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How to nerf everyone and make everyone (un)happy

kgold0
kgold0
Edit: I like Draehl's idea much better than mine so I will include his suggestion up here:
I've said previously... before touching any class specific skills simply alter the Cyrodiil Battle Spirit buff in two ways:
Increase the max hp provided by this buff from 5k to something like 15k.Increase the healing received debuff to 30% and have it also affect shields.

My original post:

In pvp, double or triple everybody's hitpoints. This lengthens battles, nerfs two-hit gank wonders, devalues magic shields, and dodge rollers and shield blockers will eventually run out of stamina.

Also if a horse has no stamina, horse knock down will require two hits instead of one.

Also, if you are rooted, doing a dodge move breaks you out of it but you don't actually roll out of the way of attacks. You'll have to dodge again.

Add a magic debuff in the game that reduces the effectiveness of buffs like shields. Because there are already heal reduction and stealth revelers in the game.

Permashield blockers start to very slowly drain more and more stamina after 10 seconds. Weaving an ability or light attack will not reset this. Not blocking for 3 seconds will reset it.

Move the sorcerer shield to light armor and the light armor shield to sorcerer.

Give night blades a consistent decent heal since they can't auto gank anymore.

Nerf vigor and make it more readily available.

Improve dot spells.
Edited by kgold0 on 19 April 2015 22:22
  • kgold0
    kgold0
    *revealers
  • Sylveria_Relden
    Sylveria_Relden
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    I've got a better suggestion... get rid of all the classes and voila! Instant balance. No? Not liking that idea? The bigger picture here is in a competitive world you will always have conflict. Plain and simple. As long as there "has to be a winner" there "has to be a loser".

    People will argue their own standpoints until they're blue in the face- and the sad fact of the matter we all lose, at some point or another.

    Oh and for those who aren't in the know- "world peace" is also an illusion, as long as two people think or feel differently from each other, or covet what someone else has- there will always be conflict. (so much for rainbows and unicorns, eh?)
    TL;DR - If you got this far without reading the entire post you're either too lazy or suck at reading comprehension and probably don't belong in a public forum anyway. Just move along, you wouldn't understand.
  • kgold0
    kgold0
    I disagree! I declare war on you! :)
  • Draehl
    Draehl
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    I've said previously... before touching any class specific skills simply alter the Cyrodiil Battle Spirit buff in two ways:
    1. Increase the max hp provided by this buff from 5k to something like 15k.
    2. Increase the healing received debuff to 30% and have it also affect shields.

    Change nothing else and see how this works. Then taking into context the new meta start slightly adjusting certain skills that may be too weak/too strong. As you mentioned: DoTs definitely do need to be stronger to present more viable sustained damage/pressure playstyle. There probably would still be some direct damage skills that are still too strong, but I would hit them with a cost increase rather than a damage nerf. Burst builds still need to exist and be strong at their role, but they should struggle with resource management in order to have a meaningful weakness. Other games balance burst with cooldowns- ESO doesn't have these so the clear replacement is resource efficiency.
    Main: Breton Nightblade "Shadow Cleric" (Sustained Damage/offhealer) 5L/2H - Resto + S&B
    Alt: Argonian Dragonknight (Stam DoTs/Tank) 5H/2M - S&B + Bow
    Alt: Nord Templar Berserker (Rawr) 5M/2H - Dual Wield + Two Hander
    Alt: Altmer Sorceror (Pewpew) 7L - Destro + Resto
  • kgold0
    kgold0
    I agree with you. My first thought was an increase in hitpoints. Then I got carried away. :)
  • Soris
    Soris
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    Draehl wrote: »
    I've said previously... before touching any class specific skills simply alter the Cyrodiil Battle Spirit buff in two ways:
    1. Increase the max hp provided by this buff from 5k to something like 15k.
    2. Increase the healing received debuff to 30% and have it also affect shields.

    1 - Y E S !!!
    2 - Maybe


    Welkynd [Templar/AD/EU]
  • glak
    glak
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    Draehl wrote: »
    I've said previously... before touching any class specific skills simply alter the Cyrodiil Battle Spirit buff in two ways:
    1. Increase the max hp provided by this buff from 5k to something like 15k.
    2. Increase the healing received debuff to 30% and have it also affect shields.

    1 - Y E S !!!
    2 - Yes iff that only affects DPS-scaling shields.
  • kgold0
    kgold0
    I like Draehl's idea a lot so will quote it in the op.
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    I will agree with the above decision.

    Before ZoS goes and starts nerfing abilities and classes they need to sort out the Cyrodiil Buff.

    Remove any Cydoriil Buff damage bonus, like the spell penetration, double the hitpoints bonus from 5K to 10K.
    Then remove shield stacking to ONE (1) per shield active per time. The damage intake going to be lowered by just removing the penetration buffs, so 1 shield is more than enough to keep people safe if needed.

