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Buff the siege Weapons...

Zordrage
Zordrage
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Want something that can somewhat counter Steam rolling zergblobs ? buff the sieges.... thats why they were created in the 1st place..... but right now they hit like wet noodles....
  • NyassaV
    NyassaV
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    No, Siege is strong enough, in no CP it can be brutal. I would be ok with buffing damage against walls though
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  • DeadlyRecluse
    DeadlyRecluse
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    Hollery wrote: »
    No, Siege is strong enough, in no CP it can be brutal. I would be ok with buffing damage against walls though

    I think that's the problem though. Siege could stand to be toned down a bit in noCP and hit a little harder in CP campaigns. As it is, it tickles in CP and hits like a cannon in noCP.
    Thrice Empress, Forever Scrub
  • geonsocal
    geonsocal
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    what was the deal with the ground flaming oils?
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • gabriebe
    gabriebe
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    Siege could be rethought. The lightning ballistas could ignore the snare immunities given by Rapids, for example. Or Ice Trebs could freeze and immobilize on impact instead of just slowing. Would be fun to see synergies like oil catapult and fire ballistas making a ground fire too. Could also be maddeningly fun to see something like the Meatbags catapult effects spread to other players like the Sanctum Ophidia poisons.
    Edited by gabriebe on December 6, 2017 12:10AM
    Former Empresses: Saliva Bortschion (MagBlade), Janet From Finance (PvP MagSorc), Carla Swagan (Tank DK), Estelle Born (StamBlade), Enya Arsenal (MagPlar), Anita Nurse (Magplar Healer), Bearback Brigitte (Magden), Rachel Justice (MagDK), Nicole From Payroll (Stamden), Bailiff Belinda (PvE MagSorc), Féline Dion (StamDK), Septic Tank Tina (Necro Tank)

    The runts: The Trolly Spirit (Tank Sorc), Floods-Your-Basement (Warden Healer) Dinah Asthma (Magcro), Total Top Tony (Stamcro)

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    s: Janis Javelin (Stamplar, EP), Barbecue Becky (Magblade Healer, AD)

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    GM: Animal Control



  • Arobain
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    no, it should not be reduced in no CP, its already impossible to kill a templar group with siege
  • Darethran
    Darethran
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    It's very easy to counter siege with templars. Put up the shield, liberally use Efficient Purge, and heal every once in a while. With about three healers, their damage is mitigated.

    Of course, that doesn't stop the damage done to the siege equipment, but 'ey.
    In Scotland | @Darethran

    [EU] Ervona Saranith (EP) - Lvl 50 CP >560 - Dunmer Healer
  • Drummerx04
    Drummerx04
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    Hollery wrote: »
    No, Siege is strong enough, in no CP it can be brutal. I would be ok with buffing damage against walls though

    No. A group can already go to a keep and siege down two walls/doors before any serious response can make it half way to the keep making it a straight and very common pvdoor. At this point, probably over half of all keep takes are pvdoor.
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  • Mojmir
    Mojmir
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    solo players should not be able to out-heal multiple siege hits.
  • Derra
    Derra
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    They would counter zergs if purge would not annihilate their usefulness against organised groups - so you´re looking to nerf what makes sieges "useless".
    'Cause if you make siege obliterate anything that runs not in a zergblob you´ll get more zergblobs.
    <Noricum>
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    Derra - DC - Sorc - AvA 50
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  • JamilaRaj
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    Be careful what you wish for. Wheeler might pop up and make it happen in the most stupid way. Siege weapons were buffed about twice in the past and still hit like a wet noodle, due to general power creep and change to battle spirit in the IC patch that halved also freshly buffed damage from siege engines. In the end, only damage against NPCs, who were already weak (moreover easy to snipe from safe distance), increased.
  • Ranger209
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    Drummerx04 wrote: »
    Hollery wrote: »
    No, Siege is strong enough, in no CP it can be brutal. I would be ok with buffing damage against walls though

    No. A group can already go to a keep and siege down two walls/doors before any serious response can make it half way to the keep making it a straight and very common pvdoor. At this point, probably over half of all keep takes are pvdoor.

    If they were to buff siege weapons then they should also buff the hp of the walls by 200%. They should buff the walls regardless, it is too easy to take down an undefended keep's walls.
  • Kr3do
    Kr3do
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    Whos gonna profit more from (another) siege weapon buff?
    The solo player/small group that is already bussy keeping buffs up, healing themselves and trying to kill people
    or the 40 man pug zerg that can just throw bodies at you till youre dead?
    Cant believe people still brings this idea up especially after the last time they buffed siege weapons.
    Edited by Kr3do on December 6, 2017 1:08PM
  • DivineFirstYOLO
    DivineFirstYOLO
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    ^ 100% agree on what Kr3do said!
    ...use your brain before you post on the forums.
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  • Anrose
    Anrose
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    Kr3do wrote: »
    Whos gonna profit more from (another) siege weapon buff?
    The solo player/small group that is already bussy keeping buffs up, healing themselves and trying to kill people
    or the 40 man pug zerg that can just throw bodies at you till youre dead?
    Cant believe people still brings this idea up especially after the last time they buffed siege weapons.

