Alright after reading this post you seriously got me worried.
You can't honestly consider that the current state of Sieges is a good idea?
If sieging stays like it is now, you are pretty much killing the possibility for people to play in outnumbered situations. Not even only that, you are literally killing pvp, cause all that's happening is zergs sieging each other to death - is that really what the whole of cyrodiil should be about? Sieging? Should the whole point of pvp be standing still while moving the mouse and pressing left click?
I cant believe it.
I get that people want siege to be strong and I wouldn't even be against the fact of making siege stronger, but then it has to be in a different frame, with some limitations in place.
No matter where you fight these days, people will siege. Doesn't matter if you're alone, in a small group fighting double your number or in a dedicated pvp group, commonly known as ball group. You get sieged everywhere and constantly. If siege almost one hits you, it's literally impossible, especially for classes without a purge, to survive the hit while also fighting X other people at the same time.
To avoid killing small scale and organized pvp group play, I suggest you either immediately revert the siege damage changes (I don't wanna point any fingers but either you don't have any testing in place or you added the damage on purpose just to test how it goes, both of which is sad) or you implement some limitations for siege. I have some initial ideas that I came up with in 5 minutes, but I'm sure the community (and your team) can provide more or even better limitations:
1. Reducing ballista radii. There is no ballista in the world that hits in a 10m circle.
2. Limiting the amount of siege people can carry.
3. Improving the actual fact of sieging: remove the brain dead spamming of one button that is currently in place and replace it with an interesting system - for instance, make ranged siege like trebuchets be affected by wind so you actually have to think a bit while sieging or make the precision of the siege based on the range of the target, something like that.
I really don't want cyrodiil to become a game that is all about people standing still on Sieges and, to be completely honest, I really can't understand how that can be in the interest of any pvp player.
This thread is NOT a cry thread about what's happening with Siege in PvP atm, that's why it is not posted as a reply to this thread:
OILS NOT SHIELDABLE AND DOING 18K DMG PER TICK
I want to stress that this is a thread about how sieging can be improved / changed, without making Cyrodiil unplayable in situations that do not involve two Zergs bashing their heads in on BRK Maingate. I also want to point out that this post comes from a No-CP standpoint, as I do not currently play in any CP Campaign.