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A list of humble suggestions for 1.7

Kulvar
Kulvar
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Veteran Ranks

Actually, veteran ranks are not an issue by themselves, it's the statistics gap between :
- VR(max) Gold
- VR(max) Green
- VR(max-1) Gold

If the gap is short, it's more about skill than gear, but gear still matter.
If it is not, what can do a skilled player against (PvP) or with (PvE) someone with three times more health, regen, ressource, and damage?
Compressing the statistics to shorten these gaps, bringing veteran ranks to "normal levels" is the way to deal with them without worrying about how to remove them. Also, it let them add new VR each patch requirring it.



Guilds

Currently, guilds would benefit from a split into two separated entities.
- Consortium (Dedicated to economy, trade, the hired merchants, with a higher membership limitation (1000 max), no chat channel, no vault (bank))
- Guild (With fewer member than currently (50 max), the guild vault (bank), and dedicated to others activities (PvE, PvP, RP, craft))

The game lack a friendly emphasing organisation, which is impossible when too much people are stuck together, but it is needed for economy since there are no auction house(s). With fewer players, we could enhance fellowship and team work.


Hired Merchant

With the "no vault" consortium idea, the way to hire a merchant would need to change.
The consortium master could choose a merchant for the next cycle.
At the begenning of the cycle, the merchant will offer a daily quest to the consortium members, asking for 1000 gold.
At the end of the cycle, the consortium which did the most offerings successfully hier the merchant for the whole new cycle.
It still cost some golds, but it need from the consortium members to invest themselves in the bidding.
Also, it prevent consortiums to hire merchants they'll not use because of the lack of active members.
Coward Argonian scholar of the Ebonheart Pact
  • Erock25
    Erock25
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    My humble suggestion is people finally stop using the erroneous 1.7 moniker. Live servers have been 2.0 for quite a while now.
    You earned the 500 LOLs badge.
    You received 500 LOLs. It ain't no fluke, you post great stuff and we're lucky to have you here. +50 points
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Some of my suggesions for HA and other armor

    - the passives scale off per piece of armor such as the health bonus but at 5% per piece instead of 1% that way the max be 35% making it much better and allows for hybrid builds allowing say some LA users to have good defense with out needing to give up some magicka.
    - Add reduce break free (like before), reduce snare and movement speed penalties, increase the armor and spell res when wearing full set as in 5% per piece as I suggested above.
    - Also applie this stuff to the other armors too like MA and it's reduce roll to cut back on the crying about roll dodge increase and so on.
    - Increase health and healing resived and recovery and all that by per armor piece as before but at 35% instead of 7% and again same to all armor to again cut back on the crying about dodge roll and BE.

    The 2H skill momentum and it's morphs need to be only applied to the 2H when you have it equip and when you swap weapons the effect just ends heals you and the damage bonus goes bye bye.

    Make sorc pets valid in PvP would add a whole new play style for sorcs.

    My 2 cents.
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