OILS NOT SHIELDABLE AND DOING 18K DMG PER TICK

  • Minno
    Minno
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    Sandman929 wrote: »
    Minno wrote: »
    Sandman929 wrote: »
    I really don't mind siege being strong, if there are ways to mitigate it beyond simply not standing in it. Some fights have an incredible amount of defensive siege and there is literally nowhere for offensive siege to be except in the defensive siege AoEs. Often, even if I wanted to move to another location the siege cap prevents me from being able to set up enough new siege to be effective against a second wall.
    Siege is already strong against people who can't/won't mitigate it with siege shields, strong heals and purges. Many disorganized groups die to siege, and that's as it should be, but everyone cheering overpowered siege are looking for a way to make disorganized beat organized by making siege a death sentence with no counter play.

    Id like to see that video showing a random clump zerg "defeat" a well organized ball group running purges/dedicated healers with only siege lol.

    Edit:
    because they couldn't on murkmire and they wont on live.

    I'm not sure which video you're talking about, but I don't think what you described would, could or should happen, although the siege on live PC sounds like it might be possible.

    calling for video proof that a random bunch of misfits could drop a group running purgebots\healers. They won't because those groups haven't adapted to the rapids nerf yet; my money is on the ballgroups.
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  • Sandman929
    Sandman929
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    Minno wrote: »
    Sandman929 wrote: »
    Minno wrote: »
    Sandman929 wrote: »
    I really don't mind siege being strong, if there are ways to mitigate it beyond simply not standing in it. Some fights have an incredible amount of defensive siege and there is literally nowhere for offensive siege to be except in the defensive siege AoEs. Often, even if I wanted to move to another location the siege cap prevents me from being able to set up enough new siege to be effective against a second wall.
    Siege is already strong against people who can't/won't mitigate it with siege shields, strong heals and purges. Many disorganized groups die to siege, and that's as it should be, but everyone cheering overpowered siege are looking for a way to make disorganized beat organized by making siege a death sentence with no counter play.

    Id like to see that video showing a random clump zerg "defeat" a well organized ball group running purges/dedicated healers with only siege lol.

    Edit:
    because they couldn't on murkmire and they wont on live.

    I'm not sure which video you're talking about, but I don't think what you described would, could or should happen, although the siege on live PC sounds like it might be possible.

    calling for video proof that a random bunch of misfits could drop a group running purgebots\healers. They won't because those groups haven't adapted to the rapids nerf yet; my money is on the ballgroups.

    I don't recall every saying that happened. So I have no video proof, and don't know what you're talking about. I said disorganized groups die to siege, which in my opinion means that siege is as strong as it should be before this unintended buff.
    Daggerfall Covenant - Xbox One NA
  • technohic
    technohic
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    Czirne wrote: »
    Ackwalan wrote: »
    sha-ext wrote: »
    I've been in cyro, and personally I like it and kinda wish they would just leave it. The battles were crazy and watching - and participating in the new and far more interesting keep take challenges was really fun. Plus keeps weren't flipping every 5 seconds. Fine by me.

    @ZOS_GinaBruno maybe tell them not to fix this too much yus?

    Yeah, this is actually something we're discussing a bit. No promises, but we'll see what happens.

    I hope you are not serious...
    You want fast paced combat? You want keep sieges? You want players to take keeps?
    Then please adjust the damage. I don't mind some sieges hurt a bit more, but remember how it was when meatbag and scattershot catapults were strong - it was very, very hard to take a keep against decent defenders...

    As it should be.

    If siege damage is there to stay, zos needs to introduce ladders and allow poeple to climb the walls.

    EDIT: To clarify - I think that this double siege damage is more realistic, but its too effective while defending keep from game balance point of view. Adding a ladders to climb the wall would allow attackers get on walls and try to burn sieges.

    Of course there has to be some limitation on ladders, otherwise everyone will just build ladder and rams and trebuchets will not be used at all. I would say limit 3-6 ladder per keep, and it takes 5-15 second to actually climb up the ladder, to prevent attackers swarm walls like ants.

