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https://forums.elderscrollsonline.com/en/discussion/668861

A PvE player's view on the IC after a week of the event!

Sarannah
Sarannah
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Having played almost all my playtime in the Imperial City for this midyear mayhem event, there are some things I feel need to be changed about the Imperial City. Keep in mind I am a PvE player, and see this from outside a PvP point of view. Which are mostly simple objective observations, or atleast I think they are. Let me know if you agree with any of my points:

1: *Most important one!* Allow us to spawn in any district, regardless of who owns it. The time spend in loading screens is crazy! PvP for 10 seconds and die, then spend 3 minutes in loading screens. PvP for 10 seconds, die again, 3 minutes loading screens again. (sewer loading + ladder bug + district loading) Out of a 40 minutes food buff, I spend 25+ minutes in loading screens in the Imperial City. This is NOT ok, and incredibly frustrating!

2: Change the district spawnpoints in the Imperial City to not be near a main quest objective(not the dailies), and don't have them placed next to the main road or keep. This to prevent players attacking from the spawnpoints, while others are trying to quest and PvP freely. And place all three alliance spawnponts the same distance from the flag, for fairness.

3: *Second most important one!* Movement skills need to be changed, sorcerer's teleport/werewolf's leap/templars charge/nightblade's surprise attack/etc. All these skills should either be completely resource-free, or should have a 10 second cooldown. It is insane how some classes can zoom around the map like crazy, while others cannot catch up due to how many resources their movement skills use. Now a cooldown would also affect players in PvE, so personally I am mostly for removing resourcecosts from movement skills completely. This would also make PvP more fun, and more exciting. As other players will be able to chase the zoom-ers. As it is right now is completely unfair, and allows for abuse. Where some players zoom around the map, with others attempting to chase them, when they notice the chaser is out of resources they double back and easily kill them. So yes, movement skills need to be resourcefree in my opinion, for all classes!

4: Stealth needs to be changed. As it is, stealth is too powerful. It is ok if players from stealth manage to kill someone quickly, but they should not be able to re-stealth if they fail! Place a 10 second cooldown on re-stealthing after leaving stealth, to make this fair and give players the chance to fight back. This also stops the multiple bonus damage usages from stealth, and would allow players to defend their sewers-exit more easily.

5: Stealth detection needs to be different. Change the mages guild skill magelight and it's morphs to show EVERY invisible player as regular players for it's duration, and at any range. The short range magelight provides right now is completely useless, as stealthing players simply attack from outside the magelight range. This would also provide a huge QoL in stealth vs no-stealth player fairness in the Imperial City.

5: Ranged skills should all be the same range. It is strange some players can attack you while you can't even target them yet. This should be more fair. Any and all high-ranged skills should have the same maximum range in PvP.

6: Most sorcerers and dragonknights seem unkillable for the most part. Like not even taking damage unkillable, change this! Every other class takes damage, but for some reason they do not. And barely take damage once you get through their shields. They are also the only ones I ever see walking around with the blue beam(4k+ tel var).

7: Mist form and it's morphs should not be allowed, a 75% damage reduction is completely unfair and basically a get-out-of-jail-free card when you are losing. Maybe change it to a 20% damage reduction while in PvP zones, so it still has use. But so it won't be too overpowered for a PvP area.

8: After dying, make players respawn with full health and resources!
Edited by Sarannah on 8 February 2021 20:53
  • Vanagrand
    Vanagrand
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    "I want to kill solo players with my zerg without sweating!!"
  • nukk3r
    nukk3r
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    I have a feeling that PvP isn't really your cup of tea.
  • VaranisArano
    VaranisArano
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    1. This is a change I think most PVPers would go for. The Districts were originally a free for all for PVP with respawn allowed in any district, then got changed when ZOS added the flags and district ownership benefits for Tel Var. So keep in mind that change would benefit PVPers who want to get right back to the fight, and be a disadvantage to Tel Var farmers.

