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New pvp mechanic: Soul Sealing

GreenSoup2HoT
GreenSoup2HoT
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Hello i'd like to discuss the idea of denying revives. Simply put, in solo play or small-scale, killing an opponent and having one of their allies revive them straight away is very annoying. In large scale scenarios, it is also annoying for players to suicide bomb and not be punished because they can simply revive at a forward camp nearby. So i'd like to introduce something i like to call "Soul Sealing".
life-drain_soul-stealer-by-sarahfinnigan_3173.jpg



Soul Sealing, what is it and how does it work?
  • Soul Sealing is a new mechanic that can be used on dead enemy players in pvp. Instead of using a Soul Gem to revive an allied player, you can now steal another players soul and fill up an empty soul gem. This then means that the enemy player who you have Soul Sealed is forced to release to a nearby keep and cannot use a forward camp or be revived from another player. Once this action occurs, the enemy players body disintegrates into flames or soul magic, etc.

Soul Sealing, how is it countered?
  • This mechanic is countered just like revive. You can bash your target to stop the channel.

Soul Sealing, why would i want to do this?
  • To deny players an easy revive at a forward camp.
  • To deny enemy players from reviving them.
  • To fill up an empty soul gem.
  • To receive a small amount of alliance points.

What does sealing an enemy players soul prevent?
  • Soul Sealing prevents the ever dreaded "body camping". "Body camping" is when you kill an enemy player and you sit over them until they release. With the new feature soul sealing, you could seal them and ensure they are forced to release and move on. Just to be clear, if by any chance you want someone to revive the player you just killed, you don't have to seal them >:) .

How does this help solo/small-scale players?
  • If you are field ganking or killing players between high traffic routes, you can now Soul Seal the foes you kill which ensures they are not coming back into the fight... however this is also a double edged sword against you because as a solo/small-scale player you are also at risk of getting your soul sealed as well. So in small-scale situations, its best to say close and work together so this does not happen.

Why wouldn't i just revive at a forward camp before i get soul sealed?
  • This is where ZOS could introduce a short delay before you can spawn on a forward camp. Simply put, zerg bombing should be used tactically. So jumping into your enemy just to die in my opinion should be discouraged with the Soul Seal mechanic. ZOS could introduce a 5-8 second delay before you can use a forward camp after death, this then means that you can Soul Seal players who jump into zergs pretty quickly, however in larger fights you can have players denying your enemy from soul sealing your allies with bash or ability's like Venom Arrow, Crystal Frag, etc.

Soul Sealing sets, would they be possible?
  • Soul Sealing sets would be very fun and possible! You could be granted buffs for sealing an opponents soul. You could have a set similar to "kagrenac's hope" but instead of revives it would be soul sealing!



Hopefully you guys like this idea of "Soul Sealing"! If you have any questions or concerns about "Soul Sealing" be sure to post them below.


@ZOS_BrianWheeler , @Wrobel , @ZOS_RichLambert Have you guys ever though of introducing a mechanic into pvp like the one i've suggested?



Edited by GreenSoup2HoT on 20 November 2016 22:05
PS4 NA DC
  • Gothren
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    i was expecting something relating to necromancy, but now im disappointed.
  • Solariken
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    I still support this idea. Lore-friendly and cool AF.
  • GreenSoup2HoT
    GreenSoup2HoT
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    Gothren wrote: »
    i was expecting something relating to necromancy, but now im disappointed.

    I know that feel... maybe one day ZOS will introduce some sets that summon zombies and such.
    PS4 NA DC
  • Sheuib
    Sheuib
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    There was a poll on this very concept and if I remember correctly the vast majority of the pvp community do not want any changes to how res works. If you do not want anyone getting a res you have to kill everyone. There is the mechanic to stop people from ressing other players you just have to do it.
  • Mojmir
    Mojmir
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    Solariken wrote: »
    I still support this idea. Lore-friendly and cool AF.

    Actually it isnt, unless you've completed the Main questline. But who cares, it would be cool.
  • altemriel
    altemriel
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    nope :), do you want some cheese?
  • Derra
    Derra
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    3 players get stomped by 15 players.

    One gets away and is now not able to rez the two fallen comrades because of a forced release mechanic.

    Sorry but that sounds terrible and only favors numbers over everything else even more. Just remove camps again. They don´t work.
    <Noricum>
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    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • AzuraKin
    AzuraKin
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    Hello i'd like to discuss the idea of denying revives. Simply put, in solo play or small-scale, killing an opponent and having one of their allies revive them straight away is very annoying. In large scale scenarios, it is also annoying for players to suicide bomb and not be punished because they can simply revive at a forward camp nearby. So i'd like to introduce something i like to call "Soul Sealing".
    life-drain_soul-stealer-by-sarahfinnigan_3173.jpg



    Soul Sealing, what is it and how does it work?
    • Soul Sealing is a new mechanic that can be used on dead enemy players in pvp. Instead of using a Soul Gem to revive an allied player, you can now steal another players soul and fill up an empty soul gem. This then means that the enemy player who you have Soul Sealed is forced to release to a nearby keep and cannot use a forward camp or be revived from another player. Once this action occurs, the enemy players body disintegrates into flames or soul magic, etc.

