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31.5% Siege Damage Increase on Vivec

  • casparian
    casparian
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    Berenhir wrote: »
    Bergzorn wrote: »
    Let's hope that the current state in no CP is not ZOS' vision of interesting keep battles, and that we will get some tweaks in the future now that a broader player base is affected.

    They literally said that the current state in no CP is their vision of siege gameplay :#

    what the ***. where did they say that?
    siege on no cp is the worst type of ***. with every single addon / dlc pvp gets worse and worse. and they are happy with the current state? just wtf...
    It’s in the patch notes.
    Siege damage over the years has tailed off in terms of raw output when comparing CP vs. No-CP campaigns. Siege in Non-CP campaigns deal damage that more closely resembles the original design and intent of Siege weaponry. The changes we’re doing to Siege damage in Champion-enabled campaigns result in closer parity between CP and Non-CP Siege damage.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • TequilaFire
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    Beardimus wrote: »
    Getting hit in the head with a treb / ballista etc probably would really hurt in real life right.

    And in game you get an almighty red circle appear warning you to block / roll / ward / move.

    People dont like change, but personally things being more realistic, is better.

    Sure it slows play, makes it more tactical etc but that's a good thing than just zerging everywhere.

    Yeah, sorry mate i can't imagine you carrying 1+ sieges by your own in real life. Or setting a single one up alone.

    I like tactics, too. But sitting on a wall left-clicking isn't exactly that, right?

    Yeah and Pvdooring is. Right?
  • Syncronaut
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    a684bdfmg1da.png

    This was a few days ago. Sieges were on every wall when the reds went into a massive attack. Damage and reload speed should be buffed. I think i hit a record and destroyed like 20 enemy sieges in just one keep.
  • Feanor
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    It’s not surprising. Left clicking is a good start for raising that floor.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • TequilaFire
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    You guys crack me up most things in this game are one button.
    Moot point.
    Siege isn't even auto aim like most skills are.
    Edited by TequilaFire on July 13, 2018 1:39PM
  • Joy_Division
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    Berenhir wrote: »
    Zer0oo wrote: »
    what would be the perfect siege build for the pvp event? Just asking for a friend.

    2xskoria+5xsloads+5?

    Vicious Death instead of sloads. You could try if elf bane increased the oil dot.

    I'd recommend heartland, just because you will get sieged while sieging yourself.

    Also never tested if bloodthirsty works.

    I never thought of that!!!

    @IxSTALKERxI - gonna get rekt by left mouse button :wink:
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Sandman929
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    People really seem to struggle with the notion that Cyrodiil isn't designed to be a showcase of their fighting prowess 1v1, Cyrodiil is an AvAvA objective oriented battlefield. I'm not surprised they've finally gotten around to making siege relevant in CP campaigns, but it is going to be an adjustment to all of us used to just basically ignoring it.
  • IxSTALKERxI
    IxSTALKERxI
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    Berenhir wrote: »
    Zer0oo wrote: »
    what would be the perfect siege build for the pvp event? Just asking for a friend.

    2xskoria+5xsloads+5?

    Vicious Death instead of sloads. You could try if elf bane increased the oil dot.

    I'd recommend heartland, just because you will get sieged while sieging yourself.

    Also never tested if bloodthirsty works.

    I never thought of that!!!

    @IxSTALKERxI - gonna get rekt by left mouse button :wink:

    Time to hide inside imperial city. They can't siege in there. :)
    NA | PC | Aldmeri Dominion
    Laser Eyes AR 26 Arcanist | Stalker V AR 41 Warden | I Stalker I AR 42 NB | Stalkersaurus AR 31 Templar | Stalker Ill AR 31 Sorc | Nigel the Great of Blackwater
    Former Emperor x11 campaign cycles
    Venatus Officer | RIP RÁGE | YouTube Channel
  • Twohothardware
    Twohothardware
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    You guys are noobs if your complaining about Siege dealing the same damage as in No CP Sotha Sil. Siege is suppose to make taking a keep difficult, as in you are suppose to die in the process. Players have gotten used to making these massive zergs and just running over a keep and flipping it in 10 minutes and right now in Vivec unless you populate every single spot on the wall keep with continuous siege fire you can't even make a zerg back up and stop standing right in the middle of it and just healing through the damage.
  • Aztlan
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    I like the change. Hope it goes live.
  • chris211
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    Sandman929 wrote: »
    People really seem to struggle with the notion that Cyrodiil isn't designed to be a showcase of their fighting prowess 1v1, Cyrodiil is an AvAvA objective oriented battlefield. I'm not surprised they've finally gotten around to making siege relevant in CP campaigns, but it is going to be an adjustment to all of us used to just basically ignoring it.