    Most of the rest of these, no offense, read like the complaints of a PVE player who gave Imperial City the old college try. That's awesome! If you continue to play, however, you'll pick up on the ways that more experienced PVPers cope with things like players who stealth, attack, then stealth away, how to damage sorcerers and dragonknights, and mist form. For a beginner, I recommend detect pots and practicing dueling against the classes that give you trouble. As you gain experience, it gets easier to recognize and counter common PVP tactics like mist form.

    And finally, after dying, if you wait a bit before you leave the respawn point, you'll get your health and resources back via regen. I find its a great time consider what I did wrong, what I did right, and whether or not I need to duck down into the sewer base to bank my remaining Tel Var. Good luck!
  • erio
    erio
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    Sarannah wrote: »
    The time spend in loading screens is crazy! PvP for 10 seconds and die, then spend 3 minutes in loading screens. PvP for 10 seconds, die again

    Uh thats only a problem if youre dying. If you only last 10 seconds I have no idea what to tell you. For those of us that live, (imo at least) its a much welcome system cause it prevents people from instantly respawning to come zerg you down as you fight multiple players. I would recommend installing the game on an ssd. Loadscreens on a HDD suck.
    Sarannah wrote: »
    And place all three alliance spawnponts the same distance from the flag, for fairness.
    It literally doesnt matter where they are, this isnt a race or anything lmao
    Sarannah wrote: »
    Movement skills need to be changed, sorcerer's teleport/werewolf's leap/templars charge/nightblade's surprise attack/etc. All these skills should either be completely resource-free, or should have a 10 second cooldown. It is insane how some classes can zoom around the map like crazy, while others cannot catch up due to how many resources their movement skills use.
    Sarannah wrote: »
    Where some players zoom around the map, with others attempting to chase them, when they notice the chaser is out of resources they double back and easily kill them. So yes, movement skills need to be resource free in my opinion, for all classes
    What? Why? no, that makes 0 sense.
    Thats a pure L2p issue. If you spend all your time chasing someone and run yourself out of resources that sucks for you. You didnt manage your resources well enough, didnt built into enough speed, or recovery. Thats entirely your fault. Lets not change the game because someone cant play aswell as someone who specifically built to kite around, and you fell into their trap.
    Sarannah wrote: »
    Stealth needs to be changed. As it is, stealth is too powerful. It is ok if players from stealth manage to kill someone quickly, but they should not be able to re-stealth if they fai
    Aoe them out, detect pots, etc. Coming from someone who doesnt ever use stealth. Its not this almighty powerful thing. Once you bamboozle some poor nightblade out of stealth usually theyre screwed.
    Sarannah wrote: »
    he short range magelight provides right now is completely useless, as stealthing players simply attack from outside the magelight range
    I agree. Even if you cast it, by the time they step in its range a nightblade would of already surprised attacked you. Should have a larger range.
    Sarannah wrote: »
    Most sorcerers and dragonknights seem unkillable for the most part. Like not even taking damage unkillable, change this!
    To me this quote shows that youre not really in the pvp meta. Yes sorcs can be quite tanky as they spam shields and streak away, and dks can hold block while they dot you up.. but unkillable... "not taking damage" not true at all.
    Sarannah wrote: »
    mist form and it's morphs should not be allowed, a 75% damage reduction is completely unfair and basically a get-out-of-jail-free card when you are losing.
    So magplars who have 0 movement skills should just sit there and die as they get zerged down? Theres literally 0 issues with this skill, except for the fact that it doesnt work half the time. Yes a 75% damage reduction would be unfair, but its not. Its a movement skill that prevents you from effectively healing and casting anything. Ive killed countless people who just sit in mistform cause they do literally nothing in it. a 20% reduction would be completely useless, youd be better of blocking. Its not even that fast, so you shouldnt have any trouble staying on top of them.

    Edited by erio on 9 February 2021 02:19
  • UntouchableHunter
    UntouchableHunter
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    IC is hard for pvpers I can imagine how frustrating could be for pvpers.

