Halrloprillalar wrote: »ZOS_JessicaFolsom wrote: »Thank you for this list, and constructive breakdown of PVP issues, @Halrloprillalar.
We currently have several teams looking at the issues called out in this thread (and others) including the PVP team, and the Gameplay team. We are aware of the feedback and concerns regarding AoE caps, specifically; the Gameplay team is actively looking at AoE caps and the issues related to them very closely and carefully before making any further changes.
Well, not quite what we want to hear, but great at last to have a response from ZOS!
Thank you!
ZOS_BrianWheeler wrote: »To piggyback onto @Jessica's comments about AoE caps, here's what I can tell you about some of the other concerns:
2. Home vs. guesting, and pvp buffs. <--With Campaigns being reduced to 5 in 1.3 we will see how this shakes down but we are aware of the feedback regarding guest vs. home buffs.
3. Emperor trading/former emperor buffs. <-- We are discussing various options/changes to Emperor buffs/former emperor buffs and will comment more when it's ready to be rolled out. Also in 1.3 there are several changes aimed specifically at the farming/trading behaviors (faster degrade on siege weapons so players can't "lock" a keep from defensive siege, higher AP requirement to be Emperor, 3 day lockout on Guest passing/Home campaign, and different durations of campaigns).
4. Forward camps. <--We are also aware of the cross-team issues with this and that players can use up charges in your Camps when deployed that you may not have wanted to. Currently we are discussing a few options but nothing solid yet gang. We also know about the wayshrine/camping and looking into solutions for that too.
5. The rewards/AP/gear system. <-- The cadence for getting rewards slows down the higher level you are so that should help with the frequency worries. In a future patch (not 1.3 but after) very nice items will be added to the leaderboard rewards from Campaigns. As for 1.3 however new merchants are in Cyrodiil that sell higher VR gear!
ZOS_BrianWheeler wrote: »To piggyback onto @Jessica's comments about AoE caps, here's what I can tell you about some of the other concerns:
5. The rewards/AP/gear system. <-- The cadence for getting rewards slows down the higher level you are so that should help with the frequency worries. In a future patch (not 1.3 but after) very nice items will be added to the leaderboard rewards from Campaigns. As for 1.3 however new merchants are in Cyrodiil that sell higher VR gear!
ZOS_BrianWheeler wrote: »To piggyback onto @Jessica's comments about AoE caps, here's what I can tell you about some of the other concerns:
2. Home vs. guesting, and pvp buffs. <--With Campaigns being reduced to 5 in 1.3 we will see how this shakes down but we are aware of the feedback regarding guest vs. home buffs.
3. Emperor trading/former emperor buffs. <-- We are discussing various options/changes to Emperor buffs/former emperor buffs and will comment more when it's ready to be rolled out. Also in 1.3 there are several changes aimed specifically at the farming/trading behaviors (faster degrade on siege weapons so players can't "lock" a keep from defensive siege, higher AP requirement to be Emperor, 3 day lockout on Guest passing/Home campaign, and different durations of campaigns).
4. Forward camps. <--We are also aware of the cross-team issues with this and that players can use up charges in your Camps when deployed that you may not have wanted to. Currently we are discussing a few options but nothing solid yet gang. We also know about the wayshrine/camping and looking into solutions for that too.
5. The rewards/AP/gear system. <-- The cadence for getting rewards slows down the higher level you are so that should help with the frequency worries. In a future patch (not 1.3 but after) very nice items will be added to the leaderboard rewards from Campaigns. As for 1.3 however new merchants are in Cyrodiil that sell higher VR gear!
ZOS_BrianWheeler wrote: »@xsorusb14_ESO Ah crap I worded that wrong...The merchants there now sell better Vet gear for 1.3 with better prices, but in 1.4 there will be new merchants with even more better gear. Sorry about the confusion there.
ZOS_JessicaFolsom wrote: »Thank you for this list, and constructive breakdown of PVP issues, @Halrloprillalar.
We currently have several teams looking at the issues called out in this thread (and others) including the PVP team, and the Gameplay team. We are aware of the feedback and concerns regarding AoE caps, specifically; the Gameplay team is actively looking at AoE caps and the issues related to them very closely and carefully before making any further changes.
xsorusb14_ESO wrote: »Game does need Rez Sickness
My opinion is maybe Porting to a Forward Camp will give Rez sickness, porting to keep not under attack might not give rez sickness.
Also something needs to be done with Resources at keep, most of the time people are just blowing through the wall incredibly quickly while completely ignoring the resources.
