ZOS_MattFiror wrote: »Here are some of the ideas that we are working on, some of which you may see on the live servers as tests in 2025 and beyond. Some of these will be tests and some will be improvements based on player feedback:
- We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign.
Rogue_Coyote wrote: »You want MORE stuns?
Rogue_Coyote wrote: »You want MORE stuns?
acastanza_ESO wrote: »
Yeah, there are some good, consensus, ideas in the OP's comment, but this one not so much, it frequently seems like you're getting stunned/feared/etc on cool-down in PVP, more stuns is the opposite of what we need. I could see an argument for making hard CCs more impactful (at least the ones that can be blocked/dodged/etc) to make messing up more punishing, but that would need to go along with better CC immunity.
Agree with most of this, other than the off balance removal and the "PVP specific sets only" point.
Off balance is a fun to use, off GCD stun that rewards good timing and game knowledge. It's often the most effective way to catch somebody off guard in the current meta, especially for bursty specs like NB and certain dizzying builds (mainly sorc). I agree that seeing standard stuns returned to thinks like frag, dizzying, vamp drain, clench, etc all makes sense - but disagree that removing the off balance stun would be a good change.
acastanza_ESO wrote: »On the fence about set restrictions. We tried that in no proc and it didn't work; I enjoyed the ruleset, but in general it seems that people simply want to be able to PVP in the sets they earn.
As for PVP specific sets, I disagree entirely with limiting build craft, as least on an individual level. The ability to make and adjust your build with all of the tools available in the game is a big part of the little draw it has left. The current problems with stat density in groups come from trial team-like comps like you pointed out, and as such those specific sets are what should be targeted, rather than limiting the pool of sets overall. If they're willing to balance PVP and PVE separately, which is what I personally felt was being implied by the verbiage in the post, they should be willing to change the functionality of how these buff distribution sets work. Perhaps group scaling like rallying cry has, reducing the effectiveness of the set based on the number of players in the group. This seems like the most logical/implementable solution to me, but I'm a bit biased as a solo/small scale player only. I'm not sure what other way these sets could be adjusted without flat out removing them, or changing them in a way that still benefits 12 man trial comp style groups more than anybody else.
As for PVP specific sets, I disagree entirely with limiting build craft, as least on an individual level. The ability to make and adjust your build with all of the tools available in the game is a big part of the little draw it has left.
As for PVP specific sets, I disagree entirely with limiting build craft, as least on an individual level. The ability to make and adjust your build with all of the tools available in the game is a big part of the little draw it has left.
Of course, the biggest issue with limiting PvP to only PvP sets, is how to deal with things like new PvPers (Such as when an event or promotion pushes people into PvP). As you'd need to ensure they had some gear to utilize (I suppose you could simply do some Torc of the Last Ayelid King style set bonus suppression)
This is not an issue in my opinion. Currently PvP mains have a lot of AP that they don't need to use. If these PvP sets are purchasable with AP, but tradeable, players could make money listing these sets on the guild store or just trading them with people. This would at least give more incentive to get AP. I also think that in addition to current gold materials like tempering alloys, there should be an option to buy a special "pvp" temp with AP that can only be used to upgrade PvP specific sets.
I think in general AP needs more uses and it also would be nice for PvP to be sustainable solely by PvPing (no more PvE grinds for sets). This would also involve making tri pots purchasable with AP, but that's a different discussion.
It seems like in 2025 we may see some new PvP specific skills:ZOS_MattFiror wrote: »Here are some of the ideas that we are working on, some of which you may see on the live servers as tests in 2025 and beyond. Some of these will be tests and some will be improvements based on player feedback:
- We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign.
I think this has a lot of promise, but only if implemented correctly. There's some key ideas that PvP skills need to follow. I also think that we need PvP specific sets in addition to the PvP skills.
Redistribute Damage to Burst Skills
Right now, damage in PvP is pretty high, but it's high in all the wrong places. For some reason we have gradually moved towards a meta of wearing people down rather than bursting them down. This usually looks like stacking up on DoTs, Status Effects, Defiles, and Proc Sets. This has been horrible for the game because this type of damage can only really be countered through purifies which creates a low skill environment. For example, what is a player supposed to do if they get Zaan, the Vateshran Staff Proc, Elemental Susceptibility status effects, secondary enchant status effects, and maybe the master dual wield DoT procced on them at the same time? Other offenders have been: Jerrall's, Maarselok, and even oblivion damage lightning staff heavy attack builds.
Instead of having so much damage centered around undodgable and unblockable DoTs and "free" damage, PvP specific skills should be bursty. Things like spammables or delayed burst skills should be the heavy hitters which will lead to a much more balanced game. When damage is centered around burst skills, it reinforces the importance of timing, blocking, and rolling. Overall skill expression will be improved since the players are more in control of the damage they deal and receive. This also means that enchantments, status effects, and other DoT Procs will need serious adjustments. This isn't to say all DoTs should be removed, but they certainly shouldn't be the primary source of damage in PvP.