    what needs to happen is proc sets not procing on seige then the siege changes will be tolerable
  • Sandman929
    Sandman929
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    chris211 wrote: »
    Sandman929 wrote: »
    People really seem to struggle with the notion that Cyrodiil isn't designed to be a showcase of their fighting prowess 1v1, Cyrodiil is an AvAvA objective oriented battlefield. I'm not surprised they've finally gotten around to making siege relevant in CP campaigns, but it is going to be an adjustment to all of us used to just basically ignoring it.

    what needs to happen is proc sets not procing on seige then the siege changes will be tolerable

    Agreed, I wouldn't mind that change either.
  • Anazasi
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    Feanor wrote: »
    It’s not surprising. Left clicking is a good start for raising that floor.

    think of all the lag it will reduce
  • Glory
    Glory
    Class Representative
    TL;DR: If siege is going to be extremely potent and dangerous, it should have real costs (either to carry, set up, or purchase) to balance out their extreme damage output.

    There's nothing more frustrating to be already fighting against the odds than to see a person in the distance laying down a meatbag and a scattershot. Sometimes this happens in a keep, sometimes it's literally in an open field that warrants no siege usage.

    There is nothing skillful or rewarding about being able to lay down a siege that does ridiculous damage (and also has basically no inventory cost and costs nothing to buy).

    If they're going to keep making siege into what is apparently an "I win" mechanic, particularly for when you are outnumbering someone, that's fine. But they need to attach REAL costs to placing a siege down, as they currently are:
    1. Ridiculously easy to set up and stack multiples of anywhere in Cyrodiil
    2. Basically free
    3. Embarrassingly easy to carry hundreds of
    4. Easy to cast then jump off of to do other things (like operate 3 at a time...)

    Unless the original intent and design of siege weaponry is to drop twenty down everywhere you go because they have basically no down-side, we need some changes to how siege mechanics work.

    I think there is a very valid place for siege: large battles for keeps and resources. You should have to think to yourself "man, this fight using a scattershot is worth the cost of setting it up and potentially losing it." Currently it's "eh, this siege costs 2000 AP and is sure to one shot somebody so why not drop 6."

    With the sheer amount of AP laying in people's banks, I don't have a great solution for cost (as increasing cost would affect some more than others). However, it feels extremely wrong for people to be able to carry around 200+ essentially free 1-shot mechanics in their inventory that can be placed anywhere in massive quantities.
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • JackAshes
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    What a horrible idea. No one wants to go to Sotha for this very reason. Unless Lord Feng brings his Orc army in there it is usually diserted. What they should do is reduce Sotha siege damage by 35% so it will get more play. It’s like the Devs are smoking Skooma all day and are not in touch with their community:(
  • Jadokis
    Jadokis
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    Beardimus wrote: »
    Getting hit in the head with a treb / ballista etc probably would really hurt in real life right.

    And in game you get an almighty red circle appear warning you to block / roll / ward / move.

    People dont like change, but personally things being more realistic, is better.

    Sure it slows play, makes it more tactical etc but that's a good thing than just zerging everywhere.

    In real life AD would win every fight because you wouldn't survive the onslaught of bow light attacks.
  • Glory
    Glory
    Class Representative
    Following up from my previous post, I think the changes to siege damage are set in stone and unavoidable.

    However, my suggestions to attaching a real cost to make people think before they lay 20 down...

    Relatively random order:
    1. Significantly increase time to lay down a siege (5 seconds, 10 seconds? shouldn't be 2 seconds to place a huge trebuchet)
    2. Significantly increase cost (10k AP per siege? would affect newer players more than others, unless new currency introduced)
    3. Increase carry "weight" (e.g. each ballista takes 2 spaces, trebs 3, rams 4, etc.)
    4. If we're talking "realism" as so many people in this thread believe is fine ("siege in real life one shots you so this should too") then adding a weighted debuff (not a real suggestion as people would hate it, but seriously, real life != this game's mechanics)
    Edited by Glory on July 13, 2018 3:32PM
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • Joy_Division
    Joy_Division
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    Glory wrote: »
    TL;DR: If siege is going to be extremely potent and dangerous, it should have real costs (either to carry, set up, or purchase) to balance out their extreme damage output.