    Soul Sealing, how is it countered?
    • This mechanic is countered just like revive. You can bash your target to stop the channel.

    Soul Sealing, why would i want to do this?
    • To deny players an easy revive at a forward camp.
    • To deny enemy players from reviving them.
    • To fill up an empty soul gem.
    • To receive a small amount of alliance points.

    What does sealing an enemy players soul prevent?
    • Soul Sealing prevents the ever dreaded "body camping". "Body camping" is when you kill an enemy player and you sit over them until they release. With the new feature soul sealing, you could seal them and ensure they are forced to release and move on. Just to be clear, if by any chance you want someone to revive the player you just killed, you don't have to seal them >:) .

    How does this help solo/small-scale players?
    • If you are field ganking or killing players between high traffic routes, you can now Soul Seal the foes you kill which ensures they are not coming back into the fight... however this is also a double edged sword against you because as a solo/small-scale player you are also at risk of getting your soul sealed as well. So in small-scale situations, its best to say close and work together so this does not happen.

    Why wouldn't i just revive at a forward camp before i get soul sealed?
    • This is where ZOS could introduce a short delay before you can spawn on a forward camp. Simply put, zerg bombing should be used tactically. So jumping into your enemy just to die in my opinion should be discouraged with the Soul Seal mechanic. ZOS could introduce a 5-8 second delay before you can use a forward camp after death, this then means that you can Soul Seal players who jump into zergs pretty quickly, however in larger fights you can have players denying your enemy from soul sealing your allies with bash or ability's like Venom Arrow, Crystal Frag, etc.

    Soul Sealing sets, would they be possible?
    • Soul Sealing sets would be very fun and possible! You could be granted buffs for sealing an opponents soul. You could have a set similar to "kagrenac's hope" but instead of revives it would be soul sealing!



    Hopefully you guys like this idea of "Soul Sealing"! If you have any questions or concerns about "Soul Sealing" be sure to post them below.


    @ZOS_BrianWheeler , @Wrobel , @ZOS_RichLambert Have you guys ever though of introducing a mechanic into pvp like the one i've suggested?



    crap idea not fully thought out. if it was to be added it would have to have the same channel time as revive of 4s. a player can die and respawn at a camp faster then that.
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  • GreenSoup2HoT
    GreenSoup2HoT
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    AzuraKin wrote: »
    Hello i'd like to discuss the idea of denying revives. Simply put, in solo play or small-scale, killing an opponent and having one of their allies revive them straight away is very annoying. In large scale scenarios, it is also annoying for players to suicide bomb and not be punished because they can simply revive at a forward camp nearby. So i'd like to introduce something i like to call "Soul Sealing".
    life-drain_soul-stealer-by-sarahfinnigan_3173.jpg



    Soul Sealing, what is it and how does it work?
    • Soul Sealing is a new mechanic that can be used on dead enemy players in pvp. Instead of using a Soul Gem to revive an allied player, you can now steal another players soul and fill up an empty soul gem. This then means that the enemy player who you have Soul Sealed is forced to release to a nearby keep and cannot use a forward camp or be revived from another player. Once this action occurs, the enemy players body disintegrates into flames or soul magic, etc.

    Soul Sealing, how is it countered?
    • This mechanic is countered just like revive. You can bash your target to stop the channel.

    Soul Sealing, why would i want to do this?
    • To deny players an easy revive at a forward camp.
    • To deny enemy players from reviving them.
    • To fill up an empty soul gem.
    • To receive a small amount of alliance points.

    What does sealing an enemy players soul prevent?
    • Soul Sealing prevents the ever dreaded "body camping". "Body camping" is when you kill an enemy player and you sit over them until they release. With the new feature soul sealing, you could seal them and ensure they are forced to release and move on. Just to be clear, if by any chance you want someone to revive the player you just killed, you don't have to seal them >:) .

    How does this help solo/small-scale players?
    • If you are field ganking or killing players between high traffic routes, you can now Soul Seal the foes you kill which ensures they are not coming back into the fight... however this is also a double edged sword against you because as a solo/small-scale player you are also at risk of getting your soul sealed as well. So in small-scale situations, its best to say close and work together so this does not happen.

    Why wouldn't i just revive at a forward camp before i get soul sealed?
    • This is where ZOS could introduce a short delay before you can spawn on a forward camp. Simply put, zerg bombing should be used tactically. So jumping into your enemy just to die in my opinion should be discouraged with the Soul Seal mechanic. ZOS could introduce a 5-8 second delay before you can use a forward camp after death, this then means that you can Soul Seal players who jump into zergs pretty quickly, however in larger fights you can have players denying your enemy from soul sealing your allies with bash or ability's like Venom Arrow, Crystal Frag, etc.