    I don't think any change you asked could be applied because from a pvp perspective it is not the problem.

    Our main problem it is the performance and the balance between the classes.

    But everybody how goes to IC for the first time have a hard experience.
  • Ackwalan
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    All those skills you want to change, are there to counter other skills you want to change. Having a perfect balance is not feasible, but every play style has a counter.
  • Zer0_CooL
    Zer0_CooL
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    Is this a "IC PvE zone request" post?
  • SshadowSscale
    SshadowSscale
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    1- sure why not
    2-sure move the spawn points away from the flags so they are all an equal distance away
    3-no no and once again no this will either kill gap closers all together (10 second cooldown) or just allow insane cheese if non resource cost us applied
    4-Rip to all my nightblade brothers.... they will never be played again
    5-Might as well delete the nightblade class at this point since it will be easier to do than 4 and 5..... and if 4 and 5 happens nightblades will never be touched again
    6-l2p issue not trying to be rude though
    7-yeah nah 20 precent will make mistfrom totally not worth it so rip
    8-never really bothered me.... then again I almost never notice it
  • Sarannah
    Sarannah
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    erio wrote: »
    Sarannah wrote: »
    The time spend in loading screens is crazy! PvP for 10 seconds and die, then spend 3 minutes in loading screens. PvP for 10 seconds, die again

    Uh thats only a problem if youre dying. If you only last 10 seconds I have no idea what to tell you. For those of us that live, (imo at least) its a much welcome system cause it prevents people from instantly respawning to come zerg you down as you fight multiple players. I would recommend installing the game on an ssd. Loadscreens on a HDD suck.
    I'm using a samsung 970 PRO m2 SSD. The longer loading time and ladder bug, are due to server lag. This is a major issue during primetime. What happened was: I died, respawned, finally got into a district again, and the first corner I moved around I was running straight into a zerg. This happened to me quite a few times in a row, mostly during primetime. And instantly respawning should not be an issue, it is a PvP zone afterall. Not a loadingscreen zone. Players should not be safe.
    erio wrote: »
    Sarannah wrote: »
    And place all three alliance spawnponts the same distance from the flag, for fairness.
    It literally doesnt matter where they are, this isnt a race or anything lmao
    It is! When one allaince can respawn really close to the flag, they have a time advantage(besides shooting from their safespot).
    erio wrote: »
    Sarannah wrote: »
    Movement skills need to be changed, sorcerer's teleport/werewolf's leap/templars charge/nightblade's surprise attack/etc. All these skills should either be completely resource-free, or should have a 10 second cooldown. It is insane how some classes can zoom around the map like crazy, while others cannot catch up due to how many resources their movement skills use.
    Sarannah wrote: »
    Where some players zoom around the map, with others attempting to chase them, when they notice the chaser is out of resources they double back and easily kill them. So yes, movement skills need to be resource free in my opinion, for all classes
    What? Why? no, that makes 0 sense.
    Thats a pure L2p issue. If you spend all your time chasing someone and run yourself out of resources that sucks for you. You didnt manage your resources well enough, didnt built into enough speed, or recovery. Thats entirely your fault. Lets not change the game because someone cant play aswell as someone who specifically built to kite around, and you fell into their trap.
    Actually, you would have a point... if ALL movement skills would cost the same amount of resources. When I chase a teleporting sorc for example, across more than an entire district. And they still have a massive amount of resources left, while I do not, this is not a learn to play issue. Therefor I feel all movement skills should either have 0 resourcecost, or have a 10 second cooldown. This is purely objectively spoken. As this would totally balance the playing field, and moves it onto playerskill to get away from someone or give chase to someone. Which would make it more PvP.
    erio wrote: »
    Sarannah wrote: »
    Stealth needs to be changed. As it is, stealth is too powerful. It is ok if players from stealth manage to kill someone quickly, but they should not be able to re-stealth if they fai
    Aoe them out, detect pots, etc. Coming from someone who doesnt ever use stealth. Its not this almighty powerful thing. Once you bamboozle some poor nightblade out of stealth usually theyre screwed.
    Sometimes yes, sometimes no. For the record, I did not use stealth during the event. But when a nightblade attacks me full force, and they immediately restealth and do it again, it is broken. As this leaves a player 0 chance to respond. Stealth should be used for a surprise attack, not during combat.
    erio wrote: »
    Sarannah wrote: »
    he short range magelight provides right now is completely useless, as stealthing players simply attack from outside the magelight range
    I agree. Even if you cast it, by the time they step in its range a nightblade would of already surprised attacked you. Should have a larger range.
    Thank you for agreeing.
    erio wrote: »
    Sarannah wrote: »
    Most sorcerers and dragonknights seem unkillable for the most part. Like not even taking damage unkillable, change this!
    To me this quote shows that youre not really in the pvp meta. Yes sorcs can be quite tanky as they spam shields and streak away, and dks can hold block while they dot you up.. but unkillable... "not taking damage" not true at all.
    Alright, to me they do seem way too strong though.
    erio wrote: »
    Sarannah wrote: »
    mist form and it's morphs should not be allowed, a 75% damage reduction is completely unfair and basically a get-out-of-jail-free card when you are losing.
    So magplars who have 0 movement skills should just sit there and die as they get zerged down? Theres literally 0 issues with this skill, except for the fact that it doesnt work half the time. Yes a 75% damage reduction would be unfair, but its not. Its a movement skill that prevents you from effectively healing and casting anything. Ive killed countless people who just sit in mistform cause they do literally nothing in it. a 20% reduction would be completely useless, youd be better of blocking. Its not even that fast, so you shouldnt have any trouble staying on top of them.
    I would agree with you, if it was only magplars using it. But it is a get-away mechanic for everyone. Which is extremely unfair, especially since it is PvP. Nothing should ever give such a high damage reduction. If you lose, you lose.

