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?
Use meatbags.
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 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.
https://www.youtube.com/watch?v=FopyRHHlt3M 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.
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.
Forestd16b14_ESO 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 wrote: »Siege is not the answer. It actually benefits those with larger numbers over those will less. It should be left as it is.
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.
RinaldoGandolphi 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....
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)
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.RinaldoGandolphi 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.
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.
rich.magab14a_ESO wrote: »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.RinaldoGandolphi 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.
rich.magab14a_ESO wrote: »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.RinaldoGandolphi 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.