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Siege weapons - very weak

Winterpsy
Winterpsy
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Hello,

Just an observation. Since IC update, siege weapons for anything else than taking down walls became terrible.
Pouring oil at assaulters? They just heal through it, and without healing through they can keep standing under the hot oil shower.
Whereas pre-patch it was pretty much insta-death.

Same with DOT effect siege weapons, that supposed to be anti-infantry. Dont know what are your experience, but I almost feel useless using siege weapons for zerg busting and defense. Nowadays I dont even try to roll out of the red circle of incoming projectiles, because unless 3-4 hits at once, they barely do any damage.
Combining siege weps is even more useless, no point slowing down infantry when the fire ballistae for instance barely scratches them anyhow.

I sincerely hope their power will be readjusted soon.

What are your experience?
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  • Asmael
    Asmael
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    I was sitting in front of a wall. Some people came out and I murdered them.

    They respawned, and decided to use fire ballistas to take me down.

    I just sit there purging the DoT with Dark Cloak and healing with nothing else but Regeneration (unmorphed 'cause it was a lowbie alt).

    They gave up after seeing they'd damage me for a crazy amount: 3% of my max health.

    Does that answer your question?
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  • DannyLV702
    DannyLV702
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    They still aid your allies in the front line in taking out opponents. I like the damage reduction. Nothing was more annoying than having some level 10 guy one shotting everything in sight
  • Sanct16
    Sanct16
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    Use meatbags.
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  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    Okay walking in a door with two thousand affects on the ground and not seeing the red circle for the Oil Pots sucked cause death in .2 seconds as a Vampire however making to the back then to the front flag before know you were hit and Cloaking it off is a bit weak.
    Asmael wrote: »
    I was sitting in front of a wall. Some people came out and I murdered them.

    They respawned, and decided to use fire ballistas to take me down.

    I just sit there purging the DoT with Dark Cloak and healing with nothing else but Regeneration (unmorphed 'cause it was a lowbie alt).

    They gave up after seeing they'd damage me for a crazy amount: 3% of my max health.

    Does that answer your question?

    One guy running two Pact Ballistas is far better at killing the Seige then Fire Ballista to kill the player.
    Sanct16 wrote: »
    Use meatbags.

    This does work but only once after the group is wiped once they come back with Purge on their bar. Always works on pug zergs tho.
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  • SirAndy
    SirAndy
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    Winterpsy wrote: »
    I sincerely hope their power will be readjusted soon.
    agree.gif

    Siege damage is pathetic since the IC patch. Completely and utterly useless ...
    headbang.gif
  • GuyNamedSean
    GuyNamedSean
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    I agree. If someone gets hit by a friggin trebuchet they should fall over dead unless they're actively defending themselves. I haven't seen anyone get one hit since patch even if they were AFK.
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  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Yea I admit was kinda better when sieges actually killed be firing or receiving it. Firing it means you can possibly 1 shot people while receiving it meant you actually had to stay focused on the siege.

    Side note Ice trebs and lighting ballistas could use small boost to damage for enemy sieges.
  • WreckfulAbandon
    WreckfulAbandon
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    Purge needs an AoE cap or cost increase, siege dmg needs a small buff, problem solved. If a blob is gonna spam purge they need to be running out of magic or not purging their entire group with one cast.
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  • Alucardo
    Alucardo
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    Oil still does A LOT of damage. Constantly getting dripped on for 16-17k damage - everything else is pretty weak. You really need someone to fire meatbags while the others rock the firepots.
    MBs still make a huge difference.
  • dodgehopper_ESO
    dodgehopper_ESO
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    I could live with Siege damage numbers, if they'd just make them last longer. Fire should take longer to destroy them, and the running timer they have should be significantly longer at rest, even unmanned. All that being said I could see some of the sieges getting better numbers for sure. Shrapnel Catapult for instance really could use some beefing up. Every time I've been hit by it, it did little more than tickle, and that thing should be brutal as a direct damage anti-personnel weapon.
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  • Manoekin
    Manoekin
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    Siege is fine. If I could buy one shot weapons for miniscule amounts of AP I don't know why I even need abilities on my bar at that point. Siege is used as support dps/debuff which is the proper place for it regarding Player vs. Player fights.
  • dodgehopper_ESO
    dodgehopper_ESO
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    Manoekin wrote: »
    Siege is fine. If I could buy one shot weapons for miniscule amounts of AP I don't know why I even need abilities on my bar at that point. Siege is used as support dps/debuff which is the proper place for it regarding Player vs. Player fights.

