Please read the detailed question before answering
This is generally considered a bug but I find it a feature actually. Because it is some fun and a way to deal with ball groups, can force PUGs to buy sieges too. And in terms of logics in reality how would you like to take a ballista bolt in your face?
So here is the question:
How would you like to implement some significant buff to siege weapons damage to make them really powerful (not in current state of course, but you get the idea)?
Sieges are already very powerful and doesn´t need more buffs in my opinion. A few meatbag/scattershot catapults can already cause major issues for a ballgroup if placed correctly. I´m quite surprised that people find
stuff like this to be balanced:
[img][/img][img][/img]
I believe this bug only promotes zergs and people who think they should be able to wipe out an entire group with the push of an button. For some reason some small scale groups seems to like these new changes, but it´s just a matter of time before it backfires against them as well.
As it stands now there´s no counterplay agains the current damage of a siege (see image above). So I hope ZOS fix this bug on monday´s patch.
redspecter23 wrote: »I think you may find that as pvp player skill goes up, their desire to see massive damage from siege goes down. I'm an average pvp player at best and love the idea of ultra damaging siege. If I were the kind of person that dives into 1v50 and comes out undamaged, I'd be far less likely to want to die to a level 1 mouthbreather and his 3 friends on the wall with fire balistas.
Sieges are already very powerful and doesn´t need more buffs in my opinion. A few meatbag/scattershot catapults can already cause major issues for a ballgroup if placed correctly. I´m quite surprised that people find
stuff like this to be balanced:
[img][/img][img][/img]
I believe this bug only promotes zergs and people who think they should be able to wipe out an entire group with the push of an button. For some reason some small scale groups seems to like these new changes, but it´s just a matter of time before it backfires against them as well.
As it stands now there´s no counterplay agains the current damage of a siege (see image above). So I hope ZOS fix this bug on monday´s patch.
IzzyStardust wrote: »Sieges are already very powerful and doesn´t need more buffs in my opinion. A few meatbag/scattershot catapults can already cause major issues for a ballgroup if placed correctly. I´m quite surprised that people find
stuff like this to be balanced:
[img][/img][img][/img]
I believe this bug only promotes zergs and people who think they should be able to wipe out an entire group with the push of an button. For some reason some small scale groups seems to like these new changes, but it´s just a matter of time before it backfires against them as well.
As it stands now there´s no counterplay agains the current damage of a siege (see image above). So I hope ZOS fix this bug on monday´s patch.
You stood in red. Play ridiculous games, win ridiculous prizes. (also, I lol'd)
Crixus8000 wrote: »Siege should not be that much stronger than players, or whats the point in having a build ? Just play a tank and defend, attack keeps with sieges, and let them do all the work and get all the kills for you.
considering how slow moving, aiming, and shooting they are, i'll be excited if im defending a keep when it's under attacked only by sieges......
easy AP.
DeadlyRecluse wrote: »I am CURRENTLY enjoying it.
It's funny. It's different. It's leading to new, emergent strategies and breaking up the FRONT DOOR ALL THE THINGS meta.
It lets a solo player contribute in a BIG way to large fights. A dude running coldfire is as impactful as a decent 6 man group not running siege.
I won't be enjoying it for long, though. As it stands, the only way to play offense is faction stacks or PvDoor. There's no balanced give-and-take between offense and defense. Field fights are a mass of red circles, with the real fight just being siege locations and a weird kind of aggressive siege chess (with groups big enough to have a lot of dedicated healing/purges fighting in the middle). I'm not a huge fan of that long term.
If I had to choose between pre-patch siege and current siege, I'll take pre-patch. Ideally, I'd like another little buff to siege in CP (compared to pre-patch siege), but that's neither here nor there.