https://cdn.discordapp.com/attachments/444948818459361299/550250654258429969/thisshouldnotbeathing1.png
https://cdn.discordapp.com/attachments/444948818459361299/550250655189827584/shouldnotbeathing2.png
https://cdn.discordapp.com/attachments/444948818459361299/550250657492238346/shouldnotbeathing3.png
This should be in the game, seriously? This is just ridiculous. 1 colfire tick is 15k damage. What the *** man?!
Also in the end it's a BUG, not intended.
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: »Judas Helviaryn wrote: »Being able to procure a siege from thin air and placing it down in 3 seconds and then proceeding to deal 80% of the enemies HP in 1 hit (with the dot ending you) is stupid.
Because being able to spit fire onto everyone in front of you, calling down a meteor, or healing by waving your hands in the air isn't ?
This game has magic. Deal with it.
Also, has anyone here taken a direct hit from a catapult or a ballista IRL ? No, of course, you wouldn't be there to talk about it. A ballista could nail a freaking horse to a stone wall...
Sure thing, but when I call down my meteor I want it to act how it would do IRL. Because if you got hit by a meteor the size of the one you have in the game, you wouldn't be there to talk about ithttps://cdn.discordapp.com/attachments/444948818459361299/550250654258429969/thisshouldnotbeathing1.png
https://cdn.discordapp.com/attachments/444948818459361299/550250655189827584/shouldnotbeathing2.png
https://cdn.discordapp.com/attachments/444948818459361299/550250657492238346/shouldnotbeathing3.png
This should be in the game, seriously? This is just ridiculous. 1 colfire tick is 15k damage. What the *** man?!
Also in the end it's a BUG, not intended.
Animation cancelling was unintended, and it was the one thing that gave us fast paced, reactive and relatively skill-based combat and build complexity, and stood ESO out from the crowd.
Are you anti-AC?
It would maybe be great for people with < 50 ping AND when game works properly.
When skills dont fire...at ALL, when weapon swap is unreliable etc etc...theres a reason why other MMOs dont do this.
So all it has gave us is that most of people want it out and fixed as it is influenced by reasons beyond their control.
I'm sorry you deal with this. I had satellite for four years on this game, which has a minimum ping of roughly 600, and for me, an average of 1400 to 2000 in combat. I was able to animation cancel absolutely fine, believe it or not, but my jitter was low. I believe that is the defining factor; Jitter, not latency to that rough threshold.
That being said, the game is designed around a standard, and that's probably going to be relatively low ping and stable connectivity.
It sucks, especially for our Oceanic friends. I still would miss mine dearly if they ever did launch a server in that spot of the world.
We all make due how we can.
Judas Helviaryn wrote: »Judas Helviaryn wrote: »Judas Helviaryn wrote: »Being able to procure a siege from thin air and placing it down in 3 seconds and then proceeding to deal 80% of the enemies HP in 1 hit (with the dot ending you) is stupid.
Because being able to spit fire onto everyone in front of you, calling down a meteor, or healing by waving your hands in the air isn't ?
This game has magic. Deal with it.
Also, has anyone here taken a direct hit from a catapult or a ballista IRL ? No, of course, you wouldn't be there to talk about it. A ballista could nail a freaking horse to a stone wall...
Sure thing, but when I call down my meteor I want it to act how it would do IRL. Because if you got hit by a meteor the size of the one you have in the game, you wouldn't be there to talk about ithttps://cdn.discordapp.com/attachments/444948818459361299/550250654258429969/thisshouldnotbeathing1.png
https://cdn.discordapp.com/attachments/444948818459361299/550250655189827584/shouldnotbeathing2.png
https://cdn.discordapp.com/attachments/444948818459361299/550250657492238346/shouldnotbeathing3.png
This should be in the game, seriously? This is just ridiculous. 1 colfire tick is 15k damage. What the *** man?!
Also in the end it's a BUG, not intended.
Animation cancelling was unintended, and it was the one thing that gave us fast paced, reactive and relatively skill-based combat and build complexity, and stood ESO out from the crowd.
Are you anti-AC?
Yeah clearly I am one of the people that hate cancelling on their stamdks :^). Of course not lmao. Animation cancelling was an unintended byproduct of the combat system while siege is an unintended bug. It's two completely different things, one requires you to get used to it and play the game and the other says *** it all throw all combat out of the window and just left click. Are you seriously trying to compare siege to actual combat?
