It's no secret that there are a myriad of balance issues plaguing PVP. Most players seem to agree that the issues are primarily healing and mitigation being too high. This has resulted in a stale meta that many players find boring and generally unenjoyable. As we are now in the second consecutive patch with nearly the exact same meta, it is
vital that zenimax makes some adjustments in U37 to avoid the PVP population dwindling into nothing.
While these are broad, overarching issues that are compounded by numerous things, there are certain scenarios where there are outliers which are clearly the primary causes. It is impossible to go over every factor contributing to these issues, but I hope to go over the aforementioned outliers and scenarios in this post so that Zenimax might consider these things when making balance changes in the upcoming U37.
Individual Surviability
First, I want to touch on what makes individual players too difficult to kill. By focusing on what makes one specific person hard to kill, rather than looking at scenarios where other players are present, it is much easier to pinpoint specific outliers with individual survivability. While there are several class-specific outliers, I am not going to focus on these as I mainly want to point out the overarching issues rather than the more specific ones.
1) Vampire Undeath - This passive is
far too strong. You incur certain penalties to become a vampire - these penalties
are significant, but this passive vastly outweighs those penalties. The vast majority of players choose to incur these penalties for this passive alone, as most specs do not actually utilize a single other passive OR active ability in the line. At a maximum of 30% mitigation, this passive is tied with the other two strongest sources of PVP mitigation in the game, both of which are extremely niche and largely inapplicable in most scenarios (reactive armor and psjic channel passive). This passive is largely responsible for the instances where players are able to infinitely survive, often recovering from extremley low HP or eating multiple execute abilities that would have otherwise killed them.
Vampire undeath doesn't need to be made useless. It can remain a strong source of low-health mitigation at the reasonable tradeoff of sustain/health regen/flame damage, but it must be adjusted so that the value and threshold are slightly lower. I would suggest lowering the value to 15-20% mitigation and lowering the activation threshold to 30% hp, but having the mitigation become
fully active at 30% HP. Instead of ramping up from a high health threshold and providing a ton of overall passive mitigation that becomes overwhelmingly powerful at low HP, it will instead be a source of reliable and
strong mitigation in clutch moments where you take large amounts of damage and end up in this dangerous threshold of HP. You could even buff other parts of vampire to compensate for this loss of value in this particular passive - for example,
strike from the shadows could proc off of any vampire ability rather than just mist form. There are also several VERY underused vampire abilities that could be revisited to make them more interesting and applicable.
2) Combat Medic Support Passive - This is the strongest PVP healing modifier in the game, and it is attached to a passive you get for free at all times just for standing on the grounds of a keep or resource. The strength of this passive overshadows many of the strongest healing modifiers in the game, such as major vitality/major mending, the 10% healing modifier CPs, etc. There is a very noticeable difference in the amount of healing players are able to generate when this passive is active - which largely contributes to many never-ending fights and seemingly invincible groups within keeps and on resources.
I would suggest that this passive be reduced to 5% at max. It is okay to give a small healing boost for free in keep fights where there may be NPCS or siege contributing damage, but it should be a
small bonus modifier rather than
the strongest healing modifier in the game.3) Major Evasion - This is another extremely strong mitigation buff. Since hybridization entered the game, major evasion has become much more accessible. Builds that primarily use magicka abilities and wouldn't have had access to evasion are now able to acquire it through sources such as medium armor and blade cloak. This buff vastly reduces the amount of damage that most ultimates deal, neutering the primary tools used to deal "burst damage" to players/groups of players. The effects are even more noticeable from the perspective of classes with AOE as their primary damage components - such as templar(jabs), warden(shalks), and necro(blastbones).
Major evasion should be reduced in value to 15%. This is a minor nerf and won't reduce the value of evasion for people that used it previously - however, it will allow for setups that rely on AOE ultimates and burst abilities to perform slightly better against these targets.
4) Sustain through CP - The difference in sustain between CP and No-CP is incredibly drastic. Most players are able to have infinite amounts of sustain in CP environments with very little investment, resulting in the ability to endlessly block/dodge/heal. This is very problematic as it removes the ability to wear people down - something that used to be the primary method of killing tankier players or those with high healing. It also negates the need to perform heavy attacks or even pay attention to your resources, which is damaging to the depth of PVP combat.
There are several sustain CP nodes in PVP that are problematic, and should be adjusted. The first CP node that should be adjusted is
survival instincts. This CP node provides an absolutely absurd amount of stamina sustain. The seemingly niche requirement is a farce - with the wide availability of status effects in the game, this CP node is almost always active on you in combat when you are being hit by other players. Additionally if you get a permanent status effect bugged on you, a bug which most players are aware happens CONSTANTLY, you will have this buff active on you indefinitely until you reset your game.