    To everyone who replied: Thanks for all your responses. I did mostly have fun furing the midyear mayhem, especially the first few days, where I was mostly up against PvEers.
    I was playing on a magplar, without vampire(do have vampire now, since yesterday), but with 6 impenetrable traits and over 3k impenetrable in CP. Have for my full time in the CP allowed Imperial City been solo, and made over 100k tel var, and 800k+ AP. I was also able to get 8 ebonsteel pages from boss kills(around 200 total boss kills). Some were duplicates, so I only had to buy two for event tickets. My biggest telvar score from a player was 1.6k telvar, my biggest telvar loss was ~900 telvar in one go. I lost most fights(55-60%), but also won quite a few. Just to give you an idea of what I did during the event.

    PS: I choose this post to respond to, as it was the most expanded reply.
    Edited by Sarannah on 9 February 2021 10:28
  • Vanagrand
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    Sarannah wrote: »
    Have for my full time in the CP allowed Imperial City been solo, and made over 100k tel var, and 800k+ AP. I was also able to get 8 ebonsteel pages from boss kills(around 200 total boss kills).
    Solo, and doing around 200 boss kills and getting only around 100k telvars. Sure mate.

    But maybe your understanding of solo if staying, like some zerglings like to say, "surfing the zerg".

    Edited by Vanagrand on 9 February 2021 10:57
  • Sarannah
    Sarannah
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    Vanagrand wrote: »
    Sarannah wrote: »
    Have for my full time in the CP allowed Imperial City been solo, and made over 100k tel var, and 800k+ AP. I was also able to get 8 ebonsteel pages from boss kills(around 200 total boss kills).
    Solo, and doing around 200 boss kills and getting only around 100k telvars. Sure mate.

    But maybe your understanding of solo if staying, like some zerglings like to say, "surfing the zerg".
    It is practically impossible to do bosses alone, as there are always players who want the outfit styles as well. I did barely get any telvar from bosses though, as I always store the telvar when I have 400+. So I never got any massive multipliers. And I only was with a group twice, when there was another large group already in combat with that large group.