    There's nothing more frustrating to be already fighting against the odds than to see a person in the distance laying down a meatbag and a scattershot. Sometimes this happens in a keep, sometimes it's literally in an open field that warrants no siege usage.

    There is nothing skillful or rewarding about being able to lay down a siege that does ridiculous damage (and also has basically no inventory cost and costs nothing to buy).

    If they're going to keep making siege into what is apparently an "I win" mechanic, particularly for when you are outnumbering someone, that's fine. But they need to attach REAL costs to placing a siege down, as they currently are:
    1. Ridiculously easy to set up and stack multiples of anywhere in Cyrodiil
    2. Basically free
    3. Embarrassingly easy to carry hundreds of
    4. Easy to cast then jump off of to do other things (like operate 3 at a time...)

    Unless the original intent and design of siege weaponry is to drop twenty down everywhere you go because they have basically no down-side, we need some changes to how siege mechanics work.

    I think there is a very valid place for siege: large battles for keeps and resources. You should have to think to yourself "man, this fight using a scattershot is worth the cost of setting it up and potentially losing it." Currently it's "eh, this siege costs 2000 AP and is sure to one shot somebody so why not drop 6."

    With the sheer amount of AP laying in people's banks, I don't have a great solution for cost (as increasing cost would affect some more than others). However, it feels extremely wrong for people to be able to carry around 200+ essentially free 1-shot mechanics in their inventory that can be placed anywhere in massive quantities.

    Wait a minute.

    Are you even remotely suggesting that it is the side with superior numbers who seize upon the opportunity to lay down siege in relative safety and blast away at the outnumbered side? Are you also suggesting that because it's so easy and so lucrative, that 5 star Grand Overloads would completely ignore their character abilities and instead use their inventory and couple it with gear (Sloads!) to play a game in which they have defeated a mighty daedric prince?

    *****

    I would have no problem with the ridiculous siege damage if those people who used it actually had to invest an opportunity cost for having such power. It would have been nice if the Alliance War ranking actually had exclusive ability trees players could choose, that is they could choose stuff that would make their siege more powerful, but in making such a choice, the other trees that enhanced players in other means. That way those people who wanted to be power siege experts can do so, but would actually have to make that choice rather than ZOS giving it out for free.

    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • IAVITNI
    IAVITNI
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    Glory wrote: »
    TL;DR: If siege is going to be extremely potent and dangerous, it should have real costs (either to carry, set up, or purchase) to balance out their extreme damage output.

    There's nothing more frustrating to be already fighting against the odds than to see a person in the distance laying down a meatbag and a scattershot. Sometimes this happens in a keep, sometimes it's literally in an open field that warrants no siege usage.

    There is nothing skillful or rewarding about being able to lay down a siege that does ridiculous damage (and also has basically no inventory cost and costs nothing to buy).

    If they're going to keep making siege into what is apparently an "I win" mechanic, particularly for when you are outnumbering someone, that's fine. But they need to attach REAL costs to placing a siege down, as they currently are:
    1. Ridiculously easy to set up and stack multiples of anywhere in Cyrodiil
    2. Basically free
    3. Embarrassingly easy to carry hundreds of
    4. Easy to cast then jump off of to do other things (like operate 3 at a time...)

    Unless the original intent and design of siege weaponry is to drop twenty down everywhere you go because they have basically no down-side, we need some changes to how siege mechanics work.

    I think there is a very valid place for siege: large battles for keeps and resources. You should have to think to yourself "man, this fight using a scattershot is worth the cost of setting it up and potentially losing it." Currently it's "eh, this siege costs 2000 AP and is sure to one shot somebody so why not drop 6."

    With the sheer amount of AP laying in people's banks, I don't have a great solution for cost (as increasing cost would affect some more than others). However, it feels extremely wrong for people to be able to carry around 200+ essentially free 1-shot mechanics in their inventory that can be placed anywhere in massive quantities.

    Wait a minute.

    Are you even remotely suggesting that it is the side with superior numbers who seize upon the opportunity to lay down siege in relative safety and blast away at the outnumbered side? Are you also suggesting that because it's so easy and so lucrative, that 5 star Grand Overloads would completely ignore their character abilities and instead use their inventory and couple it with gear (Sloads!) to play a game in which they have defeated a mighty daedric prince?

    *****

    I would have no problem with the ridiculous siege damage if those people who used it actually had to invest an opportunity cost for having such power. It would have been nice if the Alliance War ranking actually had exclusive ability trees players could choose, that is they could choose stuff that would make their siege more powerful, but in making such a choice, the other trees that enhanced players in other means. That way those people who wanted to be power siege experts can do so, but would actually have to make that choice rather than ZOS giving it out for free.