    I disagree. I think ideally the game system should be such that on a siege you have so many players manning siege, while you have healers standing by to purge and protect, and mobile defenders ready to deal with being flanked by the enemy. The battle groups have to get large enough for this to be worthwhile though.
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  • Manoekin
    Manoekin
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    Manoekin wrote: »
    Siege is fine. If I could buy one shot weapons for miniscule amounts of AP I don't know why I even need abilities on my bar at that point. Siege is used as support dps/debuff which is the proper place for it regarding Player vs. Player fights.

    I disagree. I think ideally the game system should be such that on a siege you have so many players manning siege, while you have healers standing by to purge and protect, and mobile defenders ready to deal with being flanked by the enemy. The battle groups have to get large enough for this to be worthwhile though.

    Found your problem.
  • Olen_Mikko
    Olen_Mikko
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    Everytime i see someone using ballista against zergs, this is my reaction

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  • FireCowCommando
    FireCowCommando
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    Siege is extremely ineffective.
  • Waseem
    Waseem
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    when i first entered cyrodiil back on level 27 i died 6 times to flaming oil.. i left cyrodiil and didnt return until now on v16.
    new players wont quit cyrodiil now.
  • Talcyndl
    Talcyndl
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    Manoekin wrote: »
    Siege is fine. If I could buy one shot weapons for miniscule amounts of AP I don't know why I even need abilities on my bar at that point. Siege is used as support dps/debuff which is the proper place for it regarding Player vs. Player fights.

    Ie, I run a lot in groups that might have to spread out or at least do something more than (continue to spam) purge/heal when a huge flaming ball drops in the middle of us.

    ;)
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  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Manoekin wrote: »
    Siege is fine. If I could buy one shot weapons for miniscule amounts of AP I don't know why I even need abilities on my bar at that point. Siege is used as support dps/debuff which is the proper place for it regarding Player vs. Player fights.

    Player vs Player ??? Oh you mean Zerg vs Zerg. Yea sorry no nice opinion but sieges need buffed to kill zergs cause how it is right now with sieges is who ever is the larger group wins which means say like 6 guys who are at a keep suddenly get attacked by a group of 20. They are doomed because they clearly can fight them 20 on 6 so all they have to depend on is siege weapons but oh wait siege weapons hit just like nerf guns.
  • hammayolettuce
    hammayolettuce
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    Siege is not the answer. It actually benefits those with larger numbers over those will less. It should be left as it is.
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  • reften
    reften
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    Try this, coordinate your oil dumps/shots with others. Get 4 or 5 people to put a fire ballista down, and aim at the same target.

    aka - l2p
    Reften
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  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    How to balance siege a tip for @ZOS_GinaBruno or @ZOS_RichLambert up the power and cost.

    Power: Siege should take you the edge of death one shotting is a bit much a level ten on a Trebuchet should not be able to solo wipe a whole group but the damage needs to be increased to something meaningful.

    The effects of some siege like Meat bags and Catapults should not be purge-able. The healing debuff and Snare should least on a set timer. Leave something that can't be over come have some kind of treat that Purge spam can't make pointless. Lighting Ballistas and Ice Trebuchets should also be unremovable to force strategies outside of ball up and spam purge.

    Ballistas and Trebuchets, Alliance and Fire should be for Wall and Doors and Anti siege the pay load should be too small and focused to kill moving targets but wall and other engines should be rocked by them. But like The burn of oils should be removable for players.

    Cost: Raise the cost of siege it should be a weapon that everyone shouldn't have a bank full of. I'm talking five or six time the cost they are now level tens should not be able to walk in to Cyrodiil day one and buy siege.

    Repairs: Make the Repair Kits something worth buying as it stands you buy them to be nice and repair others engines. As it stands the cost to just buy a new engine is the same as the cost to fully repair. Leave the cost the same for the Kits.

    Now why do this too many groups just leave siege to flap the flags the very thing you need to take over a keep should have more value then f*uck it we can always get more. Siege should be something that you earn and need as it is it's a joke. A soldier on any Battle Field should fear Siege not get their armor a bit damaged and hit purge and walk away.
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  • Manoekin
    Manoekin
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    Manoekin wrote: »
    Siege is fine. If I could buy one shot weapons for miniscule amounts of AP I don't know why I even need abilities on my bar at that point. Siege is used as support dps/debuff which is the proper place for it regarding Player vs. Player fights.

