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Complaints and solutions -Blocking - scales- damage shields-

Domander
Domander
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I keep seeing a few things brought up over and over that people have trouble with in pvp. I do not have issues with these, but many people do. These are the solutions that would get my vote.

Blocking - Players come up against someone that is blocking all the time and find that they cannot do enough damage. I know they are already talking solutions, but...

My solution would be for them to add a "fatigue bar" that drains when you hold block, but refills (at the same speed) when you are not blocking. When the fatigue bar runs out your stamina cost is double (or more). This system would let you block 50% of the time without any penalties.

Reflective scales - Some players seem to have a problem with this, there's also the incredible amount that this ability scales in power (if 30 people shoot at it and it reflects 30 attacks, etc) It's an important skill for dragonknights, it keeps them from being cannon fodder. They have no class skills greater than the 22m chain pull (not counting ultimate) and for anyone that doesn't realize, ranged skills that are normally 28m are all at least 36m or more in pvp. A DK fighting anyone smart enough to stay outside of 23m would have no counter without it unless using a bow or stave... and then would still give no way to get in range. It also gives DK's the ability to push forward in group v group combat.

My solution would be to increase the buff duration (I like 15 seconds, on second thought maybe 10 seconds) but give it a limited number of reflects (I like 5 ). This would keep it useful, but wouldn't let it scale to incredible power. It would also make it alot more useful for stamina DKs.

Damage shield stacking - I think this will be pretty much fixed with the annulment change coming up.

Vampires - I don't understand this one, fire does so much more damage to vampires and the fighter guild abilities are brutal when used. Batswarm is really lackluster when 1v1, it's nice against groups but situationally there are way better ultimates to use. I've had way more of an issue with impulse than batswarm or vampires in general... in fact I find vampires are usually easier to kill because of their weakness. I personally think they're balanced... and any more nerfing will mean less free kills using camoflaged hunter and less extra damage from fire and siege as people cure it. I do also think werewolves need some love.

Anyway, I may edit this at some point to add more.. but it's a start.
Edited by Domander on 10 October 2014 10:13
  • JLB
    JLB
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    Domander wrote: »
    Blocking
    My solution would be for them to add a "fatigue bar" that drains when you hold block
    There is already a system for that, which is block draining your stamina. The only complains about blocking I see are related to DKs block & spam.
    Domander wrote: »
    Reflective scales - increase the buff duration (I like 15 seconds) but give it a limited number of reflects (I like 5 ).

    This wouldn't change much, imo. This ability needs a complete rework to put it at the same level of even the best skills from other classes, something like being damage based instead of time based.
    How about a 4-6s buff that reflects projectiles up to 1k damage before it expires?

    At the rest, I don't see any specific problem except Swarms being a bit over the top for the reasons that have been exposed many times already: huge radius, cheap cost, untargetable, etc.
  • JLB
    JLB
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    JLB wrote: »
    Domander wrote: »
    Blocking
    My solution would be for them to add a "fatigue bar" that drains when you hold block
    There is already a system for that, which is block draining your stamina. The only complains about blocking I see are related to DKs block & spam.
    In any case, making casting a skill drop your block would be a start, but I'm not too into the "fatigue" idea to block, since there is already one.
    Domander wrote: »
    Reflective scales - increase the buff duration (I like 15 seconds) but give it a limited number of reflects (I like 5 ).

    This wouldn't change much, imo. This ability needs a complete rework to put it at the same level of even the best skills from other classes, something like being damage based instead of time based.
    How about a 4-6s buff that reflects projectiles up to 1k damage before it expires?

    At the rest, I don't see any specific problem except Swarms being a bit over the top for the reasons that have been exposed many times already: huge radius, cheap cost, untargetable, etc.

  • Domander
    Domander
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    JLB wrote: »
    Domander wrote: »
    Blocking
    My solution would be for them to add a "fatigue bar" that drains when you hold block
    There is already a system for that, which is block draining your stamina. The only complains about blocking I see are related to DKs block & spam.

    Anyone can block and spam. There are plenty of ways to counter it... but that's not the point of this thread.

