DrNukenstein wrote: »I love spamming my instant heal just as much as the next pvp enthusiast. I also dislike the stalemates that are created by spammable burst heals as much as any pvp enthusiast. We would all die more, but it would be because we couldn't create the conditions to get a burst heal off. Having to create the space to heal up would be a fun and rewarding mechanic to add to eso pvp.
Other games with strong healing have cooldowns, limited charges, and/or cast times to limit how easy it is to heal up. Since ESO doesn't use cooldowns and sustain is so generous, I believe cast times are the best way to balance how potent burst heals are.
You meant tears 😆Dead players should be fully lootable, including their currencies.
Urzigurumash wrote: »
Strong kiter bias on this idea, but you're right, it would be best perhaps if -
Once you reach a certain Armor or HP, all your heals confer an uncleansable root.
Once you reach a certain Speed, all your heals gain a cast time.
Once you reach both, you get both.
Anyhow really great ideas otherwise doc, a Tanklet by nature and I think I agree with nearly all of them, especially the Jumping Heavy Attack bonus - by the same logic there should also be a melee damage done bonus on gapclosers like Orc had at launch - and you are very right to put at the top of your list:
"nerf passive sustain"
By far, I think this is the best single change. It's hard to guess how it would pan out, it might balance nearly everything out. I suggested the subjection of Mag and Stam Regen to HP Regen's Battlespirit Penalty as an indirect way to reduce DK's damage in this lovely poll: https://forums.elderscrollsonline.com/en/discussion/628489/dk-needs-a-13-damage-nerf
"After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
DrNukenstein wrote: »Urzigurumash wrote: »
Strong kiter bias on this idea, but you're right, it would be best perhaps if -
Once you reach a certain Armor or HP, all your heals confer an uncleansable root.
Once you reach a certain Speed, all your heals gain a cast time.
Once you reach both, you get both.
Anyhow really great ideas otherwise doc, a Tanklet by nature and I think I agree with nearly all of them, especially the Jumping Heavy Attack bonus - by the same logic there should also be a melee damage done bonus on gapclosers like Orc had at launch - and you are very right to put at the top of your list:
"nerf passive sustain"
By far, I think this is the best single change. It's hard to guess how it would pan out, it might balance nearly everything out. I suggested the subjection of Mag and Stam Regen to HP Regen's Battlespirit Penalty as an indirect way to reduce DK's damage in this lovely poll: https://forums.elderscrollsonline.com/en/discussion/628489/dk-needs-a-13-damage-nerf
Huge dark souls fan bias, but my favorite part of that combat is how deliberate every action is. When you want to heal, you need to create space to do the animation. When you do that heal, which is about as potent as an ESO burst heal, you are vulnerable to ranged punish or a sprinting attack if you didn't peel well enough. Sometimes you and an opponent both decide it's time to heal, then whoever finishes their chug first goes on offense first. It's cut throat.
Ramzdonb16_ESO wrote: »Best fix for PVP would be to completely remove sets.
You can choose between a light armour, medium armour and heavy armour set.
You can choose your weapons.
You can choose your class and skills.
Fully balanced.
All skill based
This would add a competitive aspect to the game and could create tournaments and make BGs one of the funnest experiences.
Another mode like BGS where you directly siege one keep and then have to break through and capture it would be fun as well.
the ability to turn off PvP whenever you select a campaign to enter so people can complete delves, fishing, and dark anchors calmly.
a quickslot wheel for siege weapons would be very useful and the ability to place siege weapons from your inventory.
pedrogonzalez wrote: »I have an idea how to resurrect my favorite content in this game, Imperial city.
1. Delete noCP IC. Nobody plays that.
2. Make IC pve location, delete flags. Make rewards x10 less.
3. Open revamped ic. Make bosses spawn every 5 min, but make them twice weaker with twice less stones drop. No flags for districts, you always earn like you have 6 flags. Add some 5 min cd random located sigils with 20/30 sec duration (make it auto usable when you touch it, without synergy key). Maximum group members locked to 2. No alliance. Everyone who is not in your group - your enemy. Also here you may revamp sewers, way to base must be short, but hard.
That revamped IC that I described - it’s what would be interesting to play for ME, because it’s my point of view on what ic must to be.