i see no point in impementing specific tank and healing relics, both areas are already completely absurd without relics.
yes, i see what you mean, but there are already builds that are pretty much unkillable and healing is already going through the roof with the usual builds. your suggestion would not bring any fun to the game, except for the one who would use the relic.
however, i could imagine relics that directly strengthen the keeps defense. There are certainly many more ideas that could be implemented, but since Zos doesn't get anything done, we probably won't see anything.
honestly, i generally don't see a place for tanks in pvp, since there's nothing to tank. i also don't understand why this is played at all, aside from reflect tank builds. must be some kind of point to be the last in your group, which is ignored by all opponents.
1. players have to adjust their builds so that they're not squishy enough to get beat out by zergs. Players just have to change their play style for group composition. The issue is just that most players randomly join through zone chat but have no interests in real group play to accommodate the group. Player's often have selfish builds. I notice groups of ransoms often get bombed and killed but groups of guilds often don't lose to bombers.
2. The whole point of the volundrung is to farm kills as the more kills you feed it, the longer it lasts. Killing while you take keeps is the point of that relic. Dying to ball groups really is a plague to players who stay huddled up or grouping with squishy players. Players have to change their play style.
3. Volendrung already turns the tides depending on how the map is flowing. An alliance is about to get emp circle completed but the other alliances are putting forth good defense, the volendrung can either help the winning team get it if they find it first or help the other alliance push them back.
4. The same rules would apply to the healer relic, you can't repair a wall while it's under attack. So you wouldn't have to worry about sieging a keep and it healing at the same time. However the defensive relic would make the damage seiges do to the keep reduced or maybe completely cancel out the volendrung perhaps. But the healing relic healing players would make it hard to kill players but not hard to break in. At least until the relic goes back to oblivion of course. These battles would yeild plenty of potential AP for the winning team. Also they wouldn't be op in the wrong hands.
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1. players have to adjust their builds so that they're not squishy enough to get beat out by zergs. Players just have to change their play style for group composition. The issue is just that most players randomly join through zone chat but have no interests in real group play to accommodate the group. Player's often have selfish builds. I notice groups of ransoms often get bombed and killed but groups of guilds often don't lose to bombers.
2. The whole point of the volundrung is to farm kills as the more kills you feed it, the longer it lasts. Killing while you take keeps is the point of that relic. Dying to ball groups really is a plague to players who stay huddled up or grouping with squishy players. Players have to change their play style.
3. Volendrung already turns the tides depending on how the map is flowing. An alliance is about to get emp circle completed but the other alliances are putting forth good defense, the volendrung can either help the winning team get it if they find it first or help the other alliance push them back.
4. The same rules would apply to the healer relic, you can't repair a wall while it's under attack. So you wouldn't have to worry about sieging a keep and it healing at the same time. However the defensive relic would make the damage seiges do to the keep reduced or maybe completely cancel out the volendrung perhaps. But the healing relic healing players would make it hard to kill players but not hard to break in. At least until the relic goes back to oblivion of course. These battles would yeild plenty of potential AP for the winning team. Also they wouldn't be op in the wrong hands.
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None of these really tackle the problem of what if one zerg on the dominant faction ends up with all 3 at once. What do you do in a situation where the Emperor group has volendrung, healing relic and tank relic all at once. What is the strategy to take out that group. They already have an emperor with nuke capabilities, they also have a relic with nuke capabilities and a healing relic with anti-nuke capabilities and then a potential Tank with the ability to face roll a zerg capabilities.
What is the strategy to stop people from having all 4 of these tools becoming too overpowered? Other than just letting them die out, it sounds like the best time to log off the game and play something different until they disappear. Fighting volendrung zergs is already a nightmare as is. This just sounds like a suggestion to make such a group stronger than it already is.
Unless they buffed bombers immensely to be able to start zerg wiping, I can't see a scenario where this isn't going to be abused to the point where they just force every enemy faction to just log off instead of playing the game.
VaranisArano wrote: »From what I recall, the Devs did have other artifact weapons planned, like Auriel's bow.
Old speculative content: https://en.uesp.net/wiki/Online:Auriel's_Bow
But that fell by the wayside. One reason is obvious: Cyrodiil performance has deteriorated since Volendrung, and the Devs have been unwilling to add new content while the performance issues are so crippling for so many players.
Until that's fixed, it doesn't really matter whether players like artifact weapons or not.
I think the idea sounds kinda fun but needs some tweaking.
First off, if anyone in your alliance has one of the three then the other two just simply can't be picked up by your alliance period.
Secondly, there should be a system for who gets what. Emp alliance gets defense weapon, alliance currently standing to get least points at next evaluation get volundrung, and the third alliance gets the healing one.
Emp can't pick up any of them.
The healing weapon I think should heal players, volundrung is volundrung, and the defense weapon should buff keep walls and doors. Buff. Not heal. Either increase the health by quite a bit or reduce the damage taken.
The emp alliance having the worst weapon is by design.
I think the idea sounds kinda fun but needs some tweaking.
First off, if anyone in your alliance has one of the three then the other two just simply can't be picked up by your alliance period.
Secondly, there should be a system for who gets what. Emp alliance gets defense weapon, alliance currently standing to get least points at next evaluation get volundrung, and the third alliance gets the healing one.
Emp can't pick up any of them.
The healing weapon I think should heal players, volundrung is volundrung, and the defense weapon should buff keep walls and doors. Buff. Not heal. Either increase the health by quite a bit or reduce the damage taken.
The emp alliance having the worst weapon is by design.
