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Alliance War Improvement Ideas

TheDrunkenMagi
TheDrunkenMagi
Soul Shriven
Just wanted to vent out a few ideas I've had burning in my head about PvP in a brainstorm session.
I'm not going to discuss any ideas about things that Zenimax is obviously working on or any bug/exploit problems, and this is not the thread to talk about those or make big pointless statements that Zos needs to focus on fixing those first. This is just a brainstorming session. Also note that I am already trying to compromise for fairness and functionality. So try to understand that while some of you might think these ideas don't go far enough, others will think they are way over the top.
I'll try and put what I think are fair values for things, but things like damage and standard resource costs would have to be determined by higher beings than I.

There will be a TLDR at the bottom.

Saboteur Skill Tree

Ray of Enfeeblement an Ultimate Draining Ultimate - An instant cast single target ultimate that costs 100-150 ultimate (low because if used twice on one target won't do anything useful) and completely drains the target of their ultimate pool, if used on a target with less than 50 Ultimate it will refund the caster 25 (+5 per ability level) ultimate. [This should improve the Ultimate stacking issue in Cyrodiil while offering a certain enjoyment of itself]
- Morphs into:
- Well of Enfeeblement - Adds a drain to enemies nearby target (small range) of ~20 (+5 per ability level) Ultimate [The proc for refund works only for original target]
- Sap & Slash - Also deals unresistable damage to the target equivalent to the amount of ultimate consumed (capped at 300) + a base amount that improves per level.

Kindlepitch Bombs - Throws a hand-held bomb that deals 1000 damage to walls, doors, or siege engines and AoE (8m) damage to enemy players (Range 28m, costs Stamina).
- Morphs into:
- Coprinus Powder Bombs - Reduces health damage (To structures and players), increases AoE to 12m and adds Magicka Damage per second (should be about 200mps for 6 seconds). [I want it to shred their mana bar]
- Kindlepitch Charges - Doubles the damage to structures/players, and knocks enemy players away from the source, but ability is no longer ranged. Instead the player places charge at their location and remotely activates the ability again to make it explode (they have ~20seconds before the ability resets).
[AoE should only be for players and maybe siege weapons, when hitting walls or doors they should have to directly hit or place the charge really close to the wall/door]

Suppression - Temporarily removes the bonuses for up to 2 positive effects (excluding food/potions) from enemies for 5 seconds and reduces the duration of all positive effects (excluding food/potions) on enemies by 50% for the duration. (radius 12m, costs magicka) [Should work like an offensive version of Purge]
- Morphs into:
- Oppression - Also increases the costs of Magicka and Stamina abilities for enemies by 20% for the duration.
- Obliteration - Deals damage to target if at least one buff is removed.

Pyromaniac - Do 2.5%/5% increased fire damage with siege weapons to enemy players and receive 2.5%/5% reduced fire damage from siege weapons

Vandalism - Do 2.5%/5% increased damage to damage shields when attacking enemy players and receive 1/2 ultimate whenever you damage a damage shield belonging to an enemy player.