    Soul Sealing sets, would they be possible?
    • Soul Sealing sets would be very fun and possible! You could be granted buffs for sealing an opponents soul. You could have a set similar to "kagrenac's hope" but instead of revives it would be soul sealing!



    Hopefully you guys like this idea of "Soul Sealing"! If you have any questions or concerns about "Soul Sealing" be sure to post them below.


    @ZOS_BrianWheeler , @Wrobel , @ZOS_RichLambert Have you guys ever though of introducing a mechanic into pvp like the one i've suggested?



    crap idea not fully thought out. if it was to be added it would have to have the same channel time as revive of 4s. a player can die and respawn at a camp faster then that.

    I did mention that a delay before forward camps could be used would be needed to prevent this from happening... maybe if you read the whole post before commenting you would of seen that this problem was already broken down.



    Derra wrote: »
    3 players get stomped by 15 players.

    One gets away and is now not able to rez the two fallen comrades because of a forced release mechanic.

    Sorry but that sounds terrible and only favors numbers over everything else even more. Just remove camps again. They don´t work.

    On the other side those 3 players could kill some of the 15 and ensure they cannot be revived by the one templar in that big group with kagernacs doing nothing but rezing.

    Its one of those things where in the end team work and movement would be key. 3 against 15 is alreasy tough as it is.
    PS4 NA DC
  • Cathexis
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    Perhaps some sort of ability to block but not permanently stop rezing might work better. This came up before and my suggestion was a wide area channelled aoe that blocks corpses from being res'd. If the channel stops, players could be res'd again.

    That way, you could stop res but it means sacrificing a player, that player cant move without cancelling the channel, and they would need to be protected, and it would really only be useful during a battle or to cover a large group who wont release.
    Edited by Cathexis on 22 November 2016 18:36
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  • brtomkin
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    I think this is a pretty cool idea. It could be very powerful, so I think you should tie this mechanic to an ability... like Soul Trap.
    PS5 NA: Pickmans__Model, CP 2000+
  • GreenSoup2HoT
    GreenSoup2HoT
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    brtomkin wrote: »
    I think this is a pretty cool idea. It could be very powerful, so I think you should tie this mechanic to an ability... like Soul Trap.

    Could tie it into a passive somehow :)
    PS4 NA DC
  • Sandman929
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    brtomkin wrote: »
    I think this is a pretty cool idea. It could be very powerful, so I think you should tie this mechanic to an ability... like Soul Trap.

    If Soul Trap even just delayed rezzing, that would be an interesting dynamic.
  • GreenSoup2HoT
    GreenSoup2HoT
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    Sandman929 wrote: »
    brtomkin wrote: »
    I think this is a pretty cool idea. It could be very powerful, so I think you should tie this mechanic to an ability... like Soul Trap.

    If Soul Trap even just delayed rezzing, that would be an interesting dynamic.

    That would be neat. For example getting killed by soul assault or soul trap would prevent revives entirely since your soul was zapped :P
    PS4 NA DC
  • Solariken
    Solariken
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    Mojmir wrote: »
    Solariken wrote: »
    I still support this idea. Lore-friendly and cool AF.

    Actually it isnt, unless you've completed the Main questline. But who cares, it would be cool.

    Chronological order is somewhat arbitrary in MMOs for obvious reasons. The expectation is that you will complete the main quest to regain your soul.

    Trapping/banishing souls is an Elder Scrolls staple. This would be a huge improvement to how the map is played in Cyrodiil @ZOS_BrianWheeler
  • Sandman929
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    If it delayed rezzing anywhere, for maybe 20 seconds it would be even more interesting...dying outside a keep that might be popped in 20 seconds.
    Sandman929 wrote: »
    brtomkin wrote: »
    I think this is a pretty cool idea. It could be very powerful, so I think you should tie this mechanic to an ability... like Soul Trap.

    If Soul Trap even just delayed rezzing, that would be an interesting dynamic.

    That would be neat. For example getting killed by soul assault or soul trap would prevent revives entirely since your soul was zapped :P

    I don't think I'd like preventing it entirely, but a 10-20 second lockout for dying with Soul Trap in effect would be interesting. There would need to be some visual cue that the dead person isn't able to be rezzed though. There are already a lot of people dying while trying to find the right place to stand to rezz someone as glitchy as it already is.
    Edited by Sandman929 on 22 November 2016 22:03
  • Lokey0024
    Lokey0024
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    Like the idea, they need something to stop people from just sitting until a camp gets set up.
  • GreenSoup2HoT
    GreenSoup2HoT
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    Lokey0024 wrote: »
    Like the idea, they need something to stop people from just sitting until a camp gets set up.

    I was thinking of that to. If you kill someone out of position or a group sucide pushes into the open, it would be nice to deny an easy forward camp rez and ensure they are penalized.

    This would also increase traffic between keeps like before forward camps were brought back. Which creates more small scale situations by fighting in fields.
    PS4 NA DC
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