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.
So not true, I was specifically talking about seiging keeps. Can get siege in tight spaces easily.
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....
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.
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.
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.
so do you want 6 people to win over 20? or you want to backstabbing keeps capturing and ruin the intended feature and fun of cyrodiil?
rich.magab14a_ESO wrote: »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.
So not true, I was specifically talking about seiging keeps. Can get siege in tight spaces easily.
the defender will always have the benefit of being able to put up siege in the right places first, especially defending the inner. So the attacking group is going to have to take a good amount of damage deal with attacking players and npcs. With increased siege damage a well coordinated siege attack will take out a group right on the breach
kendellking_chaosb14_ESO wrote: »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.
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.
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....
kendellking_chaosb14_ESO wrote: »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.
I agree with much of what you said, though making siege cost prohibitive to new players doesn't make sense to me. I've gone into BwB to teach new people for an hour or two every few weeks for the past year. Every time there are more than a few who need me to give them siege as their AP pool is close to zero.
Just buying repair kits for many of them is way too expensive. I've helped many friendlies by giving them a few hundred thousand AP worth of repair kits, and it's gotten to the point where as soon as I say something in zone I get whispered requests for them. You wouldn't believe how many walls and doors in BwB are left almost down (first repair at 25%) because people couldn't afford repair kits. That's not right...
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....
No, it's illogical to base a player's skill level off of their preferred play style.
Also, a fire ballista does a lot more damage than a wrecking blow because a fire ballista can hit an unlimited amount of targets for 100% damage. If you're comparing single target damage then you're just doing it wrong, and I question your level of skill and knowledge in this game.
Last post in this thread because it's turning into an idiot's paradise... We've had 1.6 siege damage and we all saw what happened. We've had unpurgeable oil catapults and we all saw what happened. It benefits the zerg. No, a zerg is not 16-20 people. That's a raid group. The zerg is the 40+ people that end up surrounding that 16-20 with a dozen meatbags, fire ballistas, oil catapults. Somehow we've come far enough that the organized raid group is more vilified than the 40+ zerg group that prominent small group players that participate in certain streams join in with the 40+ and start raging and sending us whispers about how we are the ones zerging. Is this some sort of massive troll conspiracy that people participating in a fight with a 2:1 advantage have any right to claim the other side is unskilled or doing something bad? Surely this can't be the case.
Siege is still good, you're just all using it wrong.
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.
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.
so do you want 6 people to win over 20? or you want to backstabbing keeps capturing and ruin the intended feature and fun of cyrodiil?