Greetings,
as playing on EU GH in the last few weeks gets more and more into being a plaything for factions that are stacking premade-groups i got a few ideas that i wanted to share. And yes, i am fully aware that many things are aiming at taking away advantages from a certain group of players. But unlike in PVE ZOS somehow seldom or never makes changes for most of the players to make it a worthwhile place to play. And i dont think that this minority should be able to "terrorize" all players ...
- removal of the campaign scorings and cause of that of the end reward -> cyro is a neverending 24/7 warzone. It aint fitting to give out rewards in the middle of the fights and reset the ladder to zero. The map aint resetting after all. So instead of that onetime big reward there should be a small chance to get those things from the usual reward of the worthy boxes or if that would be "bad" make it drop from gladiator boxes. A (for me) nice sideeffect would be that there is little to no reason to go for night-capping and winning the campaign that way. If you only get the few ap for taking a keep why bother with it?
- change IC back to how it was designed in the very beginning -> each IC gets tied to a cyo campaign and depending on how your faction is fighting "above" you get more stones, better loot, higher chance of monster-set-gear or whatever from being in IC. Also make IC more interesting by new sets or crafting materials that people really want. Those prism enchants are good but aint enough to get people outside of events into IC. And yes, maybe there should also be a change to the amount of stones you drop after getting killed ... maybe only 25% instead of the current 50%?
- new siege weapons and updates to existing ones -> after the lancers nothing new came into the game and those lancers are still very bad to aim (i got an addon just to be able to see something ...) and because of that huge spread are more a "i hit a few players for ap" thing instead of a "i can kill someone". Coldfire is still the king and it should be that way but most other sieges are not worth to take. If ice-sieges would slow someone down like the snare of a templar or lightning sieges would have a huge impact on your magicka that would make it worth to take them. As for new sieges; why are there no plague-oils that deal poison dmg and give you disease status? One oil and one of that over a gate would prolly bother people under siege shields that seldom take any noteworthy damage unless they are running solo in a random zerg. Why are there no ballista that can infect everyone they hit with disease or make people have a longer cooldown for casting skills?
- when a scroll is taken and on its way there should be a debuff coming from it if you run around for to long without placing it in your keep/temple -> right now we have a certain group of players that harass not only enemy players but even the own faction with running around with a scroll just to farm people but never bother to bring it to a keep of the own faction. Enemies seldom/never can bring down that group and the own faction has no chance of getting the bonus for having that scroll. So ... after maybe 15 mins the first "debuff-tick" should start and cause a scroll is an artefact of high power it should be an ae-version and not only for the carrier. My first thought would be a heal-reduction debuff and the next tick coming ofter 15 mins and then after 10. That debuff could either increase until you are unable to heal or there could be different debuffs like "more vunerable", "reduced ressource-gain" and so on
- "keep-farmers" shoud have a harder time running circles in enemy keeps -> when a keep is no longer under attack (meaning not on fire) and everything looks to be fine there should be an end to groups that run around in it for up to hours with the only intention to farm players (for stupid YT vids ...). It is ok if they are able to run around for a certain time but it kills the fun for every other player that have to deal with them and every other group doing that inside your keeps. You cant ignore them, you cant avoid them. If they dont get what they want they either take that keep and move to the next or will just run out and attack the next. Taking a keep back is also almost impossible as they will just farm the players trying to play the map. My idea would be the introduction of "elite-guards" that are chasing bigger groups of players in a keep that aint under attack. Those guards shouldnt ohk players but neither should they just die like some flies. Maybe make them as strong as some raid-bosses with unique abilities?
- change of sets ... -> Snowtreaders: ZOS doesnt want you to be able to sprint while using them, so they should also prevent the user from any other form of speedboost with maybe the exeception of CP "buffs" / Rush of Agony: no more instant pull and should trigger crowd immunity / Plaguebreak: revert the change that destroyed it for PVE ...
- introduction of cap for HOT-stacking: i read dozens or more threads where premade players pointed out that a change wont hurt them ... but as everyone doing pvp can see that is the main tool of survival for them. With a cap you would almost never hurt random pvp players or even pve raiders as they will never get that much of hots on them. If there would be a cap it would force people into using direct heals which cost more ressources, cant be used to avoid incoming damage as the "healer" has to react to damage done and would lower the overall performance of those groups using it right now
- of course there could also be some class-balance so that certain classes aint walking stonewalls that also can hit like a truck but ... balance will never be achieved and with another dlc and some new sets it would only start again
If you read that far thanks alot and sorry if my english aint that good. There are prolly lots of thinks i forgot or didnt think over so i hope someone can make use of my ideas and maybe flesh them out ^^
MMO aktiv seit Dark Age of Camelot und seitdem einige Spiele kommen und gehen sehen.
Talyn Winterstern - Nachtklinge
Elyza Winterstern - Zauberin
Ayana Winterstern - Drachenritterin
Tarys Winterstern - Templer
Anaria Winterstern - Hüterin
und diverse andere mehr oder weniger große Chars ^^