    Player vs Player ??? Oh you mean Zerg vs Zerg. Yea sorry no nice opinion but sieges need buffed to kill zergs cause how it is right now with sieges is who ever is the larger group wins which means say like 6 guys who are at a keep suddenly get attacked by a group of 20. They are doomed because they clearly can fight them 20 on 6 so all they have to depend on is siege weapons but oh wait siege weapons hit just like nerf guns.

    see:
    Siege is not the answer. It actually benefits those with larger numbers over those will less. It should be left as it is.

  • Talcyndl
    Talcyndl
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    Siege doesn't benefit the zergs. If it went back to it's prior damage level and incorporated some non-purgeable elements, it would be useful against spammy zerg groups. Those groups rely on tight bunching and would be vulnerable. They don't use siege against players.

    Heck most of the zerg groups barely siege walls these days. They are happy to run around keeps farming anyone that tries to engage them. And when they try and siege is the only point they are vulnerable (because they are no longer stacked with heals, purges and massive damage to anyone who gets close).

    Small groups and solos, on the other hand, can use siege. Most semi skilled players can run multiple siege weapons. A group of 5 or so can lay down enough siege to come close to the siege limit. Now if only there was a reason to use siege.
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  • RinaldoGandolphi
    RinaldoGandolphi
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    Talcyndl wrote: »
    Siege doesn't benefit the zergs. If it went back to it's prior damage level and incorporated some non-purgeable elements, it would be useful against spammy zerg groups. Those groups rely on tight bunching and would be vulnerable. They don't use siege against players.

    Heck most of the zerg groups barely siege walls these days. They are happy to run around keeps farming anyone that tries to engage them. And when they try and siege is the only point they are vulnerable (because they are no longer stacked with heals, purges and massive damage to anyone who gets close).

    Small groups and solos, on the other hand, can use siege. Most semi skilled players can run multiple siege weapons. A group of 5 or so can lay down enough siege to come close to the siege limit. Now if only there was a reason to use siege.

    Yup

    I have said my piece on this numerous time....Siege needs to be a heavy hitter...it needs to hit HARD, it needs to go back to 1.6 Damage levels with a few unpurgable elements(Meatbags and Oil Catapults should not be purgeable) Oil Cata's were instrumental in fighting larger groups back in the day, sadly thats no longer the case.

    This would do a lot to help there server too as these large zerg groups would be killable.

    Its a fallacy that someone is more skillful because they run a large group, bunch together, and use certain skills, its also equally a fallancy that someone is a noob because they could kill you with siege. These are both illogical positions to hold.

    siege right now is useless, A Fire Ballista hits for like 5k, Wrecking Blow hits for 9k.....there is something really wrong with that....
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  • reften
    reften
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    Talcyndl wrote: »
    Siege doesn't benefit the zergs. If it went back to it's prior damage level and incorporated some non-purgeable elements, it would be useful against spammy zerg groups. Those groups rely on tight bunching and would be vulnerable. They don't use siege against players.

    Heck most of the zerg groups barely siege walls these days. They are happy to run around keeps farming anyone that tries to engage them. And when they try and siege is the only point they are vulnerable (because they are no longer stacked with heals, purges and massive damage to anyone who gets close).

    Small groups and solos, on the other hand, can use siege. Most semi skilled players can run multiple siege weapons. A group of 5 or so can lay down enough siege to come close to the siege limit. Now if only there was a reason to use siege.

    Yup

    I have said my piece on this numerous time....Siege needs to be a heavy hitter...it needs to hit HARD, it needs to go back to 1.6 Damage levels with a few unpurgable elements(Meatbags and Oil Catapults should not be purgeable) Oil Cata's were instrumental in fighting larger groups back in the day, sadly thats no longer the case.

    This would do a lot to help there server too as these large zerg groups would be killable.

    Its a fallacy that someone is more skillful because they run a large group, bunch together, and use certain skills, its also equally a fallancy that someone is a noob because they could kill you with siege. These are both illogical positions to hold.

    siege right now is useless, A Fire Ballista hits for like 5k, Wrecking Blow hits for 9k.....there is something really wrong with that....