    Everything else I did solo! So yes, I was practically always solo. Had many 1-vs-1's the first few days. And I could have gained much more telvar, if it wasn't for those meddling kids.... uhhm, other players. Like I said, I lost most fights!
    Edited by Sarannah on 9 February 2021 12:27
  • TBois
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    Fun Fact: The sorcerer's teleport skill (Streak or Ball of Lightning) has an increasing, ramping cost when cast within 4 seconds of its previous cast.

    So your issue with movement skills may still be a L2P issue, or maybe just a sustain issue.
    PC/NA
    T-Bois (Stam Sorc since 1.4) - AD
    An Unsettling Snowball (Templar) - AD
    Bosquecito (Stam Sorc) - DC
    Peti-T-Bois (Stamden) - AD
  • HanStolo
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    Those stealth changes though LOLOLOL
  • Sandman929
    Sandman929
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    Totally down with the load screens one.
  • erio
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    Sarannah wrote: »
    It is! When one allaince can respawn really close to the flag, they have a time advantage(besides shooting from their safespot).
    I can see your point, but its not really a huge issue, thats worth changing IMO. My logic for your issue is that if each zone is going to have a faction closest to it: Red may be right next to it in one zone, and far away in the next zone over. That would make it fair correct?
    Sarannah wrote: »
    Actually, you would have a point... if ALL movement skills would cost the same amount of resources. When I chase a teleporting sorc for example, across more than an entire district. And they still have a massive amount of resources left, while I do not, this is not a learn to play issue. Therefor I feel all movement skills should either have 0 resourcecost, or have a 10 second cooldown. This is purely objectively spoken. As this would totally balance the playing field, and moves it onto playerskill to get away from someone or give chase to someone. Which would make it more PvP.
    Again I can see your point that you want to make movement more balanced across the board. I disagree first of all from a game design perspective. A slower class, like your magplar should move slower than a speedy orc stamsorc or magsorc (IMO at least). Class variation and uniqueness is what makes the class system great. It wouldnt make sense for a magicka focused character or heavy armor wearing tank to be able to always keep up with a speedy nimble medium armor wearing character.
    Resource wise, you let yourself run out of resources. . You kept chasing them despite the fact that your stam or mag is slow. You ran yourself into the ground essentially. I believe that is a l2p issue, but I am sure its definitely harsher on some classes than others, but thats how game balance should work. (I know ESO definitely isnt the most balanced game, but I disagree with this sort of change for balance) The fact that you cant win or finish every fight is also a real possibility
    Sarannah wrote: »
    But when a nightblade attacks me full force, and they immediately restealth and do it again, it is broken
    You're a magplar correct? Just wait till they attack you, then toppling into jabs. The snare will shut them down unless they react really well to it. Its super easy to prevent them from cloaking, and if they do, just be ready for it. Hold block, dodgeroll it (its quite predictable considering they only have a few seconds to attack).
    Sarannah wrote: »
    I would agree with you, if it was only magplars using it. But it is a get-away mechanic for everyone. Which is extremely unfair, especially since it is PvP. Nothing should ever give such a high damage reduction. If you lose, you lose.
    You are right, Magcrows use it too, and they have even less mobility than magplars. Theres nothing wrong with get away mechanics in a game where you dont want to die. If they 100% prevented your death I would agree, but they dont. 75% seems high until you realize they have no way to real way to outheal the other 25%.
    I dont really like your logic here. If someone gets low health, thats game over? I personally disagree with your mindset.
    Sarannah wrote: »
    I'm using a samsung 970 PRO m2 SSD. The longer loading time and ladder bug, are due to server lag. This is a major issue during primetime.
    I hate the ladder bug, but I guess i've been lucky with my loadscreens.
    Edited by erio on 10 February 2021 00:34
  • Pauls
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    PvErs shouldnt expect dominating everything just because they gathered into zerg
  • SshadowSscale
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    as I stated earlier this guy really wants to just delete nightblades lol
  • Nairinhe
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    The only reasonable request is the one concerning loading screens. The rest... well, last time I said it as is, I got timeout for three days, so I'll rephrase: don't expect PVP to be tailored to your skill, improve your skill so that you can PVP.
    And I'm saying it as quite a potato, who mostly messes around and dies. But I changed my gear, I swapped some skills, I paid attention to how players kill me and why I can't kill some players and most importantly: what saves my butt (Wild Hunt, invis, heavy armor and a bit more health). Learn.
    Edited by Nairinhe on 9 February 2021 22:32
  • worrallj
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    I will tell you what I always say with regards to balance complaints.... If you think something is overpowered you should try it yourself before you complain about it. 95% of the time you will discover it's not nearly as OP as you thought.

