Simple solutions for better RvR enviroment
1. There should be a hard limit of 20 npcs per siege. The limit gets reset when the siege is over like the teleport shrine for a keep. Soon as you cant use the teleport shrine, hard limit on NPC deployment should kick in. Soon as you can use the teleport shrine, the hard limit resets. That is like +1 variable and 1 extra 'if' statement.
2. All guards should be reduced back to vr1 - its stupid to have such over powered guards in a PvP game. People want to fight players, not NPC's,if they wanted to fight PvE they would not be in Croydiil. If anything, just add a couple more guards (at the reduced VR1 level) - you could keep the guards inside by the flags at vr5, but not the ones outside. Mercs should be VR1.
You can add a few more guards to the objectives so they are no captured so easy. Put some archers up on the towers, make a couple of walking patrols.
4. Double the HP of walls and gates so they are not crashed so fast, this was the only problem with RvR. The tougher guards dont matter when you can just bypass the majority of them by attacking a keep at its side. Pretty silly there are no guards at the side entrances. have some guard patrols inside the camp that are not affected by the farm being captured.
4. Have a map warning of a siege on a keep for a couple min, before you cut the teleporters off so defenders can get there! you have the walls come down to easy and the keeps cut off too quick, which makes for lame RvR. You want people to defend these keeps, not shut them out so easy. This warning could light up on the map for the keep as soon as an enemy siege weapon is dropped on the castle or when guards are killed.
5. Forward camps need to be fixed as soon as possible. If you dont know they 'bug' out where they still stand but you cant respawn at them. You can make a hard limit of 3 deployed at any given time, and make it so you can teleport to these from the teleport shrine. Also double the number or respawns at these, you can compensate by raising the AP costs.
6. get rid of the honor guards in the towers with the dumb portals they open up. Its usless crap that just adds more lag, and fix these guards so they actually agro on enemy. I usually just run by them and they wont even attack me. It would be better if these walked in a patrol and not just sit in the tower being useless.
7. Fix bolt escape to the point where it is not so easy to exit combat, give the spell a 1 second cast animation between castings or a 1 second casting. This way it gives payers time to react and possibly counter it. There is no reason that combat should be exited so easy, and no reason that one class should have a mobility advantage over the fastest of horses. This spell just caters to noob play as they have an easy out on all combat.
8. Lower stam costs on all weapon skills (by like 50%), to balance out magika vs stamina builds. This will fix most balance problems, as classes can use weapons more instead of having to rely mostly on class skills.
Edited by true2moon_ESO on 3 June 2014 11:34