TankHealz2015 wrote: »If a faction leads by more than 10,000 points reduce number of guards at their keeps/resources - "NPC rebellion"
Do something to the caltrops morph that causes dismount - modify it. Make it useful somehow. Like does not damage players, but does big damage to siege. If cast near a scroll runner or hammer does something X
I like the hammer. Its exciting. How bout if a faction is leading by a certain number points than it will only spawn for the lower faction(s).
What if last place faction had option to purchase mercenary assistance in 24/48 hour increments. Like extra NPC guards or something. Super expensive AP cost.
One time option for players of winning faction to "rebel" and go to a different faction for remainder of campaign. Just once. Like after the first week or so.
Thumbless_Bot wrote: »I can't find the thread but there is a thread where someone from zos says they are working on more pvp updates. Sorry I can't be more specific and I have no idea if they are cyro related but it's something to be on the lookout for.
The thread is only a few days old if I am not mistaken.
I really hope they will break up the focus around the keeps by situating little buff stations at sites around the map. Let's say a 20 minute 10% HP buff pops up at a little non-descript semi-random spot in the snow a short ride from Winter's Peak. No walls, no defensive structures. You just have to brawl for it. The buff applies to which ever team holds it, and teams can PVP to switch it to their faction. Or a 5% AP buff out on a edge of the map nobody goes to. It could encourage some open brawling that also contributes to a more dynamic feeling campaign. Link it to some achievements with tangible rewards, so players feel a bit more motivation to participate in the system. Maybe if you kill 2000 players on these stations you get a really nice mount? Something challenging and motivating.
You could expand it in really interesting ways that demand some strategy from players. What if, for 20 minutes - if players can PVP to hold a site - a faction's tri-keeps have a particularly nasty boss guard on their porches. It could force players to choose and prioritise targets a lot more, splitting factions from a single-coloured zerg into teams with specific goals and responsibilities. And, again, achievements for actually taking keeps with active boss guards.
Brawlers could potentially have constant opportunities to bait fights at sites like this, fights that are quite different from the ones they currently bait by tower-humping. It would encourage players to use a lot more of the map, and all that empty space suddenly has a much wider range of routes where groups might encounter each other, and fights might happen.
There are so many options for buffs too.
- Your faction takes X% less damage from siege for X minutes.
- Your faction's siege fires X% faster for X minutes.
- Your faction's AP purchases are X% cheaper for X minutes.
- Your faction does X% more damage to guards for X minutes.
They could be really strong, so long as you have to PVP to get them, and you have to PVP to maintain them/prevent opponents from accessing them.
Elendir2am wrote: »Several of OP suggestion are targeting AvA players in negative way. As AvA is only reason to visit Cyro for me, I disagree with them.
SaffronCitrusflower wrote: »Cyro needs cross healing limited to one instance of each HoT at any given time on a player. That's all that needs to happen to balance out this crazy tank/heal meta. This is exactly what sypherPK pointed out after the PvP live stream as well.
SaffronCitrusflower wrote: »Cyro needs cross healing limited to one instance of each HoT at any given time on a player. That's all that needs to happen to balance out this crazy tank/heal meta. This is exactly what sypherPK pointed out after the PvP live stream as well.
MincMincMinc wrote: »Thumbless_Bot wrote: »I can't find the thread but there is a thread where someone from zos says they are working on more pvp updates. Sorry I can't be more specific and I have no idea if they are cyro related but it's something to be on the lookout for.
The thread is only a few days old if I am not mistaken.
Yeah kevin had said there was more to come, but judging how the bg update went and the past 10 years I can't hold my breath.
Last "big" cyro update was destoyable bridges that did nothing but upset people, and a hammer that induces lag for hours. Not trying to sound toxic or depressing, but I gave out all the hope I could years ago.
Thumbless_Bot wrote: »The most concern9ng thMincMincMinc wrote: »Thumbless_Bot wrote: »I can't find the thread but there is a thread where someone from zos says they are working on more pvp updates. Sorry I can't be more specific and I have no idea if they are cyro related but it's something to be on the lookout for.
The thread is only a few days old if I am not mistaken.
Yeah kevin had said there was more to come, but judging how the bg update went and the past 10 years I can't hold my breath.
Last "big" cyro update was destoyable bridges that did nothing but upset people, and a hammer that induces lag for hours. Not trying to sound toxic or depressing, but I gave out all the hope I could years ago.
Tldr: where is the community engagement BEFORE they put things on pts and deliver us all another really bad pvp update. I mean this with every bit of respect possible. I've played at least 200 rounds of this new format and they are just not good content and way worse than previous bgs.
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I was really hoping that zos would have done some soul searching after the battleground debacle. I am not trying to be negative when I call it that, but it was, and not because of the rollout, but because the content is just, well, bad. Again, it's not the queueing issues, it's just simply horrendous content and way worse than old bgs.
I was, and still am a bit, hoping they would engage their user base before they invested too much time and money into anything. Maybe they have... and maybe the people they are engaging are the same people that gave them feedback that the new bgs were a-okay, no one knows. This, right here, should never ever ever happen. Roadmaps should be very clear.