    Take stealth for instance... Very strong for sure. But there are a multitude of ways you can get pulled out if stealth and once that happens a stealthy player is usually not long for the world.
    Edited by worrallj on 11 February 2021 17:20
  • worrallj
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    Nairinhe wrote: »
    The only reasonable request is the one concerning loading screens. The rest... well, last time I said it as is, I got timeout for three days, so I'll rephrase: don't expect PVP to be tailored to your skill, improve your skill so that you can PVP.
    And I'm saying it as quite a potato, who mostly messes around and dies. But I changed my gear, I swapped some skills, I paid attention to how players kill me and why I can't kill some players and most importantly: what saves my butt (Wild Hunt, invis, heavy armor and a bit more health). Learn.

    100% this. When people lose, many like to blame the system and demand the world change to accommodate their own weakness. OP clearly just made a list of everything they lost to.

    Mist form OP? I love it when a enemy I'm trying to kill pops their mist form, because it means they are scared and their regen goes to zero, they can't hurt me and I just have to keep on the pressure and wait them out. Only way they can turn it back around is if they are able to pop vampire ult or a buddy comes and saves them.
    Edited by worrallj on 11 February 2021 17:17
  • Joy_Division
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    Sarannah wrote: »
    Having played almost all my playtime in the Imperial City for this midyear mayhem event, there are some things I feel need to be changed about the Imperial City. Keep in mind I am a PvE player, and see this from outside a PvP point of view. Which are mostly simple objective observations, or atleast I think they are. Let me know if you agree with any of my points:

    I do think you raise issues that are entirely plausible from the perspective of people who don;t PvP much. Take these replies for what they're worth
    1: *Most important one!* Allow us to spawn in any district, regardless of who owns it. The time spend in loading screens is crazy! PvP for 10 seconds and die, then spend 3 minutes in loading screens. PvP for 10 seconds, die again, 3 minutes loading screens again. (sewer loading + ladder bug + district loading) Out of a 40 minutes food buff, I spend 25+ minutes in loading screens in the Imperial City. This is NOT ok, and incredibly frustrating!
    .

    I do agree the multiple loading screens are a major annoyance. This was not actually intended as the Alliance district control mechanic was not something that was originally part of Imperial City. It was an ad hoc change intended to attract more interest and PvP elements into the districts (I'm not one for immersion, but it's really hard to suspend my disbelief when Molog Bal's minions walk past a exposed military position in a city they claim to control). In the old days, we had something akin to Shooter deathmatch where people would immediately rez and jump into the fray again. While that's not very traditional MMO PvP, it certainly was better than multiple lengthy loading screens and at the end of the day, nobody is forcing players to engage in it. It was something I did for like 20 minutes or so, then I had my fill and left. I didn;t see the harm.
    2: Change the district spawnpoints in the Imperial City to not be near a main quest objective(not the dailies), and don't have them placed next to the main road or keep. This to prevent players attacking from the spawnpoints, while others are trying to quest and PvP freely. And place all three alliance spawnponts the same distance from the flag, for fairness.

