nesakinter wrote: »Honestly seems like changes a zerg player would want.
i hope none of those changes happen nor take place, they are in my opinion "Horrible" ideas that would destroy alot of builds, freedoms, and pvp in general.
not trying to anger nor upset anyone, just my honest feedback.
orion_1981usub17_ESO wrote: »Someone plays magcro... trying to nerf the nightblade and sorc competition, eh?
Anyway the only real issue and has always been an issue is faction stacking and badwagoneers. Eventually in any competitive game that give rewards to the "winner" you gonna get too many playing for one team. Your reward system would only hasten that terrible dynamic. It's best that the rewards are garbage, it allows more people to choose underdog factions than would otherwise happen. Though every aspect of the game should be rewarding, pvp is a double edged sword by doing so as losing is less rewarding and therefore in contradiction to the every aspect.
If you wish to make the campaigns more rewarding then you must with hold rewards during the campaign and penalize stacking a faction or else you'll have just one faction against a few stubborn fools. This is probably too much work to be worth while.
I disagree on the skill changes, but I do agree that the rewards should be better.
orion_1981usub17_ESO wrote: »The issue isn't merely population. In an tri faction game 2nd place is often as populated or even more than than first place. It's a matter of stereotypes. In planetside and eso: one faction is the try hard faction, one is the casual faction and one is the happy to be there faction. The proposals you suggest would further cement the fate of the three factions.
I would suggest an AP tax as more land it taken... you know to pay for more guards. As each keep and outpost is taken you generate more campaign points but less AP individually. This would force factions to seek an equilibrium instead of pure domination which favors stacked campaigns.
madmidwestmark wrote: »#5 PVP population swings. Each bar of population difference should change the guards on the map, the points earned by the faction and ap gained. So if one faction is locked, they get 10% less per bar over the lowest population, so if one side is 1 bar, they get 30% less AP, 30% less pts for the alliance war and their guards do 30% less damage. The 1 bar side gets 30% more guard damage, 30% more alliance points and 30% more ap. There needs to be a way to incentivize closer to equal populations. Low pop bonus is too much in a big swing for ap. It needs to be more gradual in nature and affect more than just ap.
orion_1981usub17_ESO wrote: »That wont work, the bonus is too large. A scaling penalty is a less intrusive system and less likely to be noticeable to the point of contention. Only a faction that is truly stacked and owns the majority of the map would likely see an AP decrease that begins to harm individual members. The second and third places that do not own the entirety of their own territory do not deserve to be penalized in anyway.
Remember the true destroy of balance, fun, ect. is not population but skill density in a single faction as players move to the faction that wins most often taking their "skill level" with them. That is what a stacked faction means, the best, the most communicative, the trying the hardest all joining one team to ensure no one else has a chance to win.
Soul_Demon wrote: »orion_1981usub17_ESO wrote: »That wont work, the bonus is too large. A scaling penalty is a less intrusive system and less likely to be noticeable to the point of contention. Only a faction that is truly stacked and owns the majority of the map would likely see an AP decrease that begins to harm individual members. The second and third places that do not own the entirety of their own territory do not deserve to be penalized in anyway.
Remember the true destroy of balance, fun, ect. is not population but skill density in a single faction as players move to the faction that wins most often taking their "skill level" with them. That is what a stacked faction means, the best, the most communicative, the trying the hardest all joining one team to ensure no one else has a chance to win.
It will work and incentivizing the behavior will work better than any other approach. As for the rest of the post, seems you suggest better players gravitate to overpopulated factions---we disagree as I believe the poorest players and flavor of the month types are the ones looking for easy wins and gravitate to the more populated faction. Talent and skill is determined often by the players own set of non descriptive and almost always un provable standards.
Incentivizing the choices players make will push balance in attacks and that itself will cause swappers to stop seeking the bounce over to 'world war z' factions. This allows the players themselves to make the decision what faction they attack, the lowest pop (often last place) with double team- if they do, they only get 50% AP gains. One of them is incentivized to turn and hit the other for 200% AP gain thus encouraging a real three way war.
Naturally achieved attack balance in three way war that makes sense.
Joy_Division wrote: »Soul_Demon wrote: »orion_1981usub17_ESO wrote: »That wont work, the bonus is too large. A scaling penalty is a less intrusive system and less likely to be noticeable to the point of contention. Only a faction that is truly stacked and owns the majority of the map would likely see an AP decrease that begins to harm individual members. The second and third places that do not own the entirety of their own territory do not deserve to be penalized in anyway.
Remember the true destroy of balance, fun, ect. is not population but skill density in a single faction as players move to the faction that wins most often taking their "skill level" with them. That is what a stacked faction means, the best, the most communicative, the trying the hardest all joining one team to ensure no one else has a chance to win.
It will work and incentivizing the behavior will work better than any other approach. As for the rest of the post, seems you suggest better players gravitate to overpopulated factions---we disagree as I believe the poorest players and flavor of the month types are the ones looking for easy wins and gravitate to the more populated faction. Talent and skill is determined often by the players own set of non descriptive and almost always un provable standards.
