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Increasing siege dmg is horrible idea

Gravord
Gravord
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Players should fight using their skills, not sit on siege (most likely on safe wall/bridge/gate) and spam high dmg with minimal risk. Only crappy players lacking any skills could possibly ask for siege doing more dmg, so they get that 1 tool that allow them kill other ppl instead learn the game mechanics and effectively use class/weapon/guild and all other skill lines. Also it only encourage zerging as its very easy to deploy siege weapon (it takes barely 1 second while should take much more) while safely staying behind blob.
Totally silly idea to increase siege dmg.
  • theweakminded
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    Gravord wrote: »
    Players should fight using their skills, not sit on siege (most likely on safe wall/bridge/gate) and spam high dmg with minimal risk. Only crappy players lacking any skills could possibly ask for siege doing more dmg, so they get that 1 tool that allow them kill other ppl instead learn the game mechanics and effectively use class/weapon/guild and all other skill lines. Also it only encourage zerging as its very easy to deploy siege weapon (it takes barely 1 second while should take much more) while safely staying behind blob.
    Totally silly idea to increase siege dmg.

    I myself have yet to test the change, but Cyrodiil is siege warfare. It makes sense that having a pot of burning oil slam on you hurts. As it sat just last night, 3 burning oil pots was easily healed through.
  • Athas24
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    I'd rather be stabbed with a sword than have hot oil poured on my skin. . . Oil should hurt more. I'd also take that blade over a Treb hitting me with a boulder for that matter. LOL Siege weapons Should hurt. ... A Lot. I love the concept behind the change. That being said, I'm at work and haven't tried it yet haha.
    ...OverTwerked & Underpaid.
    Rajaat04 in game @Athas24 on forums
  • PainfulFAFA
    PainfulFAFA
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    Same here, I have yet to test it. Before this improvements, not even 3 fire ballista raining down on me would eat up my HP.
    SORC <3
    PC NA
    Aztec | AZTEC | Ahztec | Aztehk | Master of Mnem
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  • Wing
    Wing
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    its a blue shell mechanic. and good for the game.

    the idea is to create a mechanic (like the blue shell in Mario cart, noob tube in call of duty, etc.) that gives a decent amount of power but requires low skill to use. this gives less skilled players a way to be competitive or actually compete. but is not nearly as good as the better builds or better skilled players out there.

    https://www.youtube.com/watch?v=EitZRLt2G3w&amp;index=35&amp;list=PLhyKYa0YJ_5BkTruCmaBBZ8z6cP9KzPiX

    if you care to understand something before complaining about it

    -Wing <3
    Edited by Wing on March 23, 2015 6:52PM
    ESO player since beta.
    game got too disappointing.
  • Mountain_Dewed
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    It just needs to be played out for a week and then we'll see what comes of it...
  • Gravord
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    Nothing good can come from something that remove from players need to actually improve their player skills.
    And if anybody is totally for balistas or catapults one shotting ppl theres plenty shooters out there! If you look for this kind of realism when hit from siege = instant kill :smile: But its not what mmorpg should be about.
    Edited by Gravord on March 23, 2015 6:54PM
  • ArcVelarian
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    I think I'd prefer synergies between siege engine types. IE: An oil catapult hits a group of players then a fire ballista lights those players on fire with a powerful DOT, or an Ice trebuchet freezes a bunch of players solid and a regular ballista chatters them.
    Murphy's Law of PvP : If it can be abused and or exploited, it will be abused and or exploited.
  • Gravord
    Gravord
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    I think I'd prefer synergies between siege engine types. IE: An oil catapult hits a group of players then a fire ballista lights those players on fire with a powerful DOT, or an Ice trebuchet freezes a bunch of players solid and a regular ballista chatters them.

    And then ZOS can remove 90% skills leaving only some heals/absorbs and we can play siege wars... brilliant idea....
  • DDuke
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    Actually, siege weapons require quite a bit of skill compared to player abilities. Each of the attacks has to be aimed for instance, meaning precision is actually a factor (unlike most other PvP encounters).

    Also, they leave you very vulnerable to gankers, as you won't be able to react as quickly.


    They are fine imo.
  • McDoogs
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    It's not hard to avoid siege damage if you aren't a blobbing zergball type player.
  • Glurin
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    Haven't been able to test out the changes as RL has once again decided to throw some circumstances my way that prevents me from enjoying my free time, but previous to today siege was pretty much useless for anything but knocking down walls. This change is a good thing.

    It allows lesser skilled or under leveled or under geared people to contribute to the fight. It allows a smaller force to actually defend a keep from a larger one, as it should be. It allows newbies to get a taste of PvP without just being slaughtered. And it forces those individuals that tend to populate the top end of PvP leader boards to remember how to not stand in the fire.

    What this change will not do is make people who see each other in the field each just drop a catapult and pelt each other with bags of rotten meat. Siege is slow, immobile and has limits on just where it can be placed and where it can be fired. Anyone not on a siege engine has a distinct advantage. You will probably see some siege on the open field if a zerg meets a zerg, but so what? That's kind of how ancient warfare worked too.

    Cyrodiil is not an arena, and I'm amazed at how much that has to be pointed out. It was never meant to be and frankly it's a whole heck of a lot more fun than arenas IMO.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Phinix1
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    Stop-gap measure IMO.

    ZOS currently has no plan to do anything about the 24/7 CP grinders removing any semblance of fair and skill-based competition in PVP.

    The fact is that without cheesy mechanics like this new players wouldn't stand a chance. Unfortunately sitting there in a siege weapon far from combat using a token 1-button spam ability because there is no chance for them to make up the 300+ CP to compete with the overwhelming stat advantage of the grind hamsters IS as boring as it sounds.

    Either they scale CP to a flat level for ALL players in Cyrodiil or PVP competition is OVER.
    Edited by Phinix1 on March 23, 2015 7:11PM
  • Wing
    Wing
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    McDoogs wrote: »
    It's not hard to avoid siege damage if you aren't a blobbing zergball type player.

    yup, I didn't think it was hard to see the GIANT RED "DONT STAND HERE!! RUNNNN!!!!" circle on the ground and the telephone pole slowly flying through the air at you. . .but I guess im just a better player then most.
    ESO player since beta.
    game got too disappointing.
  • krees28b14_ESO
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    So has anyone played yet to comment on the damage increase or is what everyone is either defending or complaining about speculation?
  • Gravord
    Gravord
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    So has anyone played yet to comment on the damage increase or is what everyone is either defending or complaining about speculation?

    Ideological fight against whole concept of siege wars in mmorpg.
    Glurin wrote: »
    It allows lesser skilled or under leveled or under geared people to contribute to the fight. It allows a smaller force to actually defend a keep from a larger one, as it should be.

    Wrong. Larger the group = more sieges on their side. Stronger siegedmg + more ppl using this siege = win. Not how any pvp should work.
  • ZOS_AlanG
    ZOS_AlanG
    admin
    Hi guys, there are already some active threads about this in the Alliance War forum. We're going to lock this thread, everyone is welcome to move into one of these:

    Siege Damage Intended to hit for 24k?
    Soloed a Resource - Stone Treb

    The latter includes a comment from Brian Wheeler about the damage increase as it relates to NPC guards and Resources. That's somewhat different than the issue brought up in the OP, but still relevant and it touches on some of the intention of these changes.
    There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.

    In the overall scheme of things with the current focus on spreading people out as Paul mentioned, if more players can take resources requiring less players to do so with the aid of siege weaponry than could before, this can encourage players to do so.

    All that being said, we are looking at the server performance and gameplay experience after these changes and will adjust them if needed =)

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