Increase time between ticks x2 (to give more time to react, no reaction =death) , fix the ignoring of defensive mechanics like shields, mist form, major protection etc. Fix the ability to roll dodge the ticks (yes, you can do this) and we are good to go.
As OP said, sieges in current state are sifting good players from the ones carried by sets/healers. Yes, it may look very bad at the beginning but after 3 deaths from sieges at the very beginning, I didn't died to any for the rest of the evening (~3 hours), so it is possible to counter it.
White wabbit wrote: »Just means that people will take advantage of the places that you can't counter siege back from to siege keeps
People will just cap the map in off hours again until this is fixed. It’s not an improvement to gameplay, although bad players are all trying to spin it that way.
People will just cap the map in off hours again until this is fixed. It’s not an improvement to gameplay, although bad players are all trying to spin it that way.
Nah just the ones that are sic and tired of troll ball groups running in circles around keeps, causing massive lags, stuck in combat bugs and in general harvesting some newbies while trying to act as it is top tier PvP.
People will just cap the map in off hours again until this is fixed. It’s not an improvement to gameplay, although bad players are all trying to spin it that way.
Nah just the ones that are sic and tired of troll ball groups running in circles around keeps, causing massive lags, stuck in combat bugs and in general harvesting some newbies while trying to act as it is top tier PvP.
You never played in one, do you?
axxlesoft_ESO wrote: »The name of my guild is King of Battle. That is a reference to field artillery. In this game, that is siege. I am biased, I like the changes to counter siege. Warheads on foreheads. That said, our guild-run in Cyrodiil tonight was far more difficult than usual. We stayed on the offensive taking keeps and died more often. As a result, we had to change tactics.
A lot of people complain about pvdoor. Zos has found the solution. My guild changed tactics and took down more walls than doors tonight. We adapted to the change, used more siege, used more stealth, and played better as a team than we ever have. And I absolutely love it.
Nah just the ones that are sic and tired of troll ball groups running in circles around keeps, causing massive lags, stuck in combat bugs and in general harvesting some newbies while trying to act as it is top tier PvP.
If I am trolling anyone, then I am trolling the trolls. Some people are not happy unless they are complaining. If trolls are not crying about the problem, then they are crying about the solution. It is a no win situation for designers. But you are only partially right.DivineFirstYOLO wrote: »axxlesoft_ESO wrote: »
A lot of people complain about pvdoor. Zos has found the solution. My guild changed tactics and took down more walls than doors tonight. We adapted to the change, used more siege, used more stealth, and played better as a team than we ever have. And I absolutely love it.
He is trolling, can't you see it?
That whole 2nd paragraph, it's so obvious..."solution to pvdoor" - sieging walls instead" xD
"more siege, more stealth and played better as a team than ever before"
Funny post tho, 9/10!
I am not trolling my guild in this sentence. Although without the proper context, I can see why you might think that.axxlesoft_ESO wrote: »We adapted to the change, used more siege, used more stealth, and played better as a team than we ever have.
Situational awareness has become more important due to the changes in counter siege. I teach my guildies to take responsibility for their bad decisions and learn from them. But it is hard to make that argument when even bad decisions lead to success. The changes in counter siege will help to expose bad decisions when taking objectives. Before the update, rushing the door was the standard. After the update, leaders are more cautious. They are more concerned about the potential resistance at a keep. Before the changes, the only time we would bother to breach a wall, is when we faced an extreme amount of resistance. Now, breaching a wall may become more common again. I still remember the best places to breach walls on each of the keeps. That knowledge had become irrelevant because of the focus on breaching doors. I think the changes to counter siege will expand the tactics we see in Cyrodiil. And I think it will improve the overall experience.glad u see it that way i also agree as a pvp veteran. now people have to think how they approach a castle. they cant just dance in the oil like its cold refreshing water. the more dangerous damage sources get the more we have to rely on mechanical skill, situational awareness and our intelligence and tactics.
