TheBonesXXX wrote: »I'd like siege to do equivalent damage to launch to smite the mindlessness.
Siege has and always will be the best anti turd herd remedy in the game.
Only mooks and mindless oafs will die to it. Which is the point.
If people wanna act like free AP they'll get treated like it.
TheBonesXXX wrote: »I'd like siege to do equivalent damage to launch to smite the mindlessness.
Siege has and always will be the best anti turd herd remedy in the game.
Only mooks and mindless oafs will die to it. Which is the point.
If people wanna act like free AP they'll get treated like it.
Lol we managed to defend Arrius from 2 breaches multiple times by keep siege always on the breach while mutiple zergs wanted to get it. Nothing to do with bad players it was good defence. Your very offensive acctually, I am happy I am not you
Problem is, we tried all those! We had prox det, huge debuffs, objectives added, etc. And still players zerged front doors of keeps causing lag issues. The only fix was killing them quickly. With that in mind I think it needs to be a 4 change idea:
- siege should cause crazy damage but remove some of the debuffs (or drop the dmg but keep the debuffs).
- PBAOE skills should be nerfed hard, but compensate for strong debuffs.
- All ground targeted based skills are rebalanced to deal ALOT of damage. Things like volcanic rune, DK's 70% snare thing, etc (but not things like elemental blockade, nightblade's path, etc. Only abilities that require you to select a place on the ground for the ability to attach to!).
- add more siege! We need ways to scale keeps, cause huge damage to walls, protect walls, etc.
That is my opinion! If you want to just PVP, I hear there are BGs and IC that do just that without siege
Problem is, we tried all those! We had prox det, huge debuffs, objectives added, etc. And still players zerged front doors of keeps causing lag issues. The only fix was killing them quickly. With that in mind I think it needs to be a 4 change idea:
- siege should cause crazy damage but remove some of the debuffs (or drop the dmg but keep the debuffs).
- PBAOE skills should be nerfed hard, but compensate for strong debuffs.
- All ground targeted based skills are rebalanced to deal ALOT of damage. Things like volcanic rune, DK's 70% snare thing, etc (but not things like elemental blockade, nightblade's path, etc. Only abilities that require you to select a place on the ground for the ability to attach to!).
- add more siege! We need ways to scale keeps, cause huge damage to walls, protect walls, etc.
That is my opinion! If you want to just PVP, I hear there are BGs and IC that do just that without siege
VaranisArano wrote: »So, I'm not actually a fan of this idea, because my prefered solution is for ZOS to fix the darned servers so we can all enjoy large scale army vs army combat in Cyrodiil.
But to entertain the notion, I think most suggestions here are going about it a little backward.
Start with why do players group up into faction stacks.
1. Because a certain, objective is obviously important - last emp keep, a ring keep, or a scroll keep.
2. Because they can't accomplish their goal without a large number of players.
These require different solutions.
1. ZOS keeps trying to spread out fights by adding more objectives, amd it keeps not working, because certain objectives are more important. If you make certain objectives less important -say, by dropping the scroll worth back to only 1 point - there's less times when everyone will stack up to grab a scroll than when its worth 10 points. If you lower the importance of objectives, you lower the incentives to faction stack! However, you also lower the incentives to come out and fight - and the objectives of Cyrodiil are designed to generate fights. They manage this splendidly - except that the servers can't handle them.
2. The harder you make it for players to accomplish their goal, the more players are going to stack up in Cyrodiil. This is particularly true of the players who zerg or play in PUG raids. They can't accomplish objectives on their own, unlike most organized raids or organized small groups, so they faction stack.
So if you introduce killer siege, as ZOS did with the catapult buffs of Summerset, you actually encourage players to faction stack even more. They died, en masse, but they still massed up because that was the only way to for those types of players to capture keeps. So short of oblivion damage type siege like we had with this bug, players will still faction stack just to be able to accomplish their objective - as long as that objective is worth stacking and dying for.
Moreover, buffing siege on its own hits everyone, and in particular, hits everyone harder who does not have dedicated support roles who can use Siege Shield and Purge for their group. So when you see things like siege use against small groups or in open field fights, these players suffer because they do not have certain specialized mitigation options readily available tI the same extent large organized raids do. If you buff siege to deal with large organized raids, everyone else gets slaughtered - we saw that with Sumemrset and the siege buff was reverted.
So if you really want to have "good fights" and less faction stacking, I'd suggest a 2-part solution.
Part 1: Drop all objective point values to their previous value, or to 1. Yes, this has significant impact on the scoring, but it reduces some of the incentives to faction stack to capture important objectives.
Part 2: Buff siege at the same time you buff the ability of individual players to cope with siege damage. As it currently is, organized raids have the ability to handle siege better than anyone because they can run specialized healers with expensive skills like Siege Shield and Purge. Obviously, the speed nerfs also hurt the ability of individual players to get out of or through siege quickly. So if you buff siege, and you really want this to be about the skill of individual players, you need to increase the ability of individual players to use skilled play to both capture objectives (which requires sieging the wall down usually while standing in defenders' siege attacks), defend objectives (often requires standing in the attackers' siege), and to mitigate siege damage without using the expensive skills like Purge and Siege Shield that are largely the purview of larger, organized raids.
The buff to players has to be something that individuals can use - solo, small group, zerg surfer, PUG raid, or organized raid. That way players are less dependent on forming large groups to accomplish objective in the face of buffed siege. Survival becomes dependent on actual player skill - much like small groups liked to brag about their ability to move on the battlefield without the "crutch" of rapid manuvers prior to all the speed nerfs.
Now as I said, I'm not a fan of this idea. I prefer Cyrodiil as a AvAvA zone with large scale combat.
Nevertheless, looking at why most players form faction stacks, the above is how I would address the issue.
I don’t understand the whole ‘let’s buff small group and 1vx playstyle’. Why should ZOS or anyone else care about how things effect this group?
If they’re getting rolled by larger groups it sounds reasonable to me. Anything less than 12 people should be nothing more than a speed bump for a larger group, I don’t understand why people talk like they should be more than that.
I don’t understand the whole ‘let’s buff small group and 1vx playstyle’. Why should ZOS or anyone else care about how things effect this group?
If they’re getting rolled by larger groups it sounds reasonable to me. Anything less than 12 people should be nothing more than a speed bump for a larger group, I don’t understand why people talk like they should be more than that.
VaranisArano wrote: »I don’t understand the whole ‘let’s buff small group and 1vx playstyle’. Why should ZOS or anyone else care about how things effect this group?
If they’re getting rolled by larger groups it sounds reasonable to me. Anything less than 12 people should be nothing more than a speed bump for a larger group, I don’t understand why people talk like they should be more than that.
An organized small group ought to be able to fight effectively against a larger disorganized group.
But an organized small group ought to be defeated by a larger organized group (and usually is.)
So some of this is coming from the small organized groups rejoicing that buffed siege let them take on the big PUG raids on some campaigns.
But the idea that buffed siege ought to allow organized small groups to take out larger organized raids easily...that's more of a stretch, where siege buffs start to overcome the ability of players to organize effectively to withstand it.
In short, I figure the sweet spot is where siege is meant to be a force multiplier, but its not supposed to be an "I win" button against larger, more organized forces than your own.