I’m just here for the pvp
(Share your ideas)
-new cyro map / smaller size with strategic terrain
-lower camp pop and shor 30 day
-campaign for small groups only and no factions. just a brawl with maybe a leaderboard showing guild kills
-bg custom matches
-quest boards that send groups of varying sizes around the map to unused portions to accomplish a mission (convoy/covert info retrieval) once a faction accepts a quest the other ones can accept the same mission to prevent them from being successful (whoever accomplishes the quest earns a reward for their faction. Cheaper siege cost, stronger guards or Tougher keep walls for x minutes. Could also do the negative to an enemy as well if you win. Increase their cost of siege, weaker guards or walls.
-debuffs to large groups that exceed group cap so as to encourage spreading out around the map.
-more towns that have an actual influence on camp scoring and require x people to flip flags so that one person doesn’t go solo to flip them.
-earthgore no longer absorbs ground effects or only heals one person when proc’d
-destro eots circumference minimized.
Or changed to
Inferno: lobs fire ball at a single target for x damage on impact. Can’t be dodged and gives the caster minor beserk for x seconds as well as a burn dot on the Target during the beserk duration.
Ice: creates an aoe ice ripple (Ice boss in ic) that shoots out icicles to snare enemies within a 8 meter radius and deals damage to them for each icicle that hits. Each icicle after the first doing less dmg 75/50/25%
Lightning: a magicka db cone that shoots out an electrical pulse to stun enemies and deal damage.
All these ult reworks cost 150
-befoul cp removed
-snares and slows have major and minor 30/15 and last for 4 seconds (players already constantly spam and reapply so 10 seconds is far too long especially for classes with no cleanse mechanic.
-wardens ult gen down to minor not major on shimmering
-incap increased to 85 or remove the 20% dmg buff or defile
-resto thicket and sb ult increase by another 10
-update to magdk skills
.petrify range restored
.shifting standard now moves with you on your back
.burning embers not purgeable
.cinderstorm 10m radius and provides minor protection
-update to magsorc
.hard ward can’t stack with another major ward I.e harness/dampen
.frag stun removal reverted
.rune cage Stam morph goes through block magical version is defensive and applies like the old version
.curse doesn’t have haunting
.streak (remove the initial or end delay on streak) cleanses a debuff and its stack increase isn’t as steep (alternatively give all gap closers the same treatment as streak) people run faster than magsorc streaks now days especially when a slow has been applied to the sor
.encase gets bombard treatment and doesn’t slow as an after effect.
.fury only procs on a target that the sorc has previously damaged for 50% of their health
.pets removed from sorc skill line and replaced with a heal ability of sorts and a casting buff to increase casting speed of abilities
.mines do 75/50/25% damage of the first for each one hit after the initial
-magplar class updates
.shards stun
.jesus beam does more execute damage to the target the closer they are to the caster and less the further away they are.
-factionless option for groups of up to 6 max. Factionless players fight everyone and cannot take keeps. They spawn at imperial guard camps around various locations on the map allowing them to rogue attack and disrupt different locations and spread fights out
-resources that are not on the emp ring provide more scoring ticks than ones on the emp ring I.e faregyl dragonclaw rayles etc
-magicka speed immovs
-trollking now doubles your current health regen when below 50% and does not provide hp gen. Lasts 6 seconds with a cooldown of 6 (requires a player to spend more into hp gen to be able to take full use now)
-pirate skeleton lasts 8 and cooldown of 6
-mistform cannot be snared or slowed
-gapclosers have no unique snare outside of specific morphs
-cloak gets the streak increase nerf
-7th legion procs once every 5 seconds on being hit and applies both the heal and dmg buff but no longer has a chance to heal you for every source of incoming damage
-asylum 2h ult gen is nerfed to 10
-snipe no longer applies defile just minor fracture stacking up to 5 times
-passive stealth is removed or damage from crouch is significantly reduced
-pets are now a world skill line called beast trapper 5 unique pet (double bar) toggles and a beast tamer ultimate that frenzies pets increasing their speed and damage by 25%
-soul assault can be bashed
-ballista doesn’t go through walls
-roll dodge (every roll after first within 4 second refresh) cost increase by 10% on current
-pvp crafting bag for siege, repair and camps
-update to rewards of the worthy (ap event boxes)
-ic can now be accessed via alternative tunnels between each factions 2 Home keeps. A direct entrance into the tunnels and allows players to traverse through the sewers and resurface in districts/or between other factions Home keeps.
In an attempt to provide access to the map and stir fights in locations barely used. In Addition it allows groups to make covert attacks on keeps that are further away from the frontline
-ic open to the public
-remove outposts and place large abandoned cities like cheydinhal (larger scale) I.e. think ic districts with buildings . open entrances buildings/alleys etc that players can roam through on their way to an adjacent keep or steer clear of and go around. Provide more unique fighting terrain that isn’t conquerable and also delays spawns and reinforcements to keep takes hopefully distributing population and lag. (Can add flags to these cities to show which faction is dominating the area)
Yea sure it isnt perfect and you may disagree. How about sharing your own ideas instead of telling me how mine won’t work. They are just ideas and wishful thinking changes.