I fear, however, that this is not the case, given that they are working on it and it's too early to show us... I fear they do not learn from their mistakes. As a developer myself, this really hits home and bothers me.
If they don't engage the people that play the game consistently right now, people who can comment on what will and will not work and or be broken, i fear another huge let down.
To be completely honest i would rather they left cyro and ic alone if the people working on this new content had anything at all to do with battlegrounds. This way, the new content can fizzle out like a bad firework and then we can all go back to what we were enjoying before. Wish this were true for bgs...
MincMincMinc wrote: »Can you provide any substantial details how this targets AvA players? I am calling for AvA players to have actual rewards and reasons for contributing to the campaign?
Elendir2am wrote: »MincMincMinc wrote: »Can you provide any substantial details how this targets AvA players? I am calling for AvA players to have actual rewards and reasons for contributing to the campaign?
You did not address any problem average AvA player has suffer most, when they want to play a map. Your post has many points and Some of them look nice. But most of them would punish AvA players most of all.
One example. Slowing mount speed. Tower nihilist and BGs can use mount as well. You kill tower nihilist and 2 min later they are back from near keep. It is that they are spending most of their time running around tower, or in case of BG running around keep.
Slower mount would mean that it would take 3 min for tower nihilist to return and PvDoor BG would take 7 instead 5 min to get at other part of map. But its AvA players who use mount most (if they are not in combat bug).
MincMincMinc wrote: »Elendir2am wrote: »MincMincMinc wrote: »Can you provide any substantial details how this targets AvA players? I am calling for AvA players to have actual rewards and reasons for contributing to the campaign?
You did not address any problem average AvA player has suffer most, when they want to play a map. Your post has many points and Some of them look nice. But most of them would punish AvA players most of all.
One example. Slowing mount speed. Tower nihilist and BGs can use mount as well. You kill tower nihilist and 2 min later they are back from near keep. It is that they are spending most of their time running around tower, or in case of BG running around keep.
Slower mount would mean that it would take 3 min for tower nihilist to return and PvDoor BG would take 7 instead 5 min to get at other part of map. But its AvA players who use mount most (if they are not in combat bug).
I dont understand what you are trying to convey. Are you saying slower mount speed favors people that run around towers? Everyone's mount speed would be reduced, even ball groups. That's the whole point, to have an actual consequence for dying.
I understand losing speed is painful for people with no patience, but at a certain point we have to stop/reverse the power creep..............this is coming from a max speed stamsorc player of nearly 10 years now. If I can come to terms with it, so can you.
Joy_Division wrote: »MincMincMinc wrote: »Elendir2am wrote: »MincMincMinc wrote: »Can you provide any substantial details how this targets AvA players? I am calling for AvA players to have actual rewards and reasons for contributing to the campaign?
You did not address any problem average AvA player has suffer most, when they want to play a map. Your post has many points and Some of them look nice. But most of them would punish AvA players most of all.
One example. Slowing mount speed. Tower nihilist and BGs can use mount as well. You kill tower nihilist and 2 min later they are back from near keep. It is that they are spending most of their time running around tower, or in case of BG running around keep.
Slower mount would mean that it would take 3 min for tower nihilist to return and PvDoor BG would take 7 instead 5 min to get at other part of map. But its AvA players who use mount most (if they are not in combat bug).
I dont understand what you are trying to convey. Are you saying slower mount speed favors people that run around towers? Everyone's mount speed would be reduced, even ball groups. That's the whole point, to have an actual consequence for dying.
I understand losing speed is painful for people with no patience, but at a certain point we have to stop/reverse the power creep..............this is coming from a max speed stamsorc player of nearly 10 years now. If I can come to terms with it, so can you.
They are basically saying that these reforms will punish people who are trying to play "the map." If my alliance is successful in taking a keep, why is the enemy team awarded with a buff? If my alliance wants to use strategy hitting undefended keeps, why can;t we do that instead of having to hit a front line keep with a transitus node.
While I think some of the ideas in the OP are worth trying, the mount speed decrease is absolutely a bad idea. In the ten years I've been in Cyrodiil, "horse riding simulator" has been in the top three of complaints. As it is now, even with permanent major gallop, it is not easy to respond in time to an attack with 20 siege on the front door.
It's not the mount speed that is the issue, it is player speed like your stam sorc, which is a huge component of the "tank" meta (a misleading term. The excessive survivability players have now is not just because they damage they take gets reduced so much, it's because the damage often never reaches them in the first place because they move out of range or LOS attacks).
Disagree with OP.
We need a SMALLER map not larger. Reduce sie 25%
Remove towers from resources. Half of EP's in game time is flipping/uncutting resources.
Get rid of out posts and towns.
Combine factions. Make it a 60v60.
CyroDEAD is so boring I can't stand playing enough to get the dailies done now. It's either AD ball groups running around EP keeps camping players at spawn. OR a zerg PVDooring the map. Population on EP is really going down. I've sold 3 faction transfers for next campaign. I can barely stand playing 15 minutes there now.