    Disagree. I run with 16-20, we're well organized. You boost siege damage, we're going to constantly designate 4 party members to setup, fire, then take down siege, and make our group even more powerful. Additionally, we'd change our tactics to have a spread stack (we did this when many of us WERE vamps and could be one shotted by fire trebs)

    See how this works? Careful what you wish for. The constant desire to make single players more power against zergs (see prox det) is making the "zergs" (or, players who have learned to play that get called zergs) even more powerful.
    Edited by reften on October 21, 2015 2:36PM
    Reften
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  • Talcyndl
    Talcyndl
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    reften wrote: »
    Additionally, we'd change our tactics to have a spread stack (we did this when many of us WERE vamps and could be one shotted by fire trebs)

    Good. That should be the result that ZOS (and players) should want.

    It will lower server load and make those groups vulnerable to counter attacks. Because as things stand now, large spammy groups are invulnerable as long as they stick together. The only counter is another large group to cause such severe lag that everyone just gives up.
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  • rich.magab14a_ESO
    rich.magab14a_ESO
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    reften wrote: »
    Talcyndl wrote: »
    Siege doesn't benefit the zergs. If it went back to it's prior damage level and incorporated some non-purgeable elements, it would be useful against spammy zerg groups. Those groups rely on tight bunching and would be vulnerable. They don't use siege against players.

    Heck most of the zerg groups barely siege walls these days. They are happy to run around keeps farming anyone that tries to engage them. And when they try and siege is the only point they are vulnerable (because they are no longer stacked with heals, purges and massive damage to anyone who gets close).

    Small groups and solos, on the other hand, can use siege. Most semi skilled players can run multiple siege weapons. A group of 5 or so can lay down enough siege to come close to the siege limit. Now if only there was a reason to use siege.

    Yup

    I have said my piece on this numerous time....Siege needs to be a heavy hitter...it needs to hit HARD, it needs to go back to 1.6 Damage levels with a few unpurgable elements(Meatbags and Oil Catapults should not be purgeable) Oil Cata's were instrumental in fighting larger groups back in the day, sadly thats no longer the case.

    This would do a lot to help there server too as these large zerg groups would be killable.

    Its a fallacy that someone is more skillful because they run a large group, bunch together, and use certain skills, its also equally a fallancy that someone is a noob because they could kill you with siege. These are both illogical positions to hold.

    siege right now is useless, A Fire Ballista hits for like 5k, Wrecking Blow hits for 9k.....there is something really wrong with that....

    Disagree. I run with 16-20, we're well organized. You boost siege damage, we're going to constantly designate 4 party members to setup, fire, then take down siege, and make our group even more powerful. Additionally, we'd change our tactics to have a spread stack (we did this when many of us WERE vamps and could be one shotted by fire trebs)

    See how this works? Careful what you wish for. The constant desire to make single players more power against zergs (see prox det) is making the "zergs" (or, players who have learned to play that get called zergs) even more powerful.
    your scenarios really only apply to open field combat or on a resource. Even then the winner of that battle is mostly dictated on who has the best position for siege placement. Increased siege damage for defending keeps benefits small groups the most.
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  • rich.magab14a_ESO
    rich.magab14a_ESO
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    Manoekin wrote: »
    Siege is fine. If I could buy one shot weapons for miniscule amounts of AP I don't know why I even need abilities on my bar at that point. Siege is used as support dps/debuff which is the proper place for it regarding Player vs. Player fights.

    Not to mention increased siege damage would basically ruin how you and your group pvp
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  • reften
    reften
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    reften wrote: »
    Talcyndl wrote: »
    Siege doesn't benefit the zergs. If it went back to it's prior damage level and incorporated some non-purgeable elements, it would be useful against spammy zerg groups. Those groups rely on tight bunching and would be vulnerable. They don't use siege against players.

    Heck most of the zerg groups barely siege walls these days. They are happy to run around keeps farming anyone that tries to engage them. And when they try and siege is the only point they are vulnerable (because they are no longer stacked with heals, purges and massive damage to anyone who gets close).

    Small groups and solos, on the other hand, can use siege. Most semi skilled players can run multiple siege weapons. A group of 5 or so can lay down enough siege to come close to the siege limit. Now if only there was a reason to use siege.