Subversion - Increases your Magicka and Stamina recovery during combat by 2/4 for 15 seconds whenever you damage an enemies Magicka or Stamina
Imperial City Arena
Built approximately in the year 490 of the first era, this tool an be used perfectly in the Alliance War as a 1v1 arena.
At the top of every hour 1 Champion is chosen from each from alliance to compete in the arena.
Champions are chosen by getting votes which players put in at siege merchants during the time in between fights [fighting in the arena should be exclusive to max level players for obvious reasons]. Each player can only be voted for a max of 20 times, players can put in their own names, and the Champion is selected at random from those votes (Utilizes a name pulled out of a hat concept, 20 votes = 20 times your name was put into the hat).
The 3 Champions are then teleported to the arena where they will fight 1v1 with the winner facing the person who was sitting out. The person sitting out will be selected at random the first time and will be the person from the winning alliance in the last fight from then on. (EX: DC v EP with AD on bench. DC wins, then it is: ADvEP with DC on bench next time) Each fight automatically concludes after 15min declaring the player with the most % of max health the winner. If it is a draw the other player (even if they lost a moment ago) wins [This will encourage people to fight and not waste time].
The winning Champion, having proven their bravado, improves the morale of their entire Alliance giving them the following buff.
Esprit De Corps - gain 1 ultimate every 5 seconds
- +1 (times the number of consecutive victories the current champion has had [capped at 5]) to health, stamina, and magicka recovery
- When fighting at a home keep +1 (times the number of consecutive victories the current champion has had [capped at 5]) to Weapon damage, Spell damage, % Weapon critical damage, and % Spell critical damage
- Stamina cost of Dodge Roll, Bash, and Blocking reduced by 5% [5% is a pretty high number for this if you're not sure]
Mercenaries
So Mercenaries were removed because when too many of them were placed too close together they would bug out and some of them would become untargetable or something like that.
So instead of using them like items, let players go to Siege Merchants and buy them as permanent (They keep respawning until the keep is turned over to another Alliance) NPCs for the keep.
I think players would enjoy it more if they cost a lot and players had to pool together their resources to purchase them with the Siege Merchants indicating the total cost and how much left needed to be given before the Keep got those mercenaries. Mercenaries cannot be purchased when the keep is under attack.
Some ideas for mercenaries:
Additional Patrol 1 & 2 Spawns a group of powerful NPCs that patrols around the outside of the entire keep. They should be strong enough to take out a weak group of 5 players. This Merc can be bought twice to increase the chances of the patrol encountering enemies. The first group will reset at the their start spot when purchased so the groups don't get tangled up and they should always be on opposite sides of the keep, unless they are fighting.
Wall Archers Lines the outer wall with NPC Archers that shoot out at enemies during a siege. Simple single target abilities like Quick Shot or Poison Arrow.
Hound Masters Spawns 2 Hound Master NPCs with 2 dogs each that patrol the inner courtyard of the keep with the dogs having improved stealth detection.
Scouts Puts one guy up on each tower that will send a message to everyone in the Alliance when one of the keeps walls drops below 80% if there more than 5 enemy siege weapons up, and again when the keep is star-bursted/Under Attack. In the message the scout will also indicate which part of the keep is under attack. [Doing this yourself as a player is just awful]
Siege Defenses Places a Fire Ballista on each tower and 2 Fire Pots at each Main Gate. These Siege Weapons do not degrade, but count towards the total number of siege weapons and towards placing nearby siege weapons. Should be expensive compared to the others Mercs. Players still have to man them of course.
The Sentinel Only purchasable in the 3 big castles and by the Alliance that has those castles as their home keeps. This Merc Upgrade places a boss NPC on the Back Flag and prevents the capturing of that flag until it is dead. I imagine the Sentinel having Standard of Might (Dragonknight Standard Morph), Blazing Shield (Sun Shield Morph), and Brawler (Cleave Morph) abilities and like 15k health. This should be the most expensive Merc Upgrade obviously.
Repair Kits
Instead of them being cheap one use items that dump a flat amount of health back into something that is damaged. They should be slightly more expensive, and when you use them your character does the hammer animation on a loop and restores the targets health over time until full or they break away. Once they finish repairing or break away [Or get a hostile Volcanic Rune dropped at their feet] the repair kit is then consumed. This way people might actually buy siege repair kits, so you can have one person firing away while another person is repairing it [And the guy with a catapult on the wall gets to shoot at 2 people instead of 1].
Forward Camps
They haven't been bugging out as much lately which is great, but sometimes people still place them in poor locations and they still occasionally bug out. So players should be able to destroy FC's camps that they lay down (not pick back up though). Also with this added they shouldn't degrade over time, but still get used up whenever someone respawns at one, and the number of people that can respawn before it is used up should be degraded to accommodate.

[TLDR]
Saboteur Skill Tree - Alliance War skill tree for undermining enemy players
Imperial City Arena - 1v1 Arena in Alliance War, winner gives a buff to their entire alliance.
Mercenaries - Buy them for each keep, don't place them individually
Repair Kits - Repair over time in place instead of per use
Forward Camps - Take down your own FCs at the cost of destroying them
  • morashtakb16_ESO
    morashtakb16_ESO
    ✭✭✭
    While we're at it Zen could make resource centers (farms, quarries, mills) more valuable by making the areas where players could get mats - Farms would have, as an example, Imperial Jasbay grape plants with re-spawning grape nodes, mills and quarries would have max level mat sellers (with limited amounts), etc.

    ATM there is little incentive to hold on to the outlaying resource centers past the initial keep capture.
  • TheDrunkenMagi
    TheDrunkenMagi
    Soul Shriven
    While we're at it Zen could make resource centers (farms, quarries, mills) more valuable by making the areas where players could get mats - Farms would have, as an example, Imperial Jasbay grape plants with re-spawning grape nodes, mills and quarries would have max level mat sellers (with limited amounts), etc.

    ATM there is little incentive to hold on to the outlaying resource centers past the initial keep capture.

    Hmm I agree. I don't think your idea would fix the issue as most PvPers just hit the keep, maybe grab a resource for transitus, then move on for more big targets and care little to nothing for mats. The easiest solution would be increasing the effects of the resources on the keep, but that is boring.

    I think each resources you don't own should increase the cost of siege equipment at that keep or its resources by 20% each.
    Edited by TheDrunkenMagi on 6 July 2014 01:36
  • Insaneous
    Insaneous
    Soul Shriven
    I would also like to see dueling added so you can 1v1 with friends and wouldn't have to bank on being selected by an entire faction. Smaller-scale PvP zones for maybe 10-20 players would also be awesome.
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