First I will apologize for my broken English. I’m not a native English people. If you do not understand some sentence, try to look into the German thread and translate it or ask me directly!
Here is the German counterpart. ->
Balancing im AvA – „Anpassungen mit großer Wirkung“
Back to the Main Thread ->
[TWS] What should i change in ESO – „The sweeping statement“
The eternal controversial topic "Balancing". I too have many change requests. But I would do more at the meta-level. In the many years I play, same patterns have been repeated, which somehow I personally find ... meaningless. That's why my suggestions for change. They may be provocative, I hope. I want to revisit everything.
Away with the Battle-Spirit Buff/Debuff
I would completely remove the Battle Spirit Buff / Debuff. But WHY does everyone ask themselves now? There is the short answer "TTK" (Time to Kill). If you want to know more, read the thread
Myth AoE Cap. Now the longer answer.
What provides the Battle-Spirit Buff/Debuff?
- + 5000 HP
- - 50% DMG
- - 50% Heal
- - 50% Shields
Let's just say the Battle Spirit Buff is gone. Only very briefly we continue to spin the thought. What would happen? First and foremost, it occurs to me directly that the 5000 HP are missing. A Full DD build in Cyrodiil would only run with 18k life, maybe even less. In addition, you do 50% more damage and, of course, get yourself 50% more damage. So if you run as Full DD with only 18k life you are one-hit. The player is forced to make a painful tradeoff. He needs more live and defense and that reduces his damage. It is still possible to go on damage build, but for a very high risk.
Finally "Build Diversity" is back through really painful "Tradeoffs". Am I going to Full DD, I'm one-hit or rather more defensive? I prophesy that many starts crying out, but then slowly but surely the slightly balanced builds would prevail with much more defensive. Anyone who still wants to play Full DD can do that and will certainly succeed in some way.
The next. With 4.2.2 are capped shields introduced. That means in my eyes you do not need the 50% shield debuff anymore.
What is left? The -50% Heal. For this I would have a second balancing change.
Away with the „Free for All“ Heals
That has always annoyed me. Healing circles everywhere. And the springs heal even blunt everything that goes in. The ultimate Zerg surfer skill. But that's not the only AoE Heal out there. All AoE Heals can heal all friendly targets nearby. My suggestion to this:
Healing springs and all other AoE Heals (Sets included) should heal only group members (Maybe only Cyrodiil or generally). Without any exceptions!
What does this mean? As first, if you playing solo you can only heal yourself or you go into a group. Limiting AoE Heals to the group has several advantages. Right at the front
Performance. It massively reduces the targets to be searched for the AoE Heal and the Line of Sight calculations. See details here ->
Mythos AoE Cap.
Second, it reduces the "Zerg Surfing" because the Zerg no longer suffocates in Overheal. And that would also be the time when I would remove the -50% Healdebuff from the Battle Spirit.
Third, it reduces the TTK in large Zerg Clashse in Keep fights in Inner Keeps. No more overheal on the flag!
And fourth, it promotes group play! Solo players will not be affected. Rather the Zerg surfers which are causing lags.
Away with the Zombie-Zergs
Everyone has heard this term before. After all, it's a pretty stupid tactic. If a middle group tries to take a Keep, then all the players will be rezzed when the group is not nearby. This is done until the group either gives up annoyed or reinforcement is there. Just die and rezz. The whole time. You do not have to fight. Just die and rezz is enough.
I want to get rid of these Zombie-Zergs. I just want to get rid of them. I do not care. My idea would be the following.
Rezz-Sickness if you rezz a friendly player (2 Minutes)
The Rezz-Sickness lasts 2 minutes. Even beyond death. If you revive at a keep / camp or at the entrance, the Rezz-Sickness will be gone. The Rezz-Sickness proves the player with the following debuffs:
- 20% Snare
- 20% DMG/Heal-Debuff
- Rezzing of this player is not possible, till the Rezz-Sickness is gone (like cooldown of Camps)
That should be kill the Zombie-Zergs. Coordinated groups also hit through the snare and the DMG / Heal debuff, as well as the 2 minute cooldown. Dying should be punished in PvP.
Away with the Emperor
The emperor is abolished. We need Merkel! Small joke. I think the Emperor-Buff should be redesigned and much more reward the faction, rather than a single player. How many times is the Emperor not online or sitting in IC the whole day?
I would prefer a buff like "Imperial Inspiration". I introduced this buff in
Imperial City into Base Game – „Liberation of IC“. This is the second part of which I have spoken. The buff is given after 15 minutes of holding an overland District.
The „Imperial Inspiration“
- Does only work together with Imperial City into Base Game – „Liberation of IC“
- Each held Imperial City District gives a unique Buff „Imperial Inspiration I-VI“
- Each „Imperial Inspiration“ of a District buffs another effect:
- I -> 1500 HP
- II -> 1000 Magicka
- III -> 1000 Stamina
- IV -> 5% Armor
- V -> 250 Stamina-Reg
- VI -> 250 Magicka-Reg
- To activate the Buff you need to hold a District for 15 Minutes
- If the Buff is activated, it lasts 2 hours
- The Buff can only be renewed after expiration
Briefly explained: If the District is still under control when the corresponding buff expires, the timer will start immediately. After 15 minutes there is the buff again. So keep it steady for 2h buff, hold for 15 min, 2h buff. If the District is lost within 15 minutes, there is no buff. Districts change quickly, so holding on to 15 minutes can be exhausting.
That would be my "more global" balancing suggestions for Cyrodiil. Some are definitely provocative and worthy of discussion. Please give me your opinion!