    Or they can just do it through sets, which may be better to avoid unnecessary power creep. People don't need more buffs in cyro, and it kind of seems overpowered to enable players to have epic siege usage while still running sets that allow them to perform well without siege.

    I'd be 100% down for sets like "increase duration of siege shield by 1 second every second you stand in it and decrease damage taken from siege by 20%" or "dealing damage with a siege weapon increases instantly reloads your siege weapon. This cannot occur more than once every 10 seconds."".
  • Chilly-McFreeze
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    JackAshes wrote: »
    What a horrible idea. No one wants to go to Sotha for this very reason. Unless Lord Feng brings his Orc army in there it is usually diserted. What they should do is reduce Sotha siege damage by 35% so it will get more play. It’s like the Devs are smoking Skooma all day and are not in touch with their community:(

    Don't know under which rock you live under but when I come home and want to jump into sotha I usually have to wait quite a while. But granted, during off hours vivec is more populated. Although there are many reasons why some prefer one or the other pvp campaign.
  • umagon
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    I like the siege weapons doing more damage to infantry, far too often there are times where groups of players would just heal through even the heaviest bombardment. Players could be dumping oil on them and firing siege weapons at them and they would not even move the slightest. Personally, I think artillery should obliterate infantry and if infantry do not want to get obliterated they shouldn’t stand where the shells are falling. If it was up to me catapults would do 70% of players max health as damage; so it would be move or die from the second volley. Once siege weapon damage gets sorted out, then they need to address zombie player camp closets and no cool down resurrection spamming. Death needs meaning.
  • Dracan_Fontom
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    Having ability/ seige altering sets sounds awful honestly.
  • Rudyard
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    I guess this is going to lead to punching multiple holes in a keep now, since defensive siege can absolutely lock down a single breach. I forsee keeps with 3-4 breaches in them to take them. I also see a return of 50/50 prepping keeps and more pvdoor.
    Deacon Grim
  • Dracan_Fontom
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    I still think that doors and walls need an hp or damage resistant buff. :/
  • TequilaFire
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    Yes it is amazing that you can carry multiple siege weapons. But on the other hand it is also amazing that one can carry hundreds of potion bottles, hundreds of souls gems and the most amazing of all, where do those archers store an infinite supply of arrows? :p
  • Glory
    Glory
    Class Representative
    Glory wrote: »
    TL;DR: If siege is going to be extremely potent and dangerous, it should have real costs (either to carry, set up, or purchase) to balance out their extreme damage output.

    There's nothing more frustrating to be already fighting against the odds than to see a person in the distance laying down a meatbag and a scattershot. Sometimes this happens in a keep, sometimes it's literally in an open field that warrants no siege usage.

    There is nothing skillful or rewarding about being able to lay down a siege that does ridiculous damage (and also has basically no inventory cost and costs nothing to buy).

    If they're going to keep making siege into what is apparently an "I win" mechanic, particularly for when you are outnumbering someone, that's fine. But they need to attach REAL costs to placing a siege down, as they currently are:
    1. Ridiculously easy to set up and stack multiples of anywhere in Cyrodiil
    2. Basically free
    3. Embarrassingly easy to carry hundreds of
    4. Easy to cast then jump off of to do other things (like operate 3 at a time...)

    Unless the original intent and design of siege weaponry is to drop twenty down everywhere you go because they have basically no down-side, we need some changes to how siege mechanics work.

    I think there is a very valid place for siege: large battles for keeps and resources. You should have to think to yourself "man, this fight using a scattershot is worth the cost of setting it up and potentially losing it." Currently it's "eh, this siege costs 2000 AP and is sure to one shot somebody so why not drop 6."

    With the sheer amount of AP laying in people's banks, I don't have a great solution for cost (as increasing cost would affect some more than others). However, it feels extremely wrong for people to be able to carry around 200+ essentially free 1-shot mechanics in their inventory that can be placed anywhere in massive quantities.

    Wait a minute.

    Are you even remotely suggesting that it is the side with superior numbers who seize upon the opportunity to lay down siege in relative safety and blast away at the outnumbered side? Are you also suggesting that because it's so easy and so lucrative, that 5 star Grand Overloads would completely ignore their character abilities and instead use their inventory and couple it with gear (Sloads!) to play a game in which they have defeated a mighty daedric prince?