There should be more incentive to take those resources first before knocking down the walls.
Agrippa_Invisus wrote: »xsorusb14_ESO wrote: »Game does need Rez Sickness
My opinion is maybe Porting to a Forward Camp will give Rez sickness, porting to keep not under attack might not give rez sickness.
Also something needs to be done with Resources at keep, most of the time people are just blowing through the wall incredibly quickly while completely ignoring the resources.
There should be more incentive to take those resources first before knocking down the walls.
Right now taking resources just serves as a giant warning bell that the keep's about to be under attack. It only matters on a recently taken keep you want to retake (to keep the level low) or if you know there are defenders in there and you want to cut the transit before you hit the walls.
xsorusb14_ESO wrote: »Agrippa_Invisus wrote: »xsorusb14_ESO wrote: »Game does need Rez Sickness
My opinion is maybe Porting to a Forward Camp will give Rez sickness, porting to keep not under attack might not give rez sickness.
Also something needs to be done with Resources at keep, most of the time people are just blowing through the wall incredibly quickly while completely ignoring the resources.
There should be more incentive to take those resources first before knocking down the walls.
Right now taking resources just serves as a giant warning bell that the keep's about to be under attack. It only matters on a recently taken keep you want to retake (to keep the level low) or if you know there are defenders in there and you want to cut the transit before you hit the walls.
Yeap...
Hence why you just have people setup 20 Ballista's and break down the wall in about 2 to 3 minutes.
Whats sad is, if the Forward Camps didn't exist like they did right now, There would be no way to defend a keep in time before the walls got knocked down.
So its 2 separate issues, both are bad for the game, but both are needed right now to counter the other.
xsorusb14_ESO wrote: »Hence why you just have people setup 20 Ballista's and break down the wall in about 2 to 3 minutes.
Whats sad is, if the Forward Camps didn't exist like they did right now, There would be no way to defend a keep in time before the walls got knocked down.
So its 2 separate issues, both are bad for the game, but both are needed right now to counter the other.
ZOS_BrianWheeler wrote: »To piggyback onto @Jessica's comments about AoE caps, here's what I can tell you about some of the other concerns:
2. Home vs. guesting, and pvp buffs. <--With Campaigns being reduced to 5 in 1.3 we will see how this shakes down but we are aware of the feedback regarding guest vs. home buffs.
All AoE effect abilities in ESO have a max target limit of six, and always have. The exceptions to this are Alliance War-specific abilities, and several others, which are specifically noted (in tooltips) as having a higher or lower limit. So, if an AoE’s ability tooltip does not list it as having a special number (greater than or less than 6) of targets, it was designed to affect 6 targets, maximum.
ezareth_ESO wrote: »One other absurdly broken thing that contributes to zerg balls I think @ZOS_BrianWheeler and his team should look into is Grand Healing. I run with Grand healing on my bar and I can cast it nonstop once morphed and keep an entire group topped off during keep assaults without ever running out of mana. Unlike AOE damage, AOE healing has no cap, and there is no reason a single person should be able to heal thousands of damage a second for nearly no cost.
Grand healing either needs to not stack (currently you can layer the spell on top of itself which increases the healing per second you're doing on every player standing in it) or they need to look at capping the number of people it can heal.
ZOS_BrianWheeler wrote: »@xsorusb14_ESO Ah crap I worded that wrong...The merchants there now sell better Vet gear for 1.3 with better prices, but in 1.4 there will be new merchants with even more better gear. Sorry about the confusion there.
ZOS_JessicaFolsom wrote: »Thank you for this list, and constructive breakdown of PVP issues, @Halrloprillalar.
We currently have several teams looking at the issues called out in this thread (and others) including the PVP team, and the Gameplay team. We are aware of the feedback and concerns regarding AoE caps, specifically; the Gameplay team is actively looking at AoE caps and the issues related to them very closely and carefully before making any further changes.
ZOS_JessicaFolsom wrote: »Thank you for this list, and constructive breakdown of PVP issues, @Halrloprillalar.
We currently have several teams looking at the issues called out in this thread (and others) including the PVP team, and the Gameplay team. We are aware of the feedback and concerns regarding AoE caps, specifically; the Gameplay team is actively looking at AoE caps and the issues related to them very closely and carefully before making any further changes.
xsorusb14_ESO wrote: »
Yeap...
Hence why you just have people setup 20 Ballista's and break down the wall in about 2 to 3 minutes.