Bring Back Stuns
One thing about early ESO is that there were way more stuns in the game. I'm not sure why so many stuns were aggressively removed, but it's actually healthier for the game if stuns are put back on key skills. Skills like Crystal Fragments, Dizzy Swing, Shock Clench, Vampire Drain, and Blazing Spear were much more interesting and useful when they had stuns attached to them. This is also better than the current "Off Balance" system which only encourages players to hold down their block button while they are off balance. The off balance stun is much less predictable and frankly out of place for a game like ESO. When stuns are attached to skills it gives the player more control, reinforces the importance of timed blocking and rolling, and makes fights more interesting and dynamic. Stuns on damaging skills should be reintroduced with the new PvP specific Skills and off balance should no longer lead to a stun.
Healing Skills
There's no doubt that cross healing is a really big issue in ESO. The biggest culprits are auto targeting and "sticky" heals over time like echoing vigor or radiating regeneration. First, there's no way that this can be good for server performance and secondly it's terrible for the game's balance anyway. I think that these skills should be completely replaced with PvP specific versions that still offer utility, but without the ability to to be abused through heal stacking. There's many ways to go about this and there's lots of great ideas on the forums. It's also important not to introduce any new healing skills that can be abused through heal stacking when new PvP specific skills are added.
PvP Specific Sets
In addition to PvP specific skills, I think that players should only be allowed to use PvP specific sets. This would be much easier to balance and potentially more accessible and rewarding if these sets can be purchased with AP and traded. One reason that this is necessary is because repeated PvE group buffs have bled into PvP. In PvE, individual damage isn't actually much higher than it was 6 years ago, but the amount of buffs and debuffs available through sets has made PvE damage skyrocket. This sort of thing is pretty detrimental to PvP because it allows large groups to health stack while achieving high levels of damage through the coordination of buff sets. A set like Olorime on a solo player is already a very strong backbar set, but its utility only increases without drawbacks in group environments. This is not to say that all buff sets are bad, but the amount of buff sets that can currently be stacked in a group is pretty excessive.
I also strongly believe that no PvP specific set should be a proc set. Proc sets are simply impossible to balance in a PvP environment due to how skills scale. Not only would the game potentially perform better, but PvP would be much better if these sets were removed from PvP environments completely.
Conclusion
One trend in each of the points I have made is that over the years, the player has actually lost a lot of control and individual responsibility in PvP. We see this through the fact that so much damage is randomly procced and is essentially unavoidable without a purify. We also see this through fact that damage may be dependent on how many buff sets a group can fit in. PvP specific sets and skills provide a unique opportunity to improve skill expression and player experience without having any impact on PvE. I'm really hoping that this opportunity is used correctly.
To anyone excited about the idea of "PvP specific skills", ask yourself, "who is going to design these skills?"
The same people that made Jabs and Flurry 2.0 will.
The same people that haven't touched Polar Wind in multiple patches will.
The same people that made Grave Lord's Sacrifice will.
I have 0 faith that they can do this without it flopping, hard.
Avran_Sylt wrote: »To anyone excited about the idea of "PvP specific skills", ask yourself, "who is going to design these skills?"
The same people that made Jabs and Flurry 2.0 will.
The same people that haven't touched Polar Wind in multiple patches will.
The same people that made Grave Lord's Sacrifice will.
I have 0 faith that they can do this without it flopping, hard.
Then start making suggestions.
This forum IMO is by far the most dead when it comes to discussing game mechanics and balance between the players themselves.
Vonnegut2506 wrote: »Avran_Sylt wrote: »To anyone excited about the idea of "PvP specific skills", ask yourself, "who is going to design these skills?"
The same people that made Jabs and Flurry 2.0 will.
The same people that haven't touched Polar Wind in multiple patches will.
The same people that made Grave Lord's Sacrifice will.
I have 0 faith that they can do this without it flopping, hard.
Then start making suggestions.
This forum IMO is by far the most dead when it comes to discussing game mechanics and balance between the players themselves.
Yes, because they have a proven track record of not ignoring feedback, right? I mean it's not like anyone told them the Jabs and Flurry change were terrible. It's not like there weren't multiple posts about Grave Lord's Sacrifice. It's not like there weren't pages and pages of feedback about the terrible U35 patch. I'm sure this time they will listen though.
Avran_Sylt wrote: »To anyone excited about the idea of "PvP specific skills", ask yourself, "who is going to design these skills?"
The same people that made Jabs and Flurry 2.0 will.
The same people that haven't touched Polar Wind in multiple patches will.
The same people that made Grave Lord's Sacrifice will.
I have 0 faith that they can do this without it flopping, hard.
Then start making suggestions.
This forum IMO is by far the most dead when it comes to discussing game mechanics and balance between the players themselves.
Erickson9610 wrote: »I'd play a campaign where the only item sets and abilities I could use were balanced against one another for PvP specifically. Even if it means the majority of my abilities and item sets are disabled or changed in some way in this campaign, I'd hope that such an experience would be more engaging.
a Cyrodiil campaign
Erickson9610 wrote: »I'd play a campaign where the only item sets and abilities I could use were balanced against one another for PvP specifically. Even if it means the majority of my abilities and item sets are disabled or changed in some way in this campaign, I'd hope that such an experience would be more engaging.