This node should be reduced to 10%. At 10% it remains a strong stamina sustain tool, but isn't quite as broken as it is currently.
Another problematic "sustain" node is
Pain's Refuge. This node provides a maximum of 20% mitigation, which is by far the strongest mitigation CP node (overshadowing blue mitigation nodes by a whopping 14%). As a solo player I certainly appreciate that this node provides me with exponentially more mitigation as I become more outnumbered, but the maximum value is simply too strong. In order to bring this value closer in line with the blue damage/mitigation nodes, I would reduce it's maximum to 10%. With the reduced effectiveness, the requirement of having 2 effects for 2% can be reverted -
the new CP node would give you 1% mitigation for every 1 effect, maxing 10% with 10 or more effects on you.5) Healing CP nodes - The healing CP nodes are 10% in value still, which is a strong modifier (on par with major vitality & mending). These should be reduced to 6% in standardization with the damage and mitigation nodes. This will reduce overall healing by a small amount in PVP, but will specifically nerf the outlier scenarios where players choose 3-4 defensive CP nodes and are nearly impossible to kill by a player using 3-4 offensive CP nodes.
6)High HP in PVP - Once upon a time, high HP was something only attainable by tanks. Over time there have been numerous sources of HP added to the game, and the average HP has continuously increased. On PC NA, we have reached a point where it seems like your average player has around 30-35K HP, with many even having upwards of 35k. High HP isn't terribly problematic by itself, but when combined with high healing and high mitigation it becomes very troublesome. You simply cannot deal the damage required to kill a person with 35-40k HP in many scenarios, especially when they have things like the vampire undeath passive or the support combat medic passive active, or when they are receiving healing from other players.
While I personally think that the best solution is to hard cap the HP through battlespirit in the 30-33k range, I understand that this solution is not ideal for many players and is in contrast with Zenimax's vision of "play how you want". Instead of capping the HP, I would target sources of HP that are unnecessary or too easily accessible. First, I would recommend flat out removing Ayleid wells from PVP. While they are an interesting concept, the health they provide is problematic. Alternatively they could be changed to provide a small amount of each non-hp max stat (mag/stam) so that they remain a point of interest in cyrodiil. Next, I would recommend removing the emperor alliance health buff altogether. I know that this buff was just adjusted in U36, but it is a huge source of HP for one alliance at a time. Again, this could be adjusted to be a small amount of non-hp max stats instead of being removed entirely if that seems more suitable. Another source of max health that should be evaluated is the
warden maturation passive. This is one of the only % modifiers of max stat left in the game after most were removed years ago, and it is an extremely high percentage. With the average health being so high in PVP now, this passive often grants between 3k-5k HP to those that receive it. In order to reduce the effectiveness of this passive, and to standardize it with the lack of % base max stat buffs, I would adjust it to
instead provide a flat 1k-1.5k HP.
The last adjustment to max HP I would suggest is a rework of the "armor of the trainee" and "druid's braid" sets. These sets are a cool addition to the game to fill the slot that is left empty in a build that utilizes a 5-5-2-1-1 layout, but the fact that the HP is on the first line is somewhat problematic. Instead of making these sets a 2pc rather than a 1pc, I would simply suggest that the buffs be re-ordered. For example, Trainee could be 1pc) max mag 2pc) max stam 3pc) max hp, and druid could be 1pc) max stam 2pc) max mag 3pc) max hp, etc.
Group Survivability
Next, I want to talk about a behavior that is becoming an issue on the PC NA server. This behavior is often referred to as "Ball Grouping", or the stacking of 12 players in a tightly stacked group. I want to stress that I
do not have an issue with coordinated group play. Cyrodiil is a large scale environment, and 12 man groups are a crucial part of that environment! However, the current meta for these groups is
egregiously imbalanced. What these groups are currently doing has allowed them to become nigh unkillable, even when facing
other groups doing the same thing. Often times these groups spend entire evenings without ever fully wiping, being present in the same locations for hours on end. This is problematic for many reasons, but one of the number one concerns for the general population is the
performance impact of this playstyle. Historically we know that these sorts of groups cause performance problems due to the vast number of calculations they cause from the non-stop coordinated spamming of abilities. On PCNA even with our new server hardware, the servers are starting to perform terribly during primetime hours as there are 4-6 of these groups present on the map at any given moment. This is far less problematic when these groups are capable of dying, as they will spend time out of combat and thus cast far fewer abilities. I am going to touch on a few of the outlier balance issues with these groups that I think need to be adjusted immediately.