Interesting, I'm not opposed to those ideas but, I do like the idea of alliance factions having the freedom to win their battles and take the loot and use it as they please rather than not being able to grab it. But emperor continuing to not being able to pick up relics is always good. Emperor also needs to be rebuffed to it's original state given the time and effort it takes to become the emperor.
I think the idea sounds kinda fun but needs some tweaking.
First off, if anyone in your alliance has one of the three then the other two just simply can't be picked up by your alliance period.
Secondly, there should be a system for who gets what. Emp alliance gets defense weapon, alliance currently standing to get least points at next evaluation get volundrung, and the third alliance gets the healing one.
Emp can't pick up any of them.
The healing weapon I think should heal players, volundrung is volundrung, and the defense weapon should buff keep walls and doors. Buff. Not heal. Either increase the health by quite a bit or reduce the damage taken.
The emp alliance having the worst weapon is by design.
Interesting, I'm not opposed to those ideas but, I do like the idea of alliance factions having the freedom to win their battles and take the loot and use it as they please rather than not being able to grab it. But emperor continuing to not being able to pick up relics is always good. Emperor also needs to be rebuffed to it's original state given the time and effort it takes to become the emperor.
You missed the hidden point behind every alliance only gets 1 at a time. No more stealing it and giving it to the other team on purpose. Or at least cut back on it significantly, because in theory if your weapon has despawned or the player died but nobody picked it back up yet, someone on your alliance could then pick up another.
I don't know, it sounds fun to me. Even if my suggestions aren't the best, I think you have to put thought into balancing it somehow. One emp ball compgroup running around with all 3 won't fly.
i see no point in impementing specific tank and healing relics, both areas are already completely absurd without relics.
I do, It kind of sucks when you're playing as a tank and a healer and you see the dps relic drop, and you know to stay away from that relic because your build would make poor use of it. There's more to just DPS in this game, and pvp should appeal to all roles, not just DPS, DPS is fun and all, but so is tanking and Healing.
There's just nothing based around Tanks and Healer's in pvp unfortunately. In addition, PVP healing got nerfed because you can no longer heal player outside of your team even if they're on your alliance. Not every healer finds a group in pvp. There's a lot of issues going on there, but changing the dynamic would make the game extremely fun especially since cyrodiil has not changed in so long.
I think the idea sounds kinda fun but needs some tweaking.
First off, if anyone in your alliance has one of the three then the other two just simply can't be picked up by your alliance period.
Secondly, there should be a system for who gets what. Emp alliance gets defense weapon, alliance currently standing to get least points at next evaluation get volundrung, and the third alliance gets the healing one.
Emp can't pick up any of them.
The healing weapon I think should heal players, volundrung is volundrung, and the defense weapon should buff keep walls and doors. Buff. Not heal. Either increase the health by quite a bit or reduce the damage taken.
The emp alliance having the worst weapon is by design.
Interesting, I'm not opposed to those ideas but, I do like the idea of alliance factions having the freedom to win their battles and take the loot and use it as they please rather than not being able to grab it. But emperor continuing to not being able to pick up relics is always good. Emperor also needs to be rebuffed to it's original state given the time and effort it takes to become the emperor.
You missed the hidden point behind every alliance only gets 1 at a time. No more stealing it and giving it to the other team on purpose. Or at least cut back on it significantly, because in theory if your weapon has despawned or the player died but nobody picked it back up yet, someone on your alliance could then pick up another.
I don't know, it sounds fun to me. Even if my suggestions aren't the best, I think you have to put thought into balancing it somehow. One emp ball compgroup running around with all 3 won't fly.
I didn't miss the point, tbh it was something I already considered before making the post. After giving it thought, I chose the freedom route rather than restricting the rewards for winning, even if I was on the losing side. Tbh even if they did do it that way, I'm fine with that too, but I'm just speaking on the side I'm leaning towards.
I think the idea sounds kinda fun but needs some tweaking.
First off, if anyone in your alliance has one of the three then the other two just simply can't be picked up by your alliance period.
Secondly, there should be a system for who gets what. Emp alliance gets defense weapon, alliance currently standing to get least points at next evaluation get volundrung, and the third alliance gets the healing one.
Emp can't pick up any of them.
The healing weapon I think should heal players, volundrung is volundrung, and the defense weapon should buff keep walls and doors. Buff. Not heal. Either increase the health by quite a bit or reduce the damage taken.
The emp alliance having the worst weapon is by design.
Interesting, I'm not opposed to those ideas but, I do like the idea of alliance factions having the freedom to win their battles and take the loot and use it as they please rather than not being able to grab it. But emperor continuing to not being able to pick up relics is always good. Emperor also needs to be rebuffed to it's original state given the time and effort it takes to become the emperor.
You missed the hidden point behind every alliance only gets 1 at a time. No more stealing it and giving it to the other team on purpose. Or at least cut back on it significantly, because in theory if your weapon has despawned or the player died but nobody picked it back up yet, someone on your alliance could then pick up another.
I don't know, it sounds fun to me. Even if my suggestions aren't the best, I think you have to put thought into balancing it somehow. One emp ball compgroup running around with all 3 won't fly.
I didn't miss the point, tbh it was something I already considered before making the post. After giving it thought, I chose the freedom route rather than restricting the rewards for winning, even if I was on the losing side. Tbh even if they did do it that way, I'm fine with that too, but I'm just speaking on the side I'm leaning towards.
Ah, fair enough. Well I consider things like boosting, dumping scrolls in the water, handing other alliances volundrung, and jumping off trees to get into castles to be cheating. And cheating is also something that free will produces. So the only additions to the game I'd be willing to support are ones that aren't easily exploitable.