    These three simple changes alone, going to mitigate some of the issues where this game has end up in fragfest.

    In beta where battles lasted for long time, the Spell penetration didn't existed. There, someone who had some good basic skill, was able to dodge and kill 2-3 opponents without shield stacking etc, barely any late abilities open (eg Blazing shield was still long way to go) and wasn't a DK.
    Now you need to be a DK and stack some ridiculous amount of protection.

    Fourth change, on the Non-Vet campaign tone down the damage done by the siege gear. You cannot have level 27 players getting hit for 20K damage from a fire pot. (and doubt any, but few, run with pvp minded set gear at non-vet campaign).
    Edited by p_tsakirisb16_ESO on 20 April 2015 12:16
  • Lava_Croft
    Lava_Croft
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    More hitpoints means longer fights which means more lag.
  • Soulac
    Soulac
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    50k health player.. Pls no.
    R.I.P Dawnbreaker / Auriel´s Bow
    Member of the Arena Guild and the overpowered Banana Squad.
    Nathaerizh aka Cat - Nightblade V16 - EU

    - Meow -
  • Ezareth
    Ezareth
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    glak wrote: »
    2 - Yes iff that only affects DPS-scaling shields.
    t7c1kT4.jpg
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
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    Ezareth PvP on Youtube
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    Ezareth wrote: »
    glak wrote: »
    2 - Yes iff that only affects DPS-scaling shields.
    t7c1kT4.jpg

    Sorc nerf thread astro turfers are getting more clever to try to circumvent the mods closing their duplicate spam threads.

    Enter the long PvP fix suggestion list with a sneaky sorc nerf hidden in the middle.
    • In pvp, double or triple everybody's hitpoints. This lengthens battles, nerfs two-hit gank wonders, devalues magic shields, and dodge rollers and shield blockers will eventually run out of stamina. Generic Suggestion that would buff the ever-living hell out of one magica shield in particular
    • Also if a horse has no stamina, horse knock down will require two hits instead of one. Generic suggestion - Someone needs to feed their horse or get anti-gank gear/skills
    • Also, if you are rooted, doing a dodge move breaks you out of it but you don't actually roll out of the way of attacks. You'll have to dodge again.So all roots become hard CC without immunity and cost 2x to get out of? I hope you like sitting in talons
    • Add a magic debuff in the game that reduces the effectiveness of buffs like shields. Because there are already heal reduction and stealth revelers in the game. Slightly more targeted Generic Suggestion against shields - offensive dispel skill is not a bad idea though
    • Permashield blockers start to very slowly drain more and more stamina after 10 seconds. Weaving an ability or light attack will not reset this. Not blocking for 3 seconds will reset it. Even more targeted Suggestion against shields
    • Move the sorcerer shield to light armor and the light armor shield to sorcerer. ...And there is it folks! The reason for this post!! Hidden in the middle.
    • Give night blades a consistent decent heal since they can't auto gank anymore. NB buff?? Fancy finding this here
    • Nerf vigor and make it more readily available. Erm whaaa?? Someone must strictly play a magica NB. Didn't you just ask for a good NB heal?
    • Improve dot spells. ok

    Translation: Give everyone (mostly glass cannon NBs) tons of health. Give everyone (but mostly NBs) Hardened ward. Give everyone (actually only magicka NBs) a strong magicka based class heal. And nerf shields by giving templars a 30k shield.

    Here is another example from "What sorcerer players really need"
    • Fixing buggy and trial-useless pets and their mechanics
    • Reducing or eliminating the prevalence of toggle skills
    • Reducing the unparalleled spike damage potential of PvP Sorcs. <--- There it is!!!!
    • Increasing the low sustained dps of Sorcerers relative to other classes
    • Replacing useless or redundant magicka skills with better ones
    • Increasing synergy, which is poor as the class currently stands
    • Giving the class back it's utility, which was nerfed in PvE due largely to PvP complaints
    • Reducing reliance on non-class abilities, which are often considerably more superior
    • Replacing useless Sorcerer skill morphs with better magicka morphs
    • Hybridising useless Sorcerer magicka skills with stamina morphs
    • Making Sorcerer main-healing viable at all
    • Making Sorcerer tanking more viable
    • Making non-staff Sorcerers more viable
    • Removing cooldown on Surge random damage proc self-heal and replacing with more reliable mechanic

    Anyone else want to play Spot the sorc nerf? There's a new thread every day by the same four people! But now it's hidden in a wall of generic pvp suggestions.
    Edited by Yolokin_Swagonborn on 21 April 2015 23:16
  • Chikenuget
    @Yolokin_Swagonborn Yeah I'm starting to get sick of it and I don't play sorc...