    Yup

    I have said my piece on this numerous time....Siege needs to be a heavy hitter...it needs to hit HARD, it needs to go back to 1.6 Damage levels with a few unpurgable elements(Meatbags and Oil Catapults should not be purgeable) Oil Cata's were instrumental in fighting larger groups back in the day, sadly thats no longer the case.

    This would do a lot to help there server too as these large zerg groups would be killable.

    Its a fallacy that someone is more skillful because they run a large group, bunch together, and use certain skills, its also equally a fallancy that someone is a noob because they could kill you with siege. These are both illogical positions to hold.

    siege right now is useless, A Fire Ballista hits for like 5k, Wrecking Blow hits for 9k.....there is something really wrong with that....

    Disagree. I run with 16-20, we're well organized. You boost siege damage, we're going to constantly designate 4 party members to setup, fire, then take down siege, and make our group even more powerful. Additionally, we'd change our tactics to have a spread stack (we did this when many of us WERE vamps and could be one shotted by fire trebs)

    See how this works? Careful what you wish for. The constant desire to make single players more power against zergs (see prox det) is making the "zergs" (or, players who have learned to play that get called zergs) even more powerful.
    your scenarios really only apply to open field combat or on a resource. Even then the winner of that battle is mostly dictated on who has the best position for siege placement. Increased siege damage for defending keeps benefits small groups the most.

    You'd be surprised at the number of siege we can get up in tight spaces...
    Reften
    Bosmer (Wood Elf)
    Moonlight Crew (RIP), Misfitz (RIP), Victorem Guild

    VR16 NB, Stam build, Max all crafts.

    Azuras & Trueflame. Mostly PvP, No alts.

    Semi-retired till the lag is fixed.

    Love the Packers, Bourbon, and ESO...one of those will eventually kill me.
  • reften
    reften
    ✭✭✭✭✭
    reften wrote: »
    Talcyndl wrote: »
    Siege doesn't benefit the zergs. If it went back to it's prior damage level and incorporated some non-purgeable elements, it would be useful against spammy zerg groups. Those groups rely on tight bunching and would be vulnerable. They don't use siege against players.

    Heck most of the zerg groups barely siege walls these days. They are happy to run around keeps farming anyone that tries to engage them. And when they try and siege is the only point they are vulnerable (because they are no longer stacked with heals, purges and massive damage to anyone who gets close).

    Small groups and solos, on the other hand, can use siege. Most semi skilled players can run multiple siege weapons. A group of 5 or so can lay down enough siege to come close to the siege limit. Now if only there was a reason to use siege.

    Yup

    I have said my piece on this numerous time....Siege needs to be a heavy hitter...it needs to hit HARD, it needs to go back to 1.6 Damage levels with a few unpurgable elements(Meatbags and Oil Catapults should not be purgeable) Oil Cata's were instrumental in fighting larger groups back in the day, sadly thats no longer the case.

    This would do a lot to help there server too as these large zerg groups would be killable.

    Its a fallacy that someone is more skillful because they run a large group, bunch together, and use certain skills, its also equally a fallancy that someone is a noob because they could kill you with siege. These are both illogical positions to hold.

    siege right now is useless, A Fire Ballista hits for like 5k, Wrecking Blow hits for 9k.....there is something really wrong with that....

    Disagree. I run with 16-20, we're well organized. You boost siege damage, we're going to constantly designate 4 party members to setup, fire, then take down siege, and make our group even more powerful. Additionally, we'd change our tactics to have a spread stack (we did this when many of us WERE vamps and could be one shotted by fire trebs)

    See how this works? Careful what you wish for. The constant desire to make single players more power against zergs (see prox det) is making the "zergs" (or, players who have learned to play that get called zergs) even more powerful.
    your scenarios really only apply to open field combat or on a resource. Even then the winner of that battle is mostly dictated on who has the best position for siege placement. Increased siege damage for defending keeps benefits small groups the most.

    So not true, I was specifically talking about seiging keeps. Can get siege in tight spaces easily.
    Reften
    Bosmer (Wood Elf)
    Moonlight Crew (RIP), Misfitz (RIP), Victorem Guild

    VR16 NB, Stam build, Max all crafts.

    Azuras & Trueflame. Mostly PvP, No alts.

    Semi-retired till the lag is fixed.

    Love the Packers, Bourbon, and ESO...one of those will eventually kill me.
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