Although I like the challenge that the change to counter siege presents as it is, tweaking those changes may be necessary. Siege shields don't seem to have any effect against oils and fire balistas. Perhaps tweaking siege shields to provide a little more mitigation versus counter siege would be a good compromise. And I think you are misinterpreting the OP. I think that the changes are sifting good teams from bad teams, not "...good players from the ones carried by sets/healers." I think that the consequences of bad team tactics and bad decisions will become more apparent. I think leaders will have to make better decisions and teammates will have to play their roles better to accomplish the mission.Increase time between ticks x2 (to give more time to react, no reaction =death) , fix the ignoring of defensive mechanics like shields, mist form, major protection etc. Fix the ability to roll dodge the ticks (yes, you can do this) and we are good to go.
As OP said, sieges in current state are sifting good players from the ones carried by sets/healers. Yes, it may look very bad at the beginning but after 3 deaths from sieges at the very beginning, I didn't died to any for the rest of the evening (~3 hours), so it is possible to counter it.
I’m torn. I do think it needs to be stronger especially in CP. Currently it’s pretty easy to just ignore it in medium armor. As is it’s a bit too strong. We just don’t want to create a situation where between time stop and a couple siege it becomes impossible to take keeps without a ton of people. That said I’m all for counters to PvDoor.
TheBonesXXX wrote: »All I can hear in my head right now is, "WHATS THE SOUND OF ARTILLERY. BOOM BOOM. RAINING DOWN ON THE ENEMY." and the rest of that cadence.
axxlesoft_ESO wrote: »TheBonesXXX wrote: »All I can hear in my head right now is, "WHATS THE SOUND OF ARTILLERY. BOOM BOOM. RAINING DOWN ON THE ENEMY." and the rest of that cadence.
Shoot, move, and communicate. BOOM BOOM
axxlesoft_ESO wrote: »TheBonesXXX wrote: »All I can hear in my head right now is, "WHATS THE SOUND OF ARTILLERY. BOOM BOOM. RAINING DOWN ON THE ENEMY." and the rest of that cadence.
Shoot, move, and communicate. BOOM BOOM
Maybe if siege engines on this game were easier to move around. But they aren't. They're extremely slow and cumbersome so it's just not realistic to say people can shoot, move, and communicate. What's going to happen instead if they are going to shoot and your siege engines are going to die.
This change basically wipes out low-man PvP when it comes to taking castles and keeps. People aren't going to keep wasting their time and points trying to take a castle when all it takes is a single stray to wander in the city and wreck havoc on your engines. It didn't take me long to start telling castles to kiss my ___ today. It's just not worth it. And God help anyone who gets CCed or stunned while a ballista is trained on them.
TheBonesXXX wrote: »axxlesoft_ESO wrote: »TheBonesXXX wrote: »All I can hear in my head right now is, "WHATS THE SOUND OF ARTILLERY. BOOM BOOM. RAINING DOWN ON THE ENEMY." and the rest of that cadence.
Shoot, move, and communicate. BOOM BOOM
Maybe if siege engines on this game were easier to move around. But they aren't. They're extremely slow and cumbersome so it's just not realistic to say people can shoot, move, and communicate. What's going to happen instead if they are going to shoot and your siege engines are going to die.
This change basically wipes out low-man PvP when it comes to taking castles and keeps. People aren't going to keep wasting their time and points trying to take a castle when all it takes is a single stray to wander in the city and wreck havoc on your engines. It didn't take me long to start telling castles to kiss my ___ today. It's just not worth it. And God help anyone who gets CCed or stunned while a ballista is trained on them.
It's a military cadence. You're looking into it to hard.
TheBonesXXX wrote: »axxlesoft_ESO wrote: »TheBonesXXX wrote: »All I can hear in my head right now is, "WHATS THE SOUND OF ARTILLERY. BOOM BOOM. RAINING DOWN ON THE ENEMY." and the rest of that cadence.
Shoot, move, and communicate. BOOM BOOM
Maybe if siege engines on this game were easier to move around. But they aren't. They're extremely slow and cumbersome so it's just not realistic to say people can shoot, move, and communicate. What's going to happen instead if they are going to shoot and your siege engines are going to die.