    These changes are a bit drastic. Fixes primarily need to begin with reevaluating regen caps. Drawing out fights is not going to result in some sort of balance, just a light/heavy attack war /potion chugging war / healing war.

    Neither of these results sound very fun at all imo. (Albeit the results are pure speculation)
    V14 Stam NB AD / V14 Mag NB DC
    V7 Stam DK DC
  • kgold0
    kgold0
    Well the point of increasing hitpoints is that no one likes to be one shotted. Magicka users are most vulnerable so that's why shield stacking is so important. And everyone complains about shield stacking. So to increase hitpoints without decreasing shield power makes shield less significant relatively without reducing its power directly at the same time giving the light magicka user more hitpoints so shields are less needed.
  • cozmon3c_ESO
    cozmon3c_ESO
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    kgold0 wrote: »
    Well the point of increasing hitpoints is that no one likes to be one shotted. Magicka users are most vulnerable so that's why shield stacking is so important. And everyone complains about shield stacking. So to increase hitpoints without decreasing shield power makes shield less significant relatively without reducing its power directly at the same time giving the light magicka user more hitpoints so shields are less needed.

    yes you could do this but you are missing this key point. this hp will be added to tank characters and they are near unkillable right now for some , and you will make them even harder to kill in the process by raising hp of everyone.

    Shields that scale off of HP will gain a significant buff from this as well.
    Guild UMBRA Chapter Lead
    ~Leper Si -V14 Sorcerer~
    Youtube Channel - Leper
    https://www.youtube.com/user/TheCozmon3c/videos
  • Panda244
    Panda244
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    kgold0 wrote: »
    If a horse has no stamina, horse knock down will require two hits instead of one. Yes.

    Also, if you are rooted, doing a dodge move breaks you out of it but you don't actually roll out of the way of attacks. You'll have to dodge again. Lol no.

    Add a magic debuff in the game that reduces the effectiveness of buffs like shields. Because there are already heal reduction and stealth revelers in the game. Yes.

    Move the sorcerer shield to light armor and the light armor shield to sorcerer. Sorc shield is fine. Shieldstacking is the issue, not sorc shield.

    Give night blades a consistent decent heal since they can't auto gank anymore. 100% this.

    Nerf vigor and make it more readily available. It's suppose to be OP, tyvm.

    For this specific nerf suggestion.
    Permashield blockers start to very slowly drain more and more stamina after 10 seconds. Weaving an ability or light attack will not reset this. Not blocking for 3 seconds will reset it.

    I have this to say.
    2379523-5155044911-much-.jpg
    It's already impossible to perma block in the game due to being able to block everything and block costing a crap ton of stamina, there's no need to nerf it AGAIN.
    Aldmeri Dominion For Life!
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    N'tel Arlena - NB - V14 - Retired Sap Tank of Haderus NA, Harasser of Many (Also, not a vampire. Goes by nickname Nutella.)

    #FreeZazeer
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  • Derra
    Derra
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    Alone the fact that ppl think somebody with a solid build will run out of resources EVER... What game are you playin?
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Draehl
    Draehl
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    kgold0 wrote: »
    Well the point of increasing hitpoints is that no one likes to be one shotted. Magicka users are most vulnerable so that's why shield stacking is so important. And everyone complains about shield stacking. So to increase hitpoints without decreasing shield power makes shield less significant relatively without reducing its power directly at the same time giving the light magicka user more hitpoints so shields are less needed.

    yes you could do this but you are missing this key point. this hp will be added to tank characters and they are near unkillable right now for some , and you will make them even harder to kill in the process by raising hp of everyone.

    Shields that scale off of HP will gain a significant buff from this as well.

    To be fair if tanks are nigh unkillable now, adding 5-10k more hp isn't going to change anything. It's a matter of multiple people keeping damage on them moreso than dropping them with burst. If an increase to max HP were combined with reducing heal/shield effectiveness the net result would be a modest nerf to both the super tanks and super burst- thus making builds in between the two more viable.

    Then, if changes to blocking/dodging are needed (which they most certainly will be) then proceed from there with stamina drains for holding block > 2 seconds and increasing the cost of chaining dodges together.
    Main: Breton Nightblade "Shadow Cleric" (Sustained Damage/offhealer) 5L/2H - Resto + S&B
    Alt: Argonian Dragonknight (Stam DoTs/Tank) 5H/2M - S&B + Bow
    Alt: Nord Templar Berserker (Rawr) 5M/2H - Dual Wield + Two Hander
    Alt: Altmer Sorceror (Pewpew) 7L - Destro + Resto
  • Cody
    Cody
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    Ezareth wrote: »
    glak wrote: »
    2 - Yes iff that only affects DPS-scaling shields.
    t7c1kT4.jpg

    I just watched spiderman fight Wolverine:D
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