    Again, I think is a relic from its original design in that some alliance in certain districts just happened to be closer to the quest positions. As someone who primarily identifies themself as a PvP player, there was a time in the game I wanted to be a completionist with PvE achievements. I would say that even though I wanted to do the PVE quests, the interruption of having to fight other players made the experience unenjoyable and a mistaken idea to begin with as I wound up not liking either the PvE or PvP. In short, I don't think moving spawn points or making the questing more fair is going to reconcile the basic issue: PvE questing while some hardcore player is doing their darndest to kill you and take half your stuff is not a recipe for enjoyable gameplay. Or at least my opinion. But then again, when I PvE, I want to read the dialogue and stuff like that.
    3: *Second most important one!* Movement skills need to be changed, sorcerer's teleport/werewolf's leap/templars charge/nightblade's surprise attack/etc. All these skills should either be completely resource-free, or should have a 10 second cooldown. It is insane how some classes can zoom around the map like crazy, while others cannot catch up due to how many resources their movement skills use. Now a cooldown would also affect players in PvE, so personally I am mostly for removing resourcecosts from movement skills completely. This would also make PvP more fun, and more exciting. As other players will be able to chase the zoom-ers. As it is right now is completely unfair, and allows for abuse. Where some players zoom around the map, with others attempting to chase them, when they notice the chaser is out of resources they double back and easily kill them. So yes, movement skills need to be resourcefree in my opinion, for all classes!

    You are not wrong in identifying that classes that have mobility have potent options for gameplay that's not open to those that do not. In theory, these options normally come with significant drawbacks or those classes that lack these options would have significant strengths to compensate, but that's not the way the developers see "balance." They want all classes to have the same DPS on a target dummy and my immobile "armor" buff is the exact same as my opponent's mobile "armor" buff. That's just the way things are. Ultimately, that's the issue here. If a player spends of all their resources in an attempt to chase another player, they deserve what happens to them. That is entirely fair since they weren't force to chase in the first place (and thus would be not fair to the person being chased). Movement is powerful and thus needs resources to restrict it's use, just like every other aspect of combat. As someone who has mained what has usually been the slowest class in the game (magicka templar), it's less an issue about being "fair" and more about being sure to know the class's strengths and weaknesses. I used to have a build that could and did chase down magicka sorcerers, so it's not as unfair as you are making it out to be.
    4: Stealth needs to be changed. As it is, stealth is too powerful. It is ok if players from stealth manage to kill someone quickly, but they should not be able to re-stealth if they fail! Place a 10 second cooldown on re-stealthing after leaving stealth, to make this fair and give players the chance to fight back. This also stops the multiple bonus damage usages from stealth, and would allow players to defend their sewers-exit more easily.

    Annoying is not the same thing as powerful. If a game has no cooldowns, then it's neither consistent nor fair to put on on this one specific skill. I would not disagree than an immediate attempt at re-stealthing after detection perhaps should be more difficult (most fantasy games have such a mechanic), but at the end of the day a player who has a detect potion available is more often than not completely nullify a stealther's main defense (which I might agree is also too strong). Because detect pots are so strong, I do not agree with the argument that stealth is too powerful.
    5: Stealth detection needs to be different. Change the mages guild skill magelight and it's morphs to show EVERY invisible player as regular players for it's duration, and at any range. The short range magelight provides right now is completely useless, as stealthing players simply attack from outside the magelight range. This would also provide a huge QoL in stealth vs no-stealth player fairness in the Imperial City.

    I'd agree with your basic premise. Mage light isn't very good at dealing with stealth players. On a broader level, it's too easy for a character to enter stealth and way too easy for their opponent to pop a potion and auto detect them. I don;t like the system from either perspective. Allowing players to slot an already potent skill like magelight and reveal every invisible player is just crazy though. As of right now, you just need a detect pot and more often than not, it's actually the stealth player who'd I say is the one at a disadvantage in that scenario.
    5: Ranged skills should all be the same range. It is strange some players can attack you while you can't even target them yet. This should be more fair. Any and all high-ranged skills should have the same maximum range in PvP.