    *****

    I would have no problem with the ridiculous siege damage if those people who used it actually had to invest an opportunity cost for having such power. It would have been nice if the Alliance War ranking actually had exclusive ability trees players could choose, that is they could choose stuff that would make their siege more powerful, but in making such a choice, the other trees that enhanced players in other means. That way those people who wanted to be power siege experts can do so, but would actually have to make that choice rather than ZOS giving it out for free.

    Agreed. It's important for us to show that we understand that siege should have a place in Cyrodiil, but it does not make sense for them to be placeable everywhere with zero downside or cost.

    I do like the idea of specc'ing into siege at the cost of other things, although I am not sure how implementable this would be.
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • Dracan_Fontom
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    Yes it is amazing that you can carry multiple siege weapons. But on the other hand it is also amazing that one can carry hundreds of potion bottles, hundreds of souls gems and the most amazing of all, where do those archers store an infinite supply of arrows? :p

    Magic. ;P
  • NBrookus
    NBrookus
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    Glory wrote: »
    Following up from my previous post, I think the changes to siege damage are set in stone and unavoidable.

    However, my suggestions to attaching a real cost to make people think before they lay 20 down...

    Relatively random order:
    1. Significantly increase time to lay down a siege (5 seconds, 10 seconds? shouldn't be 2 seconds to place a huge trebuchet)
    2. Significantly increase cost (10k AP per siege? would affect newer players more than others, unless new currency introduced)
    3. Increase carry "weight" (e.g. each ballista takes 2 spaces, trebs 3, rams 4, etc.)
    4. If we're talking "realism" as so many people in this thread believe is fine ("siege in real life one shots you so this should too") then adding a weighted debuff (not a real suggestion as people would hate it, but seriously, real life != this game's mechanics)

    I'd disagree with a cost increase; for those with 10's of million of AP in the bank it would mean nothing, but to new players it would remove one of the ways they can contribute most.

    But setting up siege does need to be hard to do if it's going to do this much damage. I'd start by making siege only work in the radius of a keep. Yes that means no oils on top of Alessia bridge. But also no plopping down a siege line while a zerg is chasing 3 people.

    As for the issue of carrying around 100 siege... maybe siege expires in your inventory? Meaning you either need to plan ahead, or you need to take a resource and buy siege there before taking the keep. Maybe each resource sells a particular kind of siege. Fire siege at mines, scattershots at lumbermills, etc.
    Edited by NBrookus on July 13, 2018 6:22PM
  • usmcjdking
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    IMO siege should be uber powerful but be crew served.
    0331
    0602
  • Glory
    Glory
    Class Representative
    NBrookus wrote: »
    Glory wrote: »
    Following up from my previous post, I think the changes to siege damage are set in stone and unavoidable.

    However, my suggestions to attaching a real cost to make people think before they lay 20 down...

    Relatively random order:
    1. Significantly increase time to lay down a siege (5 seconds, 10 seconds? shouldn't be 2 seconds to place a huge trebuchet)
    2. Significantly increase cost (10k AP per siege? would affect newer players more than others, unless new currency introduced)
    3. Increase carry "weight" (e.g. each ballista takes 2 spaces, trebs 3, rams 4, etc.)
    4. If we're talking "realism" as so many people in this thread believe is fine ("siege in real life one shots you so this should too") then adding a weighted debuff (not a real suggestion as people would hate it, but seriously, real life != this game's mechanics)

    I'd disagree with a cost increase; for those with 10's of million of AP in the bank it would mean nothing, but to new players it would remove one of the ways they can contribute most.

    But setting up siege does need to be hard to do if it's going to do this much damage. I'd start by making siege only work in the radius of a keep. Yes that means no oils on top of Alessia bridge. But also no plopping down a siege line while a zerg is chasing 3 people.

    As for the issue of carrying around 100 siege... maybe siege expires in your inventory? Meaning you either need to plan ahead, or you need to take a resource and buy siege there before taking the keep. Maybe each resource sells a particular kind of siege. Fire siege at mines, scattershots at lumbermills, etc.

    Agree with your sentiment on cost increase. The number of individuals who have far too much AP to do anything with (myself included) would make any change unfeasible to have an impact (either overtuned and screw over new players, or make no tangible difference).

    I also like both of your ideas, siege "health" decreasing over time in your inventory (at a slower rate but similar to how it decays on the battlefield) sounds like a healthy solution so you can't walk around with pockets full of trebuchets.
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
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