaldoGandolphi wrote: »
AhPook_Is_Here wrote: »Perphection wrote: »AhPook_Is_Here wrote: »Something should scale better when used against large groups than when it is used by them.
The proposal to make Magicka Detonation scale upwards with the number of targets affected is a good candidate. Even then, it will be used by large groups against other large groups, but it would at least give small groups a chance against blobs.
It might be easier to change the rulesets, though, to encourage folks to spread out. At least one of the new campaigns will focus on holding resources. That's an interesting experiment. So are some of the others. Laboratories of Muderocracy
Collision. then a blob can't move together quickly or orderly. Also make friendly players between you and your target block your outgoing damage to hostile targets. I don't think this game has the resources for that kind of messaging but that's the way to actually fix blobs. These 2 things would make blobbing useless and formations useful, and you don't need to hand out a button so 2 v 40 can win half the time.
Yeah, I doubt this game could handle collision, Warhammer collision was fun and made for some absolutely crazy scenarios but again, probably not a solution for ESO.
Perhaps this is where you and I differ though, is in the appropriate size of a group.
I personally don't believe a group of 40 should EVER be standing together at one time and be susceptible to a gank-style bomb you're describing.
Groups are currently capped at 24. If you hit a full group with a Prox, it should do reasonable damage but not insane. That's where the damage would have to be reworked. Just an idea as to my thoughts so maybe you can understand. Let's say they reduce damage of Prox det to 50% of it's current value vs a 24 man group, but beyond 24 is where it begins to scale. Again, arbitrary numbers that would need testing, but I feel like you need an idea of where I'm coming from.
But I believe that if you hit a group of 60, 80, 120 you should absolutely crush them. Not because that gameplay is terrible, not because I don't believe in large scale combat, but because the game simply cannot handle that style of play.
I don't have any convictions as to how many people may stand together; there is no min/max number in my mind. The group I play with ranges from 8 to 24 when running, and sometimes I just derp around by myself. I don't think the solution is to provide a minority group with a control solution to a majority group.
The problem is there are no caveats for making the most complex Venn diagram you can out of your stack of humans that can stand inside each other and be as effective as if they were free to move their arms. The game itself has huge gaps in what we consider common sense, very silly if you take a moment to think about it. Think about counter-strike if players could set off grenades without friendly fire or self damage from it going off in their hands, and set grenades off in their own hands solely to harm only enemies next to them with smart shrapnel. As long as a infinite number of angels can stand on the head of a pin and and set off grenades in their hands to hurt only devils around them, that's what you are going to get, silly. Then when one argues about silly and tries to fix silly while embracing the core premises of silly; all you can get out of it is silly.
Without collision you can still adjust this problem by causing a damage reducing debuff if a friendly player is within x meters of another and have the debuff stack the more people are stacked to a point where they can't do anything but pogo. This addresses the problem without giving one player the ability to solo a full stack with a single button. It won't stop the game from being silly, but it might encourage stacks to spread out.
RinaldoGandolphi wrote: »
80% of the damage siege does comes from DOTS. A Fire Ballista does like 9k on the intial hit, but then DOT ticks for 8.3k per sec for 3 secs...thats nearly 25k worth of damage thats being negated by purge, its no wonder siege can't do what it was designed to do....80% of its damage potential is being negated by an ridiculously cheap spell.