I don't want to play for an entire month. Make GH campaigns 7 days.
One thing that would help would be rotating bases. Just go in a clockwise formation. That would be really interesting to play different sides of the map w/o changing factions.
MincMincMinc wrote: »Disagree with OP.
I also wouldn't be entirely opposed to them overhauling and making a new map that has less dead area in it. Don't need delves and such anymore. Granted with such high mount speeds with a smaller map will even further add to the issue of dying and running back too quickly. It has been 10 years, maybe more since they first made cyrodil. Surely the map can be optimized better for performance.
The delves are worthless except for skyshards. If you've already killed the delve boss once you have to wait literally ten hours for the boss to appear. If it's your first time the boss pops right up.
MincMincMinc wrote: »Joy_Division wrote: »MincMincMinc wrote: »Elendir2am wrote: »MincMincMinc wrote: »Can you provide any substantial details how this targets AvA players? I am calling for AvA players to have actual rewards and reasons for contributing to the campaign?
You did not address any problem average AvA player has suffer most, when they want to play a map. Your post has many points and Some of them look nice. But most of them would punish AvA players most of all.
One example. Slowing mount speed. Tower nihilist and BGs can use mount as well. You kill tower nihilist and 2 min later they are back from near keep. It is that they are spending most of their time running around tower, or in case of BG running around keep.
Slower mount would mean that it would take 3 min for tower nihilist to return and PvDoor BG would take 7 instead 5 min to get at other part of map. But its AvA players who use mount most (if they are not in combat bug).
I dont understand what you are trying to convey. Are you saying slower mount speed favors people that run around towers? Everyone's mount speed would be reduced, even ball groups. That's the whole point, to have an actual consequence for dying.
I understand losing speed is painful for people with no patience, but at a certain point we have to stop/reverse the power creep..............this is coming from a max speed stamsorc player of nearly 10 years now. If I can come to terms with it, so can you.
They are basically saying that these reforms will punish people who are trying to play "the map." If my alliance is successful in taking a keep, why is the enemy team awarded with a buff? If my alliance wants to use strategy hitting undefended keeps, why can;t we do that instead of having to hit a front line keep with a transitus node.
While I think some of the ideas in the OP are worth trying, the mount speed decrease is absolutely a bad idea. In the ten years I've been in Cyrodiil, "horse riding simulator" has been in the top three of complaints. As it is now, even with permanent major gallop, it is not easy to respond in time to an attack with 20 siege on the front door.
It's not the mount speed that is the issue, it is player speed like your stam sorc, which is a huge component of the "tank" meta (a misleading term. The excessive survivability players have now is not just because they damage they take gets reduced so much, it's because the damage often never reaches them in the first place because they move out of range or LOS attacks).
Well no they were trying to say something about how lower mount speed disproportionally affects AvA zerg players. I've been playing for 10 years aswell, playing in vet 1vX and also running a guild in the u50 campaign teaching new players. It isnt like seige destroys keeps faster now adays, but mounts are like 3x the speed due to power creep (gallop, cp added, mountspeeds maxed). u50 and even nocp function fine, arguably better since players cant "rez and ride" back to a keep they died at repeatedly. Why is lower mount speed a bad idea? Is it because you think players will complain about reverse power creep and not wanting to feel slower? I will never agree with people who accept power creep and argue in bad faith for it
There may still be undefended keeps to attack. The OP points out adding new transit lines to open up other avenues where combat can spread out. This acts as a soft limit to keep PvDoor abuse in check. For instance if AD is attacking ash, but there is resistance, leaders may want to attack another keep. So they could go from the new carmala transit to glade/rayles to seige a back keep. When keep fights arent streamlined the new player population gets confused and may give up on combat. Remember 5 years ago the playerbase was high enough that factions were balanced and cyrodil was functional. With such a low population, the map feels empty and new players cant quickly understand where the frontline zerg is(the best place for new players to learn)
The intent of the losing faction gaining buffs is to prevent the loss of players when a faction is gated. On low pop campaigns(anything that isnt greyhost) what happens is the maps flip all one color and nobody logs in cuz it frankly sucks to have to seige back 5-6 keeps every day just so players will log in. What is worth more, a few players getting useless campaign score that achieves nothing, or people actually logging into the game to play? I understand the thought process of my faction won, so we should be rewarded. This would still be true, you won and you would get ap rewards and perhaps ap buffs. However the losing faction needs help pushing back, so they should get combat buffs.
I also agree that playerspeed is a major issue as I pointed out in my movement speed and Immobilize immunity thread. Link In short average players walking movement speed was between 90-130% and now the average build sits between 130% and 200% walking speed. Immobilizes have terrible counterplay options and transparency, creating a redlight/greenlight type of gameplay. I will counter that stamsorc isnt the speed class anymore besides streak, considering warden has a built in buff of 6s major and immob immunity. Generally my warden sits at a higher speed in combat.... which hurts my soul. I would also add other reasons along with speed creep to the tank meta, but that discussion would derail this thread too far off cyrodil topics. Feel free to read that speed thread and comment there though.