Incentivizing the choices players make will push balance in attacks and that itself will cause swappers to stop seeking the bounce over to 'world war z' factions. This allows the players themselves to make the decision what faction they attack, the lowest pop (often last place) with double team- if they do, they only get 50% AP gains. One of them is incentivized to turn and hit the other for 200% AP gain thus encouraging a real three way war.
Naturally achieved attack balance in three way war that makes sense.
These types of approaches have the potential to just make things a mess.
So the team in first place - let's say by a close margin - like 100 points or so gets double teamed constantly and pushed back to their gates because the other two alliances get paltry AP for fighting each other, even when it potentially is in their strategic to do so. How does this make things any more fun? People want the fights spread across the map, but you're implementing measures that will just have both alliances dogpile the team that commits the unforgivable sin of being in first place? We say it's not fun when an alliance gets double team and now you want a system that always encourages that to take place.
Population locks exist for a reason. The team in first place does not necessarily have an advantage or is any stronger and cannot exert map control because their numbers are the same as the other two factions. They don't have any more means to means to fight off the other two alliances any more than a pop locked last place team. And now you think it's a good idea to make their playtime miserable because more Aussies and daytime players play for that same faction?
People need to get over the paranoia that their faction is disproportionally the victim of a double team. It happens to each one from time to time and it almost always is based on immediate tactical considerations that are forgotten 5 minutes after the fact. It's not a big deal that requires completely changing the mechanics to ensure that it will always happen, as if putting a huge +100% target on a faction that plays by the same rules and thus nothing to defend against the onslaught they'll face, will somehow fix a problem that is largely in people's imaginations.
Joy_Division wrote: »Soul_Demon wrote: »orion_1981usub17_ESO wrote: »That wont work, the bonus is too large. A scaling penalty is a less intrusive system and less likely to be noticeable to the point of contention. Only a faction that is truly stacked and owns the majority of the map would likely see an AP decrease that begins to harm individual members. The second and third places that do not own the entirety of their own territory do not deserve to be penalized in anyway.
Remember the true destroy of balance, fun, ect. is not population but skill density in a single faction as players move to the faction that wins most often taking their "skill level" with them. That is what a stacked faction means, the best, the most communicative, the trying the hardest all joining one team to ensure no one else has a chance to win.
It will work and incentivizing the behavior will work better than any other approach. As for the rest of the post, seems you suggest better players gravitate to overpopulated factions---we disagree as I believe the poorest players and flavor of the month types are the ones looking for easy wins and gravitate to the more populated faction. Talent and skill is determined often by the players own set of non descriptive and almost always un provable standards.
Incentivizing the choices players make will push balance in attacks and that itself will cause swappers to stop seeking the bounce over to 'world war z' factions. This allows the players themselves to make the decision what faction they attack, the lowest pop (often last place) with double team- if they do, they only get 50% AP gains. One of them is incentivized to turn and hit the other for 200% AP gain thus encouraging a real three way war.
Naturally achieved attack balance in three way war that makes sense.
These types of approaches have the potential to just make things a mess.
So the team in first place - let's say by a close margin - like 100 points or so gets double teamed constantly and pushed back to their gates because the other two alliances get paltry AP for fighting each other, even when it potentially is in their strategic to do so. How does this make things any more fun? People want the fights spread across the map, but you're implementing measures that will just have both alliances dogpile the team that commits the unforgivable sin of being in first place? We say it's not fun when an alliance gets double team and now you want a system that always encourages that to take place.
Population locks exist for a reason. The team in first place does not necessarily have an advantage or is any stronger and cannot exert map control because their numbers are the same as the other two factions. They don't have any more means to means to fight off the other two alliances any more than a pop locked last place team. And now you think it's a good idea to make their playtime miserable because more Aussies and daytime players play for that same faction?
People need to get over the paranoia that their faction is disproportionally the victim of a double team. It happens to each one from time to time and it almost always is based on immediate tactical considerations that are forgotten 5 minutes after the fact. It's not a big deal that requires completely changing the mechanics to ensure that it will always happen, as if putting a huge +100% target on a faction that plays by the same rules and thus nothing to defend against the onslaught they'll face, will somehow fix a problem that is largely in people's imaginations.
madmidwestmark wrote: »#2 CC's. CC's should be a status affect that must be broken by the player. Snow treaders, immovable pots, etc that give you immunity make using CC's in many cases, worthless. The slippery cp thing is ok because it only happens once every 21s. The 2s immunity on skills from race against time, etc should be made into the minor DOT reduction that lasts 8-12s. Snow Treaders could be changed to be immune to snares only and reduced sprint speed by 50%. Earthgore should heal a bigger area as an AOE HOT, but NOT remove ground based DOT's, negate, etc. Earthgore is just too overpowered in groups where they can run multiple people using it and nobody ever dies because it's always clearing the area.
A lot of these under the 3rd section are not "PVP changes", these are class changes. You're changing the entire functionality of a lot of class abilities, and from that point it's not really a PVP change as it effects PVP and PVE. And all for the sake of PVP.