Major_Mangle wrote: »Erickson9610 wrote: »I'd play a campaign where the only item sets and abilities I could use were balanced against one another for PvP specifically. Even if it means the majority of my abilities and item sets are disabled or changed in some way in this campaign, I'd hope that such an experience would be more engaging.
They tried similar ruleset with no proc and the campaign died off completely. We don't need srict rulesets (and potentially "presets") and its clear that the ingame population doesn't want it either, as no proc wasn't very popular.
Sure the test is poorly worded in my opinion and it opens up for a lot of ways for interpretation, but the way I see it, it looks like they'll force people into
"You're only allow to use these sets/skills and nothing else". ESO doesn't need to take after games like Guild Wars where you've a limit amount of options of what can be used in PvP. All it will do is kill the remaining PvP population (assuming it's later forced into all PvP campaigns rather than a temporary test)
"We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign."
The_Meathead wrote: »"We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign."
Keep in mind their goal here - they want to reduce strain on their servers, because 2014 performance was successful when calculations were done on the user-side and not the server-side.
That ended because of cheating by players, and once all the calculations were done on the server-side things lag appeared and populations had to be drastically lowered to combat it.
I think it's leaping too far to think these are going to be PvP-specific abilities in the sense that they're separating PvP skills from PvE for reasons like the OP optimistically and thoughtfully suggested. Given that the only descriptor given is "...and more performant," I think it's WAY more likely that they mean the Abilities are being altered in a fashion where less Server calculations have to be done, so that they produce less strain and allow for a larger population.
If that's the case, I'd hazard they're going to be some sort of universal amount that doesn't require as much individual character interaction with the hardware and we're possibly gonna see some very boring scenario where everyone using Ability X does the exact same damage as everyone else using Ability X, and we lose a large part of agency over builds and their impact on playing.
I hope I'm wrong, but I think it's far too early to hope these are going to be PvP-specific abilities in the sense they have more uniquely PvP-appropriate effects or dynamics and its way more likely they're going to be stripped down versions of the Abilities designed to function with far less interaction/strain on the Servers.
The flipside of this is that success in PVP would become more about physical skill than about sets — which is how most PVP games work. How often have people here bemoaned the fact that they’re getting killed by overtuned sets or class abilities, not by skilled players? Particular guns in FPS games all have the same damage output for all players, but player skill and knowledge of terrain / enemy behaviour is what ultimately determines who wins in a PVP FPS game. FPS games seem to be doing alright despite the lack of build agency…
Major_Mangle wrote: »Erickson9610 wrote: »I'd play a campaign where the only item sets and abilities I could use were balanced against one another for PvP specifically. Even if it means the majority of my abilities and item sets are disabled or changed in some way in this campaign, I'd hope that such an experience would be more engaging.
They tried similar ruleset with no proc and the campaign died off completely. We don't need srict rulesets (and potentially "presets") and its clear that the ingame population doesn't want it either, as no proc wasn't very popular.
Sure the test is poorly worded in my opinion and it opens up for a lot of ways for interpretation, but the way I see it, it looks like they'll force people into
"You're only allow to use these sets/skills and nothing else". ESO doesn't need to take after games like Guild Wars where you've a limit amount of options of what can be used in PvP. All it will do is kill the remaining PvP population (assuming it's later forced into all PvP campaigns rather than a temporary test)
Rogue_Coyote wrote: »You want MORE stuns?
The_Meathead wrote: »The flipside of this is that success in PVP would become more about physical skill than about sets — which is how most PVP games work. How often have people here bemoaned the fact that they’re getting killed by overtuned sets or class abilities, not by skilled players? Particular guns in FPS games all have the same damage output for all players, but player skill and knowledge of terrain / enemy behaviour is what ultimately determines who wins in a PVP FPS game. FPS games seem to be doing alright despite the lack of build agency…
I have seen a lot of people say that over the years, but I'm not one of them for two reasons.
First, builds are a huge part of ESO's PvP. It would be dull as dirt without full control of them to me, and I'd probably go play another MMO. It's where RPG meets PvP imo, and I don't play FPS games because they lack the same feeling. While OPed outliers often exist and do indeed tarnish things, that's a balance issue that should be corrected quickly and ideally a temporary and infrequent price to be paid for the fun of designing your own character in way that suits your own play.
Second, my experience in other MMOs over the past couple decades has shown that when "PvP Templates" or the like are added late in a game's life, it hasn't been a positive despite initial vocal support for the reasons you mentioned. It's been less colorful and fun, less player-driven, and gets reverted back after participation drops off because it's bland, some players always figure out a way to manipulate it, and most of all it takes away the drive to play the game because the reward of greater strength for playing, doing, and "go get the next item or upgrade" is such an integral aspect of continued enjoyment and drive to participate.
You're certainly not wrong that it's a commonly voiced sentiment and absolutely everyone's fully entitled to their own opinion, but in my experience when it's happened elsewhere it hasn't ended well.