    I actually wish they would freshen this up a bit and like that idea. Add some stones to drop on ladders as well. I even used to like it when DKs could leap onto walls and start attacking the people manning the siege. Maybe there should be a timer if you come in that way or something before it starts huring and you have to jump down.
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  •  Czirne
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    technohic wrote: »
    Czirne wrote: »
    Ackwalan wrote: »
    sha-ext wrote: »
    I've been in cyro, and personally I like it and kinda wish they would just leave it. The battles were crazy and watching - and participating in the new and far more interesting keep take challenges was really fun. Plus keeps weren't flipping every 5 seconds. Fine by me.

    @ZOS_GinaBruno maybe tell them not to fix this too much yus?

    Yeah, this is actually something we're discussing a bit. No promises, but we'll see what happens.

    I hope you are not serious...
    You want fast paced combat? You want keep sieges? You want players to take keeps?
    Then please adjust the damage. I don't mind some sieges hurt a bit more, but remember how it was when meatbag and scattershot catapults were strong - it was very, very hard to take a keep against decent defenders...

    As it should be.

    If siege damage is there to stay, zos needs to introduce ladders and allow poeple to climb the walls.

    EDIT: To clarify - I think that this double siege damage is more realistic, but its too effective while defending keep from game balance point of view. Adding a ladders to climb the wall would allow attackers get on walls and try to burn sieges.

    Of course there has to be some limitation on ladders, otherwise everyone will just build ladder and rams and trebuchets will not be used at all. I would say limit 3-6 ladder per keep, and it takes 5-15 second to actually climb up the ladder, to prevent attackers swarm walls like ants.

    I actually wish they would freshen this up a bit and like that idea. Add some stones to drop on ladders as well. I even used to like it when DKs could leap onto walls and start attacking the people manning the siege. Maybe there should be a timer if you come in that way or something before it starts huring and you have to jump down.

    Oh yea, I as well miss those days when DK could leap on walls and in main keep from outer walls. Good old times.
    Back to the idea, I believe possibility of small group of attackers getting into keep before wall si breached would make taking and defending keep more fun. Right now as a defender you just wait inside, siege and wait for opportunity to push outside, as a attacker you wait outside and siege.
    Adding another layer of gameplay and giving people more options could make game more fun, if implemented correctly into the game.

    I believe in lagless Cyrodiil!
  • sage2000
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    I've been in cyro, and personally I like it and kinda wish they would just leave it. The battles were crazy and watching - and participating in the new and far more interesting keep take challenges was really fun. Plus keeps weren't flipping every 5 seconds. Fine by me.

    @ZOS_GinaBruno maybe tell them not to fix this too much yus?

    Yeah, this is actually something we're discussing a bit. No promises, but we'll see what happens.

    This will turn the game into PvSiege. Soooo boring. Please no.
  • TBois
    TBois
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    Czirne wrote: »
    technohic wrote: »
    Czirne wrote: »
    Ackwalan wrote: »
    sha-ext wrote: »
    I've been in cyro, and personally I like it and kinda wish they would just leave it. The battles were crazy and watching - and participating in the new and far more interesting keep take challenges was really fun. Plus keeps weren't flipping every 5 seconds. Fine by me.

    @ZOS_GinaBruno maybe tell them not to fix this too much yus?

    Yeah, this is actually something we're discussing a bit. No promises, but we'll see what happens.

    I hope you are not serious...
    You want fast paced combat? You want keep sieges? You want players to take keeps?
    Then please adjust the damage. I don't mind some sieges hurt a bit more, but remember how it was when meatbag and scattershot catapults were strong - it was very, very hard to take a keep against decent defenders...

    As it should be.

    If siege damage is there to stay, zos needs to introduce ladders and allow poeple to climb the walls.

    EDIT: To clarify - I think that this double siege damage is more realistic, but its too effective while defending keep from game balance point of view. Adding a ladders to climb the wall would allow attackers get on walls and try to burn sieges.

    Of course there has to be some limitation on ladders, otherwise everyone will just build ladder and rams and trebuchets will not be used at all. I would say limit 3-6 ladder per keep, and it takes 5-15 second to actually climb up the ladder, to prevent attackers swarm walls like ants.