Through the virtue of unintended mechanics, that's exactly it, yes. I'm pointing out to you, that your argument becomes a disingenuous double standard if you don't apply it consistently.
Unintended is unintended, and you use that fact as if it were a bad thing, and detracted from all other potential merits of said consequence. I'm saying this because "unintended byproduct" and "unintended bug" is a rationalization to separate what you like and don't like, when they're the same thing, rather than objectively paring down the pros and cons of adopting this system as it is.
Argue, don't appeal.
I am arguing lol. It's not a double standard, it hardly is when you take into account how different these things are. One makes the ceiling higher the other allows a player to just left click. It's ridiculous how some people like you can compare these two completely different things.
Using your own rationale, raising the ceiling is a good thing. What do you think happens, when siege is so powerful, zergs can't rapid and healbot through one hole in a wall, taking a keep with little effort?
That's when they have to knock down more walls, or find ways to destroy/misdirect the enemy siege. It makes their own siege a necessary tool and counter. It MAKES the game more complex, and that's the same thing as raising the ceiling.
The siege of the keep lasts longer, and requires more effort all around to both defend and attack.
As I said before, it's the difference between sitting on one wall taking pot shots, and having an evolving battlefield to adapt and respond to.
There's even another thread open detailing the very instance and example of this happening tonight.
It's the same thing as arguing for more mechanic-based gameplay vs DPS racing and bypassing said mechanics in PVE.
Yes, going to another wall and hitting that, wow, it's like grandmaster levl 14D chess.
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.
PureEnvelope35 wrote: »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.
I personally enjoy when people deploy a cold fire to kill me in a 8v1, super fun game mechanic for solo players.
It would maybe be great for people with < 50 ping AND when game works properly.
When skills dont fire...at ALL, when weapon swap is unreliable etc etc...theres a reason why other MMOs dont do this.
So all it has gave us is that most of people want it out and fixed as it is influenced by reasons beyond their control.
Judas Helviaryn wrote: »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?
The siege has never been this powerful, and to boot, it goes through wards. As a magsorc, if anyone should be complaining, it's me.
I firmly believe non-CP is non-standard, and the game shouldn't be balanced around it as it stands right now.
There was no first siege down wins the game scenario tonight. I saw, and participated in, a genuinely tense siege of Chalman with both sides struggling to keep the others at bay. The defenders had the advantage, the attacking force was constantly having to shift and move, suffering casualties all the while in numbers that I haven't seen before.
The kill zones were littered with corpses, and do you really, truly believe knocking down one door or wall section of a keep constitutes a siege? You may as well be assaulting a house of cards for all the effort and excitement involved.
It's not a true -siege- until the walls are razed around the defenders at multiple points, forcing them to shift between different fronts of conflict, rather than sitting content on one southward facing wall taking pot shots.
It was better. Keeps should be hard-fought and hard-won, not traded as frequently as they are.
No it definitely needs a fix.
In my opinion skilled play should be encouraged and ZOS should encourage players to learn to play and to invest more than just AP into their chars (time to learn how they work :P).
They shouldnt make the madness siege already is even stronger.
Already enough people only stand on top of their keep walls and fire siege... even when they outnumber you 3 to 1.
It is ridiculous that people can do 20+k AOE damage with one mouseclick, you dont need to make that even stronger.
Yeah but did you see the massive red circle around where ballista hit which is not realistic if you're aiming for that? If you think that the siege should do that much damage and you are comparing it to irl medieval siege equipment in that case the ballista should have the aoe of literally nothing and in the end and would do no damage because you can't hit a single nimble player. By nimble I mean literally any class and moving like 1 meter to the side :^)
There hasn't been strategy when attacking for a long time. I remember it from years ago but now it's just burn down the front door or a single wall, burn down the keep door, done. We used to have to attack opposite walls and attack the postern keep door as well, at the least.This would make siege engines more relevant and make people have to actually use some strategy when attacking instead of merely walking right through the fire.
/rant
5 just took a tower. Survived 3x oils on them. Apparently, it's doable
TheBonesXXX wrote: »It's a fixed projectile, with an incredibly slow trajectory, it takes forever to fire thing, and it even has a ground indicator to tell people to get out of the way.
There's really no argument to it, it has so many visual cues to tell a player to move and if they don't they deserve to die.