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.
Raising the AP cost of siege is not the way to go. I want to encourage new players to participate, even if it’s only through siege. And newer players don’t usually have tons of AP to spend.
Twohothardware wrote: »Taking Keeps should be Epic long Battles that go on for over an hour instead of these stupid Keep flips we have now where a Zerg takes it in <10 minutes because whichever side has more numbers wins since you don't have enough Siege and Camps among all the players to constantly mount a strong defense.
I wonder if fire buffs from dk and dark elf stack onto siege. That might be something worth testing
FYI you can effectively gain 37%+25%+35% (97% although i believe its called diminishing returns on damage so you can never completely remove siege damage. But you can take 23k per second and reduce it to 6k per second), by simply slotting 2 abilities and adjusting your CP and you don't even have to equip siege sets unless you intend on standing in red.
IZZEFlameLash wrote: »Sigh... this game just gets 'better and better'. Between OP sets to OP sieges... I guess 5pc Vicious Death + 5pc Siege Engine meta is a go. Middle finger to any group plays and siege outcome will almost always on the defender side now.
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:
- Ridiculously easy to set up and stack multiples of anywhere in Cyrodiil
- Basically free
- Embarrassingly easy to carry hundreds of
- 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.
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:
- Significantly increase time to lay down a siege (5 seconds, 10 seconds? shouldn't be 2 seconds to place a huge trebuchet)
- Significantly increase cost (10k AP per siege? would affect newer players more than others, unless new currency introduced)
- Increase carry "weight" (e.g. each ballista takes 2 spaces, trebs 3, rams 4, etc.)
- 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)
Swiss_roll 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:
- Ridiculously easy to set up and stack multiples of anywhere in Cyrodiil
- Basically free
- Embarrassingly easy to carry hundreds of
- 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.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:
- Significantly increase time to lay down a siege (5 seconds, 10 seconds? shouldn't be 2 seconds to place a huge trebuchet)
- Significantly increase cost (10k AP per siege? would affect newer players more than others, unless new currency introduced)
- Increase carry "weight" (e.g. each ballista takes 2 spaces, trebs 3, rams 4, etc.)
- 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 agreed with Glory's opinion.
Every skills should have pros and cons.
Thinking about player skills, devastating skills usually have higher cost.
Why only siege engines should be super casual to use and doing devastating damage ?
I like to suggest a few costs of siege engines.
From "realism" aspect, siege engines should have longer cool down than now. You can't spam siege engines within few secs in rl.
Also, thinking about "weight", 1 idea is restrict the numbers of siege engines which 1 player can carry like 1 each.
Or if we don't like that, then adding a movement speed reduction debuff depends on how many sieges they are carrying like 0.5% per siege ( so 1 Swift jewelry = 20 siege engines).