    I actually wish they would freshen this up a bit and like that idea. Add some stones to drop on ladders as well. I even used to like it when DKs could leap onto walls and start attacking the people manning the siege. Maybe there should be a timer if you come in that way or something before it starts huring and you have to jump down.

    Oh yea, I as well miss those days when DK could leap on walls and in main keep from outer walls. Good old times.
    Back to the idea, I believe possibility of small group of attackers getting into keep before wall si breached would make taking and defending keep more fun. Right now as a defender you just wait inside, siege and wait for opportunity to push outside, as a attacker you wait outside and siege.
    Adding another layer of gameplay and giving people more options could make game more fun, if implemented correctly into the game.

    That was some fun gameplay. Even though I never played a DK then, it made things interesting. ZOS seems to be taking away interesting gameplay and promoting boring gameplay. I mean siege in its current state (functionally, not considering damage) is super boring, but ZOS is considering making it OP.
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  • Sandman929
    Sandman929
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    disintegr8 wrote: »
    Nice to see something that can wipe out overhealed zergs and bomb squads, just think of the D-ticks.

    Laying siege should not just be about stacking at the front door, just as defending should not be about having a bomb squad ready to hit the incoming group as soon as the door opens.

    Think more about it, start a second breech while everyone is focused elsewhere, make an effort to counter siege the counter siege.

    Hard to do when at most keeps, I'll have to be in range of their siege to hit them with mine...and furthermore, why on Earth is that fun?
    Daggerfall Covenant - Xbox One NA
  • eaton68_ESO
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    Loving this, no fix needed. Lag has been good too ... like something was fixed? #makeseigegreatagain worked!
  • soniku4ikblis
    soniku4ikblis
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    Fix it.
    __._-*._._._.-*'"{Sonic Euphoric Bliss}"'*-._._._.*-_.__
  • Gankimus
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    sha-ext wrote: »

    If siege damage is there to stay, zos needs to introduce ladders and allow poeple to climb the walls.

    EDIT: To clarify - I think that this double siege damage is more realistic, but its too effective while defending keep from game balance point of view. Adding a ladders to climb the wall would allow attackers get on walls and try to burn sieges.

    Of course there has to be some limitation on ladders, otherwise everyone will just build ladder and rams and trebuchets will not be used at all. I would say limit 3-6 ladder per keep, and it takes 5-15 second to actually climb up the ladder, to prevent attackers swarm walls like ants.

    Maybe siege towers that roll up to a wall like a ram to the FD? Stairs inside to run up, some nice fiery death trap options. LOS types should get some poles to dance around...
    Gankimus
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  • BoraxFlux
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    I enjoyed it very much, the fight/sieging is much more dynamic, sieges are scary as they should be, no time drinking a beer in a red circle. More use of Siege Shield to counter.
    Just played this evening so it might be too short to have a good overall idea, but yes, liked it a lot sofar.

    I heard Siege Shield doesn't work properly tho, is that correct?
  • Xarcus
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    More damages from sieges: yes.
    So much : no.
    PC-EU-FR - @Xarcs
  • SturgeHammer
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    Yeah, this is actually something we're discussing a bit. No promises, but we'll see what happens.

    Probably wouldn’t be horrible if the damage radius was smaller on ballistas. That way it encourages more accuracy on the side of the shooter while giving the target a better chance of getting out of the way.
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  • thedude33
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    disintegr8 wrote: »
    Nice to see something that can wipe out overhealed zergs and bomb squads, just think of the D-ticks.

    Laying siege should not just be about stacking at the front door, just as defending should not be about having a bomb squad ready to hit the incoming group as soon as the door opens.

    Think more about it, start a second breech while everyone is focused elsewhere, make an effort to counter siege the counter siege.

    Isn't this what the try hard leets always talk about ? gitgud with tactics?
    1v1 Win/Loss Record in PvP.
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  • thedude33
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    kringled_1 wrote: »
    Feanor wrote: »
    I've been in cyro, and personally I like it and kinda wish they would just leave it. The battles were crazy and watching - and participating in the new and far more interesting keep take challenges was really fun. Plus keeps weren't flipping every 5 seconds. Fine by me.