    Siege weapons should be reworked in the manner that @gabriebe suggested.

    gabriebe wrote: »
    Siege could be rethought. The lightning ballistas could ignore the snare immunities given by Rapids, for example. Or Ice Trebs could freeze and immobilize on impact instead of just slowing. Would be fun to see synergies like oil catapult and fire ballistas making a ground fire too. Could also be maddeningly fun to see something like the Meatbags catapult effects spread to other players like the Sanctum Ophidia poisons.

    Not mecessarily in buffing the damage, but making them more effective against large/ball groups and remaining as effective against solo/small group players.

    Oils aside, any counter-siege other than a coldfire ballista is mostly useless in CP PvP because of the power creep and ball groups spamming purge. We have so many siege engines available, it would be nice if they were actually worth using.
  • Serjustin19
    Serjustin19
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    geonsocal wrote: »
    what was the deal with the ground flaming oils?

    I usually always waste (if I got any spare) Plus with my Vamp Passive. I'm like a beacon, of someone watching you.Not to mention it always works, good for decoy and makes others Un comfortable. But they should be at ease, since I'm pretty weak lol. I remember I put 10 oils around. And AD, burn them. The night really sure got so very bright :smiley:
    Formerly Serjustin19, Save for Forum Of Course.... Fiery_Darkness (PC NA) currently.
  • Joy_Division
    Joy_Division
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    Every year, ZoS buffs siege weapons because of the sentiments expressed by the OP.

    And every year, people who try to fire long loading non-guided weapons against a fast moving group that can easily avoid/heal/purge the effects of siege remain disappointed.

    Meanwhile, siege now destroys the poor inexperienced, low (or no) CP players that are hardly a problem in Cyrodiil.

    At some point, you'd think people would recognize the effectiveness of siege weapon has much much much more due to the target than the actual weapon.
  • JamilaRaj
    JamilaRaj
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    Anrose wrote: »
    Kr3do wrote: »
    Whos gonna profit more from (another) siege weapon buff?
    The solo player/small group that is already bussy keeping buffs up, healing themselves and trying to kill people
    or the 40 man pug zerg that can just throw bodies at you till youre dead?
    Cant believe people still brings this idea up especially after the last time they buffed siege weapons.

    Siege weapons should be reworked in the manner that @gabriebe suggested.

    gabriebe wrote: »
    Siege could be rethought. The lightning ballistas could ignore the snare immunities given by Rapids, for example. Or Ice Trebs could freeze and immobilize on impact instead of just slowing. Would be fun to see synergies like oil catapult and fire ballistas making a ground fire too. Could also be maddeningly fun to see something like the Meatbags catapult effects spread to other players like the Sanctum Ophidia poisons.

    Not mecessarily in buffing the damage, but making them more effective against large/ball groups and remaining as effective against solo/small group players.

    Oils aside, any counter-siege other than a coldfire ballista is mostly useless in CP PvP because of the power creep and ball groups spamming purge. We have so many siege engines available, it would be nice if they were actually worth using.

    Specifically against zergballs, siege engines could either cause more damage (or more or more powerful debuffs) with more enemies hit, or cause debuff that would act as magicka detonation when purged. But since it is ZOS we are speaking about, that would take 2-5 years to implement and would be completely negated by other changes in 2-5 months.
  • gabriebe
    gabriebe
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    While we are at it, a rat catapult that fears everyone would be fun too.
    Former Empresses: Saliva Bortschion (MagBlade), Janet From Finance (PvP MagSorc), Carla Swagan (Tank DK), Estelle Born (StamBlade), Enya Arsenal (MagPlar), Anita Nurse (Magplar Healer), Bearback Brigitte (Magden), Rachel Justice (MagDK), Nicole From Payroll (Stamden), Bailiff Belinda (PvE MagSorc), Féline Dion (StamDK), Septic Tank Tina (Necro Tank)

    The runts: The Trolly Spirit (Tank Sorc), Floods-Your-Basement (Warden Healer) Dinah Asthma (Magcro), Total Top Tony (Stamcro)

    The traitor
    s: Janis Javelin (Stamplar, EP), Barbecue Becky (Magblade Healer, AD)

    PvE: Gryphon Heart, Immortal Redeemer, Flawless Conqueror


    GM: Animal Control



  • DeadlyRecluse
    DeadlyRecluse
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    gabriebe wrote: »
    While we are at it, a rat catapult that fears everyone would be fun too.

    That would be hilarious. Especially if the animation was good.
    Thrice Empress, Forever Scrub
  • Recremen
    Recremen
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    No, siege is exactly fine as is. Currently if people want to be point-and-click heroes it just takes a tiny bit of coordination to cause major problems for an attacking group. Anything too much more than the present damage is going to take away from the actual combat portion of a keep fight. I also don't want a return to the meta days of zergers dropping a ton of siege in the middle of open-field fights. That nonsense was a pain in the butt and gave an enormous advantage to the already-advantaged group. So yeah no, we're good where we are.
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