I miss strong siege. Maybe it shouldn't be this strong, but I much preferred the days when oil meant something and you didn't just rapid/purge/run and ignore the fact they have it.
This is the anti-zerg mechanic this game needs, and ZOS struck upon it completely by accident. Just like how animation cancelling became the game's biggest combat boon, don't let this one slip by. This is bigger than anything AoE cap removal could achieve.
This is the anti-zerg mechanic this game needs, and ZOS struck upon it completely by accident. Just like how animation cancelling became the game's biggest combat boon, don't let this one slip by. This is bigger than anything AoE cap removal could achieve.
@Judas Helviaryn
That’s completely wrong. ZOS increased siege damage - deliberately (!) - a year ago or so. The intent was the same as you preach - trying to get people to spread and break up clusters of players. It was so atrocious to play it got reverted within one incremental. Because the natural answer to more incoming damage is always more healing and more purging, and then you end up with even bigger clusters.
The only thing this achieves is killing off any remaining opportunities for solo and small scale. If that’s what you are after then it’s a good change...
Judas Helviaryn wrote: »This is the anti-zerg mechanic this game needs, and ZOS struck upon it completely by accident. Just like how animation cancelling became the game's biggest combat boon, don't let this one slip by. This is bigger than anything AoE cap removal could achieve.
@Judas Helviaryn
That’s completely wrong. ZOS increased siege damage - deliberately (!) - a year ago or so. The intent was the same as you preach - trying to get people to spread and break up clusters of players. It was so atrocious to play it got reverted within one incremental. Because the natural answer to more incoming damage is always more healing and more purging, and then you end up with even bigger clusters.
The only thing this achieves is killing off any remaining opportunities for solo and small scale. If that’s what you are after then it’s a good change...
They didn't increase the damage enough, is why. The reaction to being under the sights of the big guns shouldn't be standing, tanking, and healing. It should be scattering and repositioning in a more advantageous position from which to counter with your own war machines, or specialists who can slip behind siege lines to subvert them. Any number of strategies would immediately be required to account for this newfound threat, and this isn't even hypothetical, it's happening right in front of us.
It makes the fights more in-depth. That's so much more rewarding than facerolling through fields of burning pitch.
Solo and small scale have absolutely nothing to do with it, they get along as well as they did before. Ball groups and zergs take the biggest hits.
I miss strong siege. Maybe it shouldn't be this strong, but I much preferred the days when oil meant something and you didn't just rapid/purge/run and ignore the fact they have it.
Nerftheforums wrote: »I could accept them remaining as they are if and only if they had a proxy dry mechanic. The more people that a siege hits, the more damage it does. Atm being outnumbered is already difficult enough by how much power they gave to numbers, adding this on top only makes people zerg more.
Don't stand in red.Judas Helviaryn wrote: »This is the anti-zerg mechanic this game needs, and ZOS struck upon it completely by accident. Just like how animation cancelling became the game's biggest combat boon, don't let this one slip by. This is bigger than anything AoE cap removal could achieve.
@Judas Helviaryn
That’s completely wrong. ZOS increased siege damage - deliberately (!) - a year ago or so. The intent was the same as you preach - trying to get people to spread and break up clusters of players. It was so atrocious to play it got reverted within one incremental. Because the natural answer to more incoming damage is always more healing and more purging, and then you end up with even bigger clusters.
The only thing this achieves is killing off any remaining opportunities for solo and small scale. If that’s what you are after then it’s a good change...
They didn't increase the damage enough, is why. The reaction to being under the sights of the big guns shouldn't be standing, tanking, and healing. It should be scattering and repositioning in a more advantageous position from which to counter with your own war machines, or specialists who can slip behind siege lines to subvert them. Any number of strategies would immediately be required to account for this newfound threat, and this isn't even hypothetical, it's happening right in front of us.
It makes the fights more in-depth. That's so much more rewarding than facerolling through fields of burning pitch.
Solo and small scale have absolutely nothing to do with it, they get along as well as they did before. Ball groups and zergs take the biggest hits.
The damage was right where it’s now - groups were racing who got the first siege down even on open field because the first hit guaranteed the Wipe. I know because I raided every day back then.
That whole tactics yada yada is just dust blown into the eyes of the uninformed. Do you actually PvP in noCP?
Judas Helviaryn wrote: »This is the anti-zerg mechanic this game needs, and ZOS struck upon it completely by accident. Just like how animation cancelling became the game's biggest combat boon, don't let this one slip by. This is bigger than anything AoE cap removal could achieve.
@Judas Helviaryn
That’s completely wrong. ZOS increased siege damage - deliberately (!) - a year ago or so. The intent was the same as you preach - trying to get people to spread and break up clusters of players. It was so atrocious to play it got reverted within one incremental. Because the natural answer to more incoming damage is always more healing and more purging, and then you end up with even bigger clusters.
The only thing this achieves is killing off any remaining opportunities for solo and small scale. If that’s what you are after then it’s a good change...
They didn't increase the damage enough, is why. The reaction to being under the sights of the big guns shouldn't be standing, tanking, and healing. It should be scattering and repositioning in a more advantageous position from which to counter with your own war machines, or specialists who can slip behind siege lines to subvert them. Any number of strategies would immediately be required to account for this newfound threat, and this isn't even hypothetical, it's happening right in front of us.
It makes the fights more in-depth. That's so much more rewarding than facerolling through fields of burning pitch.
Solo and small scale have absolutely nothing to do with it, they get along as well as they did before. Ball groups and zergs take the biggest hits.
The damage was right where it’s now - groups were racing who got the first siege down even on open field because the first hit guaranteed the Wipe. I know because I raided every day back then.
That whole tactics yada yada is just dust blown into the eyes of the uninformed. Do you actually PvP in noCP?
Thing is, we've been having to do that regularly last patch. Instead of single, atomic-powered sieges we had a wasteland of weaker sieges at each point.Holycannoli wrote: »Same here. Remember having to knock holes in multiple walls?
The amount of damage you take from siege is ridiculous. Getting hit by one literally means death and zerglings spam siege on you, especially coldfires which are 15k a tick which is just a joke. Anyone that says that it should be kept is just not thinking straight. It doesn't make the pvp fun, it makes it cancerous because you have to actively dodge a siege which is meters away sometimes where you can't reach immediately. One guy without any issues can destroy your fights. It's very fun to be sieged 1v4-5 btw you should try getting sieged then :^). It's genuinely worse than snipe(as in it being literally cancer) when getting outnumbered and snipe needs to be removed in the state that it is right now. This siege thing is just incredibly bad for the pvp of the game as well. You are actively trying to to left click everyone down from a safe distance instead of using actual skills. Like come on you're not even pvping you're just clicking left click.
Don't stand in red.
I firmly believe non-CP is non-standard, and the game shouldn't be balanced around it as it stands right now.
Don't stand in red.
Simple minds always favor simple solutions. If it kills you, just stay on your keep wall!
Seriously, in noCP there isn’t any oil showering or dancing in ballista bolt rain unless you got 4 or 5 dedicated Healers who are constantly purging. It’s almost as Siege has counterplay then...
Which brings us to...I firmly believe non-CP is non-standard, and the game shouldn't be balanced around it as it stands right now.
@Judas Helviaryn
What you firmly believe or don’t believe is irrelevant when it comes to the fact that noCP is a game mode that exists and that many people enjoy. EU Sotha Sil is regularly pop locked for all alliances in prime time. So your simple “screw no CP” won’t do. ZOS has to come up with a solution. Period.