This change basically wipes out low-man PvP when it comes to taking castles and keeps. People aren't going to keep wasting their time and points trying to take a castle when all it takes is a single stray to wander in the city and wreck havoc on your engines. It didn't take me long to start telling castles to kiss my ___ today. It's just not worth it. And God help anyone who gets CCed or stunned while a ballista is trained on them.
It's a military cadence. You're looking into it to hard.
Maybe. But it's cadence that does resemble PvP currently on this game
More accurately It's shoot, die, and ride your horse back. BOOM BOOM
TheBonesXXX wrote: »TheBonesXXX wrote: »axxlesoft_ESO wrote: »TheBonesXXX wrote: »All I can hear in my head right now is, "WHATS THE SOUND OF ARTILLERY. BOOM BOOM. RAINING DOWN ON THE ENEMY." and the rest of that cadence.
Shoot, move, and communicate. BOOM BOOM
Maybe if siege engines on this game were easier to move around. But they aren't. They're extremely slow and cumbersome so it's just not realistic to say people can shoot, move, and communicate. What's going to happen instead if they are going to shoot and your siege engines are going to die.
This change basically wipes out low-man PvP when it comes to taking castles and keeps. People aren't going to keep wasting their time and points trying to take a castle when all it takes is a single stray to wander in the city and wreck havoc on your engines. It didn't take me long to start telling castles to kiss my ___ today. It's just not worth it. And God help anyone who gets CCed or stunned while a ballista is trained on them.
It's a military cadence. You're looking into it to hard.
Maybe. But it's cadence that does resemble PvP currently on this game
More accurately It's shoot, die, and ride your horse back. BOOM BOOM
Those folks are terrible at artillery then
axxlesoft_ESO wrote: »The name of my guild is King of Battle. That is a reference to field artillery. In this game, that is siege. I am biased, I like the changes to counter siege. Warheads on foreheads. That said, our guild-run in Cyrodiil tonight was far more difficult than usual. We stayed on the offensive taking keeps and died more often. As a result, we had to change tactics.
A lot of people complain about pvdoor. Zos has found the solution. My guild changed tactics and took down more walls than doors tonight. We adapted to the change, used more siege, used more stealth, and played better as a team than we ever have. And I absolutely love it.
TheBonesXXX wrote: »I’m torn. I do think it needs to be stronger especially in CP. Currently it’s pretty easy to just ignore it in medium armor. As is it’s a bit too strong. We just don’t want to create a situation where between time stop and a couple siege it becomes impossible to take keeps without a ton of people. That said I’m all for counters to PvDoor.
The thing is, people aren't trying to find counters to it. People are trying to make a moral imposition in which they force others to play their particular play style because it's the only place acceptable in their mind that they think is skilled. Therefore when everybody else doesn't play it their way they cry, whine, and complain.
It's no different than when people complain about snipe, but yet they'll run that same line keep the keep wondering why they're getting sniped.
I support zerging to, I also support when they get blown up because they were dumb enough to fall into a trap.
I support people being incredibly skilled 1 versus x, with that said I also support x versus one.
My favorite tactic to use when I don't like a guild, find out who the most egotistical cry hard is and kill them in every way they hate relentlessly. To the point the guild kicks that person or they disband oh, I don't care either way.
People aren't looking at this as a physics and tactics based scenario, they're looking at this as a moral issue and it's not.
Dead is dead.
"My favorite tactic to use when I don't like a guild, find out who the most egotistical cry hard is and kill them in every way they hate relentlessly. To the point the guild kicks that person or they disband oh, I don't care either way."
I've used this tactic in so many *** games to obliterate guilds that were pissing me off or getting in the way of what I wanted. It's so hilarious how hard try hards will cry and ruin their own environments all for the sake of their egotistical feelings, it's so easy to identify and manipulate, if you're savvy to it.
TheBonesXXX wrote: »All I can hear in my head right now is, "WHATS THE SOUND OF ARTILLERY. BOOM BOOM. RAINING DOWN ON THE ENEMY." and the rest of that cadence.