Joy_Division wrote: »I'm curious how others feel about a Vengeance mechanic that I'm not sure what to make of:
One deployable siege
Pros: Less calculations. Can finally get your siege back from the jerk who stole it and leave them with nothing. Can just leave it.
Cons: It makes sieging inefficient, especially oiling as you don't want 1 person per oil, and is impractical for a smaller group to burst any structure (i.e., need a zerg).
What do folks think of it?
Are they still going to send out surveys? Or did I dream that lol (very possible).
I don't remember if we mentioned doing one, (I have written a lot of stuff regarding Cyrodiil Champions and it all blends together at this point), but I know one was being discussed today. So hope to have more info so.
Joy_Division wrote: »I'm curious how others feel about a Vengeance mechanic that I'm not sure what to make of:
One deployable siege
Pros: Less calculations. Can finally get your siege back from the jerk who stole it and leave them with nothing. Can just leave it.
Cons: It makes sieging inefficient, especially oiling as you don't want 1 person per oil, and is impractical for a smaller group to burst any structure (i.e., need a zerg).
What do folks think of it?
Joy_Division wrote: »I'm curious how others feel about a Vengeance mechanic that I'm not sure what to make of:
One deployable siege
Pros: Less calculations. Can finally get your siege back from the jerk who stole it and leave them with nothing. Can just leave it.
Cons: It makes sieging inefficient, especially oiling as you don't want 1 person per oil, and is impractical for a smaller group to burst any structure (i.e., need a zerg).
What do folks think of it?
xylena_lazarow wrote: »Two pain points to consider:
Nightblade is doing the infinite fight reset thing again. Miserable to deal with in smaller engagements. Who could've foreseen that infinite sustain plus semi-spammable burst heal invisibility would be a terrible idea.
DK chain pull spam from zergs is almost as miserable and anti-skill as Rushing Agony on live, rewarding brainless spam gameplay while pointlessly punishing anyone who dares leave the zerg, reinforcing the numbers count meta.
gariondavey wrote: »moving forwards there should only be 1 campaign for cyrodiil and it should be vengeance (put all cyrodiil resources into allowing a large population for this).
Big scale fights that are casual and beginner friendly and involve siege weapons - cyrodiil vengeance
Intermediate fights where what you do matters more due to smaller numbers - solo queue bgs
Sweaty ultra coordinated play - group bgs
Small scale, ganking, sorcing, 1vxing, money making - ic
By having only 1 campaign you can focus on having cyrodiil be a place for army style fighting, instead of trying to cater to gankers, streakers, tower humpers, bombers, ball groups, zergs, etc.
This will allow people who are interested in smaller scale pvp to do your newly updated bgs, and people who care about highly coordinated gameplay to do group bgs.
And for the tower humpers and 1vxers, it would leave ic where they won't have to ride 10 minutes to find a fight, or deal with siege.