TheGrandAlliance wrote: »uhm.... Seige NPCs were supposed to be part of the design mechanics of seige. Esp if your side was outmanned.
Way to go to all the sleepy-heads who apparently just noticed a feature that has been in-game since launch. They do cost lots of AP to place you know...
TheGrandAlliance wrote: »...it would be better if you used ur head for once. IF someone is defending a resource: attack a different one. Start the seige on a keep perhaps. Seige NPCs are a great idea.
Don't put all ur eggs in one basket: Just Because some players like you who fail to understand battlefield strategy doesn't mean the system is "broken".
ishilpatelb14_ESO wrote: »You're dumb aren't you? the people that use the npcs so often just go to the next keep as well and dump another 20 mercs, we were just trying to cap a keep a few minutes ago with 10 people; keep guards already being an issue, 1 person spawned 10 mercs inside the keep, we killed a few and he just kept spawning more. The issue is one person can dump a *** ton, why does zenimax want to discourage small group play by making npc's stronger, but have a single person be able to take on a small group by himself by just consistently spawning more mercs. A CAP NEEDS TO BE PLACED ON HOW MANY MERCS A SINGLE PLAYER CAN SPAWN AT A TIME. If you disagree with this than you're an idiot, like a real idiot.
frwinters_ESO wrote: »The keeps have been switching hands more often then the devs wanted. Hence why they upped the mobs levels, re-positioned some of the mobs and even gave them more abilities and added archers.