    You have two 5s :smile: Most are. Those that don't typically have reasonable mechanical reasons why they are shorter or longer (usually stuns are shorter range). I dont see this as a huge issue though because most skills are the same range.
    6: Most sorcerers and dragonknights seem unkillable for the most part. Like not even taking damage unkillable, change this! Every other class takes damage, but for some reason they do not. And barely take damage once you get through their shields. They are also the only ones I ever see walking around with the blue beam(4k+ tel var).

    That's just the consequence of how ZOS has changed their game. And to be sure, it's pretty easy to make what will seem like an unkillable build with any class (consider yourself lucky you didn't run into too many Wardens). In general, health, heals, and defense are very cheap whereas ZOs has spent years nerfing offensive abilities so what your seeing is the culmination of many previous decisions.

    Sorcerers use the blue beam set because that class has the mobility to at least have a shot of not losing the ridiculous amount of Tel Var it takes to use that set. A dragonknight, no matter how tanky, WILL die when zerged down so it's generally not worth wearing.
    7: Mist form and it's morphs should not be allowed, a 75% damage reduction is completely unfair and basically a get-out-of-jail-free card when you are losing. Maybe change it to a 20% damage reduction while in PvP zones, so it still has use. But so it won't be too overpowered for a PvP area.

    You're not wrong that pressing a button and adding 75% damage resistance is probably too strong. Speaking as someone who was a vampire for 5 years, I did not feel guilty using this skill because ZOS nerfed the crap out of my class and basically put it at the mercy of the "zoomers" as you put it. Either be able to move or be put in an "unfair" fight as you put it. Changing it to 20% just makes it useless. The issue here is players do not have the confidence in the class skills/passives to keep them alive and feel compelled to either wear powerful heavy armor "tank" sets or pay a build that has the mobility to escape. There's really no in-between there. If Mist form is nerfed to the ground, people are either going to put on something like Crimson or play a class like sorcerer. It's not addressing the deeper issue.
    8: After dying, make players respawn with full health and resources!

    Don't they already? If rez at a camp, 100% resources! I guess you mean if you get rezed by another player, you have to wait a second or two to get to 100% resources. That I think is an extremely generous resurrection mechanic. There's no "sickness," no debuff, no real penalty for dying aside from a blow to the ego. The resurrected can act immediately and in a very short amount of time have full resources, undoubtedly in a better state than the player who just defeated them. I'm generally fine with rezzing (a lot of players hate it), but I don't agree with you here.
    Edited by Joy_Division on 11 February 2021 21:01
  • Sarannah
    Sarannah
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    Sarannah wrote: »
    8: After dying, make players respawn with full health and resources!

    Don't they already? If rez at a camp, 100% resources! I guess you mean if you get rezed by another player, you have to wait a second or two to get to 100% resources. That I think is an extremely generous resurrection mechanic. There's no "sickness," no debuff, no real penalty for dying aside from a blow to the ego. The resurrected can act immediately and in a very short amount of time have full resources, undoubtedly in a better state than the player who just defeated them. I'm generally fine with rezzing (a lot of players hate it), but I don't agree with you here.
    Wanted to respond to this. Whenever I respawn in the sewersbase I have 0% mana left, and spawn with 15% health left. So NOT a player resurrection, but an actual release! The first week of the event this was no issue, as regen covered it all. But the final day, I became a vampire, level 4. Meaning no health regen, and had to keep healing myself up to 100%, after respawning without mana, and with higher mana costs for regular skills. Which was a major hindrance.

    Thank you for all the replies, even the ones who disagree with me!

    Edit: For those who assume I was zerging or want certain classes destroyed, this is not correct.
    Edited by Sarannah on 11 February 2021 22:52
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