1) Heal over time stacking - Currently, these 12 man groups are non-stop spamming Radiating Regen and Echoing Vigor. If you watch them play, or if you stand inside of them as a member of their faction, you will notice on your buff tracker that you have 4-6 radiating regens and 4-6 echoing vigors on you at any given moment. The amount of healing per second these players have
from these two abilities alone is astronomically high - before even considering the other sources of healing they have such as sets and passives. When you attempt to deal damage to these groups, they instantly regenerate any amount of it within 1-2 seconds of it being dealt - making them virtually unkillable in most scenarios.
In my opinion, this is
the most significant issue with this playstyle currently. It is causing an extreme number of server calculations which results in poor performance for everyone, and it is allowing these groups to take obscene amounts of damage. The most ideal solution to this problem is to limit
all sticky HOTS and ground HOTS to two of a given morph on a given player at a time.
For example, Player A can have two casts of radiating regen on them and two casts of echoing vigor on them at any given time. Player A can also have two casts of radiating regen on them as well as two casts of
rapid regen, the other morph, on them. This should also apply to ground HOTS because if it is not applied to ground hots, these groups will immediately shift to stacking 6+ of specific ground hots as they move - for example, they will have 6+ people use healing springs.
This has no significant impact on PVE. Outside of very niche scenarios, there are almost no examples of trials or dungeons where you need/would have more than two casts of any of these skills active at a given time. If this is truly a concern despite being a non issue, zenimax could potentially add the limitation through battlespirit - although that may be out of the capabilities of battlespirit as I understand it.
The only other possible solution I could think of other than limiting these heals is to drastically reduce their effectiveness in large groups, although this seems like a much more unfriendly change to your average cyrodiil player. The example of this would be a change to battlespirit (SO PVP ONLY) where in groups larger than 6, you receive 35-50% reduced healing from other players. Obviously this wouldn't be ideal for many people, and I think the initial proposal of limiting the casts to two per person is much more viable.
2) Earthgore - Earthgore is an extremely strong tool when it comes to negating burst damage. Right now, the only realistic counterplay to a "ball group" is to negate them or instantly kill them with ground based synergies + players using the harmony trait. Both of these methods of counterplay are completely nullified by earthgore - without the players wearing it needed to actively do anything at all to activate the set.
I think earthgore makes sense as an AOE healing set with a long cooldown. If it procs more or less automatically on someone that hits 50% hp and heals 6 people inside of it for a 3k heal each second, it is a strong defensive tool. But if it procs and instantly absorbs all ground based effects, it is effectively removing any possible counterplay to the groups using it. I would suggest that instead of absorbing ground effects, the set be adjusted to do one of two things. It should either read "When you heal an ally below 50% HP, you conjure a pool of blood underneath them that heals everyone (6 person cap) for x healing per second", with X being around 3k after battlespirit,
OR it should read "When you heal an ally below 50% HP, you conjure a pool of blood underneath them that heals them for X healing per second, and instantly removes all negative effects from them". Both of these versions would keep earthgore as a strong group defensive tool that automatically denies large bursts, but would prevent it from completely removing the counterplay to ball groups through the removal of negates & ground effects.
3) Snow treaders - I personally think snow treaders are a reasonably balanced mythic. The problem is that when a "ball group" uses them on 12 players, they further remove methods of counterplay in the form of roots and snares. While the drawback of not being able to sprint would normally be significant, this drawback is massively negated by the spamming of mobility abilities by specialized players within the group. While the group is still not quite as fast at maximum as they could be if they incorporated sprinting, they are much faster overall as they do not suffer any slowdowns whatsoever.
Outside of these groups, the snow treaders are an extremely niche and little used mythic. I personally think that reworking them would be extremely beneficial to PVP. Instead of removing your ability to sprint, I would suggest that the treaders instead do the following "Reduces the movement speed bonus of sprint by 25% (from 50%). Reduces the effectiveness of snares applied to you by 50%, increases the root immunity of dodge roll to 4s.
You can still be affected by roots."
This new version of snow treaders seems very interesting as a mobility option that is not quite as limiting as the live version, but is
FAR less applicable for the groups that are using them for a borderline exploitative playstyle right now.
4) Overall Health, mitigation, healing - While the aforementioned 3 things are the primary issues with ballgroups currently in my opinion, they are not the only problems. I wanted to add this fourth point just to note that if the changes I suggested above are made to vampire undeath, combat medic, max health, and major evasion, most of the remaining problem points with ball groups will be addressed and we can enjoy a version of cyrodiil where there is counterplay to this playstyle, without removing it from the game as an option for players that enjoy coordinated group play.