::plays game marketed as a huge warfare simulator, but expects small group sport-like competition where siege hits like a pool noodle::
Izanagi.Xiiib16_ESO wrote: »LoveForElderScrolls wrote: »I'm dying too fast to catapults near enemy keeps, even if there's a healer near me and I'm a tank. Now if the enemy players jump down from the walls that problem gets even worst. You have to fight other players near a keep they can respawn plus catapults which leave an area of effect for long with huge damage. If you are a small group you have no chance to siege a keep and your group will be wiped in 10 seconds if enemy players jump down from the wall and they have catapults support. I understand if you take a keep there are benefits to it but right now it's just impossible to siege a keep with a small group.
Sorry but nope. Huge telegraph, and they're meant to breach walls and doors. Sorry not sorry that you cannot survive a launched boulder.
Get out of the way or get more people.
Why does everything need to be a faceroll?
OP is talking about catapults not trebs. You aren't intended to siege walls or doors with cats. They are made for debuffing and area denial but that doesn't mean they aren't a little over tuned and causing more players to stack up.
Izanagi.Xiiib16_ESO wrote: »LoveForElderScrolls wrote: »I'm dying too fast to catapults near enemy keeps, even if there's a healer near me and I'm a tank. Now if the enemy players jump down from the walls that problem gets even worst. You have to fight other players near a keep they can respawn plus catapults which leave an area of effect for long with huge damage. If you are a small group you have no chance to siege a keep and your group will be wiped in 10 seconds if enemy players jump down from the wall and they have catapults support. I understand if you take a keep there are benefits to it but right now it's just impossible to siege a keep with a small group.
Sorry but nope. Huge telegraph, and they're meant to breach walls and doors. Sorry not sorry that you cannot survive a launched boulder.
Get out of the way or get more people.
Why does everything need to be a faceroll?
OP is talking about catapults not trebs. You aren't intended to siege walls or doors with cats. They are made for debuffing and area denial but that doesn't mean they aren't a little over tuned and causing more players to stack up.
Sorry my bad on which siege in OP, and yet the point remains.
Big ass telegraph- I'm a squishy and I do not die to siege because I can move away. No one should be tanking siege anyway.
Izanagi.Xiiib16_ESO wrote: »The issue is that players would move out of this ordinarily but the gameplay mechanics necessitate being in the area of a flag to flip it. I think this is the main issue. When mechanics require something so that the optimal defense and offense methods force a certain style of gameplay. For example. Massive amounts of siege on both defense and offense. The fight comes down to whoever has the more effective numbers.
Izanagi.Xiiib16_ESO wrote: »The issue is that players would move out of this ordinarily but the gameplay mechanics necessitate being in the area of a flag to flip it. I think this is the main issue. When mechanics require something so that the optimal defense and offense methods force a certain style of gameplay. For example. Massive amounts of siege on both defense and offense. The fight comes down to whoever has the more effective numbers.
There's some irony here because I've read that *exact* argument against destro/proxy/vd groups several times over the years.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »The issue is that players would move out of this ordinarily but the gameplay mechanics necessitate being in the area of a flag to flip it. I think this is the main issue. When mechanics require something so that the optimal defense and offense methods force a certain style of gameplay. For example. Massive amounts of siege on both defense and offense. The fight comes down to whoever has the more effective numbers.
There's some irony here because I've read that *exact* argument against destro/proxy/vd groups several times over the years.
You'll have to refresh my memory on the arguments. Fighting players to me is more interesting than fighting a left click bot though.
It's even funnier to see guilds placing siege in open field gvg style fights too.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »The issue is that players would move out of this ordinarily but the gameplay mechanics necessitate being in the area of a flag to flip it. I think this is the main issue. When mechanics require something so that the optimal defense and offense methods force a certain style of gameplay. For example. Massive amounts of siege on both defense and offense. The fight comes down to whoever has the more effective numbers.
There's some irony here because I've read that *exact* argument against destro/proxy/vd groups several times over the years.
You'll have to refresh my memory on the arguments. Fighting players to me is more interesting than fighting a left click bot though.
It's even funnier to see guilds placing siege in open field gvg style fights too.
It's the same basic idea. I'm sure you anticipate juicy stacks on flags multiple times a night. When players complain about ball groups, the common response is to spread out, but that's not easy while on keep/outpost flags.
You are fighting players on those siege. They are using the tools provided by the game just as you are when you design optimal builds and group comp. The way you are looking down on those players is the same way players who identify as small scalers look down on large groups.
Players who run in large groups say they are the counter to even larger zergs and I think siegers would say they are a counter to both. I think siege is an ideal counter for ball groups because players in large groups are generally less individually autonomous and often have so much focus on following the leader. I think it's good to have a counter to the main weakness of a ball group which is predictability.
There are complaints like this in every game with vehicles and turrets. But to a lot of players, vehicles, turrets, siege, etc are awesome features that should be viable and useful tools.
GvG is a different beast altogether because you can agree to rules beforehand.