    @ZOS_GinaBruno maybe tell them not to fix this too much yus?

    Yeah, this is actually something we're discussing a bit. No promises, but we'll see what happens.

    In noCP a Coldharbour ballista Hit kills anyone within the initial tick and the first or second tick, depending on HP. If that’s the gameplay you want to promote...
    Just means you don't have enough health! Plague doctor/warrior poet tank with no damage other than running siege, here I come, just for all the lovers of heavy armor tanks in pvp we have on the forums.
    More seriously, I'm not really wild about the prolonged siege battles where you have to punch multiple breaches in a keep, then fire siege through to get defensive siege down, and eventually move in. It tends to come down to attrition, and to promote large stacks at one location which we know doesn't work well.

    A siege attack that comes down to attrition. Kind of like how it was when castles and sieges actually happened?

    1v1 Win/Loss Record in PvP.
    1 Wins - 392 Losses (guy was AFK)

  • Chilly-McFreeze
    Chilly-McFreeze
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    thedude33 wrote: »
    kringled_1 wrote: »
    Feanor wrote: »
    I've been in cyro, and personally I like it and kinda wish they would just leave it. The battles were crazy and watching - and participating in the new and far more interesting keep take challenges was really fun. Plus keeps weren't flipping every 5 seconds. Fine by me.

    @ZOS_GinaBruno maybe tell them not to fix this too much yus?

    Yeah, this is actually something we're discussing a bit. No promises, but we'll see what happens.

    In noCP a Coldharbour ballista Hit kills anyone within the initial tick and the first or second tick, depending on HP. If that’s the gameplay you want to promote...
    Just means you don't have enough health! Plague doctor/warrior poet tank with no damage other than running siege, here I come, just for all the lovers of heavy armor tanks in pvp we have on the forums.
    More seriously, I'm not really wild about the prolonged siege battles where you have to punch multiple breaches in a keep, then fire siege through to get defensive siege down, and eventually move in. It tends to come down to attrition, and to promote large stacks at one location which we know doesn't work well.

    A siege attack that comes down to attrition. Kind of like how it was when castles and sieges actually happened?

    Realism - the go-to argument in every high fantasy setting, right?
  • TBois
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    Recremen wrote: »
    thedude33 wrote: »
    disintegr8 wrote: »
    Nice to see something that can wipe out overhealed zergs and bomb squads, just think of the D-ticks.

    Laying siege should not just be about stacking at the front door, just as defending should not be about having a bomb squad ready to hit the incoming group as soon as the door opens.

    Think more about it, start a second breech while everyone is focused elsewhere, make an effort to counter siege the counter siege.

    Isn't this what the try hard leets always talk about ? gitgud with tactics?

    If you're really going to play it that way, we're just going to out-point-and-click you. If you weren't good before you're not going to suddenly be good now, and forcing experienced players into your playstyle is just going to show you how much room you have to grow in point-and-click heroism. Have fun getting wrecked by siege every time you go to attack a keep.

    im all for making keeps requiring more tactics and more time to take, but using this method is boring af. Seige is literally, as you say, point and click. There is not much more depth besides that. If they want siege to be more impactful at least make it interesting to use. As it is now we will all die of boredom after a month.
    Edited by TBois on February 26, 2019 8:52PM
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  • geonsocal
    geonsocal
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    love it when folks say just don't stand in red...

    not sure about everyone else, but, maybe there's some ground indicator for siege like 20% of the time...the other 80%, no indication at all that siege is hitting - right where I happen to be standing or moving...
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  • Toc de Malsvi
    Toc de Malsvi
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    Yeah, this is actually something we're discussing a bit. No promises, but we'll see what happens.

    Probably wouldn’t be horrible if the damage radius was smaller on ballistas. That way it encourages more accuracy on the side of the shooter while giving the target a better chance of getting out of the way.

    They should do damage scaling based on position to the center of the damage. Stand in the center of a trebuchet blast get deleted, move the outer edge and take regular siege damage comparable to last several patches.
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