    Edited by Domander on 10 October 2014 11:03
  • Domander
    Domander
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    JLB wrote: »
    JLB wrote: »
    Domander wrote: »
    Blocking
    My solution would be for them to add a "fatigue bar" that drains when you hold block
    This wouldn't change much, imo. This ability needs a complete rework to put it at the same level of even the best skills from other classes, something like being damage based instead of time based.
    How about a 4-6s buff that reflects projectiles up to 1k damage before it expires?

    At the rest, I don't see any specific problem except Swarms being a bit over the top for the reasons that have been exposed many times already: huge radius, cheap cost, untargetable, etc.

    A lot of players have learned not to use projectiles while reflect is up....

    I don't think limiting damage is a good idea.

    I'm rethinking the duration though, 15 seconds is probably too long. It needs to be longer than 4 seconds though if any change is to be made.
    Edited by Domander on 10 October 2014 10:19
  • Brasseurfb16_ESO
    Brasseurfb16_ESO
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    I personnaly don't think that skills needs a total rework, other classes just need to get extra tools to counter those strategies.

    The problem mostly comes from Syrabane 5pc set that turns DKs in real magicka batteries and the fact there is no real counter beside going in melee range. In which case the DK will probably dominate you with his other abilities if he opted for a shield build.

    The games just needs more counters.
    - Heavy Attacks with melee weapons should stagger ennemies blocking imho, but remain vulnerable to interupts (like it currently does in PvP).
    - There should be more dispelling abilities. There is only one in this game (Negate Magic). Adding more similar abilities could easely counter that whole turtling in PvP and prevent ennemies from abusing broken skill synergies.
    - Finally stamina needs to be put on par with magicka builds, to ensure it has a place for PvP.

    Fix those 3 points, and you'll make fights in PvP a lot more tactical and a lot more smoothier.
    Edited by Brasseurfb16_ESO on 10 October 2014 19:30
  • Domander
    Domander
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    I personnaly don't think that skills needs a total rework, other classes just need to get extra tools to counter those strategies.

    The problem mostly comes from Syrabane 5pc set that turns DKs in real magicka batteries and the fact there is no real counter beside going in melee range. In which case the DK will probably dominate you with his other abilities if he opted for a shield build.

    The games just needs more counters.
    - Heavy Attacks with melee weapons should stagger ennemies blocking imho, but remain vulnerable to interupts (like it currently does in PvP).
    - There should be more dispelling abilities. There is only one in this game (Negate Magic). Adding more similar abilities could easely counter that whole turtling in PvP and prevent ennemies from abusing broken skill synergies.
    - Finally stamina needs to be put on par with magicka builds, to ensure it has a place for PvP.

    Fix those 3 points, and you'll make fights in PvP a lot more tactical and a lot more smoothier.

    I agree that all the changes I've proposed do not need to happen....I'd prefer that resources that could make the game better not be wasted on changing already working parts of the game.

    but

    People complain, and I'm afraid of changes being made that make the game worse.
    Edited by Domander on 11 October 2014 00:47
  • Cody
    Cody
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    I myself don't see the problem with scales. if you see the wings flap and the slightly invisible force field, either get out a melee weapon, or just stop shooting. though I do agree its a little ridiculous it can reflect 30 shots. just a little though.

    blocking: the problem with this, is block and spam. DKs for example. Almost all DKs with a shield will spam flame whip while they block. There is almost no counter to this, as there are VERY few ways to get thru block. You have fear, which enemies can STILL block while feared 75% of the time, and you have dark shades. it works, but you end up sacrificing a combat ability, and the damage itself is just........ meh. either blocking and spamming needs to go, or the game needs more block penetration. if one of these happens, I do believe people would stop complaining about it(I know I would)

    Batswarm/vampires: the problem with batswarm, is its cheap cost. the ability simply needs an increased ultimate cost, to the point where people cant spam it like they do. the fire weakness...... if a player is rolling a dunmer, or has good fire resistance gear, the weakness to fire really wont be that much of a weakness.
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