Also, it's a little absurd to make the claim that "incapacitating strike does too little damage for a single target ultimate". It definitely does NOT need a 15% damage increase, I don't think you've been hit by one of these before.
You probably get hit by NB's who don't build right, but the skill hits insanely hard for anyone who stacks damage on a NB (as they should, considering that's the point of ganking)
A lot of these under the 3rd section are not "PVP changes", these are class changes. You're changing the entire functionality of a lot of class abilities, and from that point it's not really a PVP change as it effects PVP and PVE. And all for the sake of PVP.
Also, it's a little absurd to make the claim that "incapacitating strike does too little damage for a single target ultimate". It definitely does NOT need a 15% damage increase, I don't think you've been hit by one of these before.
You probably get hit by NB's who don't build right, but the skill hits insanely hard for anyone who stacks damage on a NB (as they should, considering that's the point of ganking)
99% of NBs will not be hitting anyone anyone with that that much damage so this is a non issue.
A lot of these under the 3rd section are not "PVP changes", these are class changes. You're changing the entire functionality of a lot of class abilities, and from that point it's not really a PVP change as it effects PVP and PVE. And all for the sake of PVP.
Also, it's a little absurd to make the claim that "incapacitating strike does too little damage for a single target ultimate". It definitely does NOT need a 15% damage increase, I don't think you've been hit by one of these before.
You probably get hit by NB's who don't build right, but the skill hits insanely hard for anyone who stacks damage on a NB (as they should, considering that's the point of ganking)
99% of NBs will not be hitting anyone anyone with that that much damage so this is a non issue.
Perhaps, I think it depends on who's wielding the NB. But to write it off as the ability being a non-hard hitting move is ridiculous, just because a lot of NB's are stacking damage like they should be means the ability is underperforming. I've been hit by 16-19k incaps/soul harvests from NB's this patch. It's a matter of player not the ability being weak. I'd call a weak ability ferocious leap in comparison to its counterpart, the damage is pitiful versus take flight's morph. Whereas incap and soul harvest don't have a huge glaring damage difference, they just have different added buffs to both morphs
madmidwestmark wrote: »#2 CC's. CC's should be a status affect that must be broken by the player. Snow treaders, immovable pots, etc that give you immunity make using CC's in many cases, worthless. The slippery cp thing is ok because it only happens once every 21s. The 2s immunity on skills from race against time, etc should be made into the minor DOT reduction that lasts 8-12s. Snow Treaders could be changed to be immune to snares only and reduced sprint speed by 50%. Earthgore should heal a bigger area as an AOE HOT, but NOT remove ground based DOT's, negate, etc. Earthgore is just too overpowered in groups where they can run multiple people using it and nobody ever dies because it's always clearing the area.
I like most of your suggestions but this is the one I wanted to comment on.
Snares are a serious problem in Cyrodiil. We have stam sorc emps that spam bombard on you until they get close and combo you down. We have most organized groups running at least one but usually more bombard spammers in group to lock down their opponents. It's a ranged attack (22 meters) that roots and does damage. Stamina characters don't worry about it too much because running at least 5 medium is now meta so Shuffle gives 5-7 seconds of root/snare immunity. Compare that to magicka players running Race Against Time that gives us 2 seconds of root/snare immunity.
Snow Treaders, when we're able to use them, is currently essential for many magicka players in groups just to escape the bombard spam that is thrown at them. I mean, they still broke in lag and we got rooted, it still applies a micro-stun (like ambush used to) but at least they worked most of the time. It's much more resource intensive for magicka characters to maintain RAT compared to stamina players with Shuffle or Forward Momentum (4 seconds of root/snare immunity).
I would rather RAT be a magicka version of forward momentum (minor intellect + major sorcery + root/snare removal + 4 seconds of root/snare immunity) than what we have, regardless.
madmidwestmark wrote: »A lot of these under the 3rd section are not "PVP changes", these are class changes. You're changing the entire functionality of a lot of class abilities, and from that point it's not really a PVP change as it effects PVP and PVE. And all for the sake of PVP.
Also, it's a little absurd to make the claim that "incapacitating strike does too little damage for a single target ultimate". It definitely does NOT need a 15% damage increase, I don't think you've been hit by one of these before.
You probably get hit by NB's who don't build right, but the skill hits insanely hard for anyone who stacks damage on a NB (as they should, considering that's the point of ganking)
99% of NBs will not be hitting anyone anyone with that that much damage so this is a non issue.
Perhaps, I think it depends on who's wielding the NB. But to write it off as the ability being a non-hard hitting move is ridiculous, just because a lot of NB's are stacking damage like they should be means the ability is underperforming. I've been hit by 16-19k incaps/soul harvests from NB's this patch. It's a matter of player not the ability being weak. I'd call a weak ability ferocious leap in comparison to its counterpart, the damage is pitiful versus take flight's morph. Whereas incap and soul harvest don't have a huge glaring damage difference, they just have different added buffs to both morphs
Never been hit by more than 8k incaps, but I've been hit by assasins scourge for 11k. My change makes it harder, BUT cost more. Then making assassins scourge hit LESS, but take less attacks to make it proc sooner.