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Removing AOE Caps is a good first step, but more needs to be done

  • Twohothardware
    Twohothardware
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    Minno wrote: »
    1) make seige ignore CP mitigation stars. This should make seige more effective without being too overpowered (and help with calculations during seige battles)

    I think this should definitely happen. During the week where they disabled CP in the main 30 day Campaign it was hilarious watching some of these zergs melt under siege because they were not used to dealing with it like us of that have played in non-CP Campaigns a lot like Kyne and Sotha Sil.

    Siege needs to be a real counter to zergs and right now it's not because of all the healers in the groups. Taking Keeps needs to be a contested struggle, not a 3 minute flip.
    Edited by Twohothardware on January 10, 2018 6:14PM
  • Saint_Bud
    Saint_Bud
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    They should bring the old deto back.
    PVP Saint-Bud magicka Templar: AR 49
    PVE Lord Victarion mDK : dro'm-Athra-Destroyer pre Morrowind retired for crafting
    PVE Ramsay-Bolton magicka NB: Voice of Reason Clockwork City Patch retired
    VAA hm/ VHRC hm/ VSO hm/ VMOL hm/ VHOF hm/ VAS hm clear

    Stop playing PVE because its boring, content not disigned for melee players and class balance and sustain is ***
  • Sanctum74
    Sanctum74
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    Siege is already strong enough especially considering the red telegraph circles don't always appear. Just like fighting on the ground if you want to be more effective then you have to work together.

    One siege by itself should never be able to 1 shot a player or in 3 ticks which can happen all at once on a laggy server, but 2 or 3 siege working together can be devastating. That's how it should be, team work makes the dream work.

    As far as AOE caps removal goes, I think it's great. At least it will help give small groups and solos a better chance against larger groups instead of punishing them with reduced damage.


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