Should limit classes to 2 skill tree worth of points. That should help reduce the need for 100's of passives from making checks (similar to how everyone didnt have all the trees unlocked at 2014 launch).
That would be better since it:
1) promotes build importance. Planned downsides to all classes too because you are locked out of your 3rd skill tree or weapon line.
2) helps newer players since they wont need everything unlocked.
3) helps balance the game since you can now switch a tree to pure pve or pure pvp or role related changes.
4) add more passives/skill selections.
Should limit classes to 2 skill tree worth of points. That should help reduce the need for 100's of passives from making checks (similar to how everyone didnt have all the trees unlocked at 2014 launch).
That would be better since it:
1) promotes build importance. Planned downsides to all classes too because you are locked out of your 3rd skill tree or weapon line.
2) helps newer players since they wont need everything unlocked.
3) helps balance the game since you can now switch a tree to pure pve or pure pvp or role related changes.
4) add more passives/skill selections.
im kinda with you, because id prefer pvp be more skill-gated than Set/CP gated. but when they did no-proc a couple years ago they got a lot of flak for it. partially...it was not implemented well, the no-proc list wasnt right and people were testing all the time to see what worked. i believe this persisted in the NO CP campaign later.
battle spirit could be used to limit a lot of things - or cap a lot of things - to let people run what they want to run, but still limit how powerful it can all be. honestly i dont think people would love that either but ....meh. i really love eso pvp in the right situations, but most situations kinda suck.
i started to play hunt showdown - very different type of game - but new people and old people die about the same. yeah, you can get some buffs and some fancy weapons, but if you take a beginner cheap ass shotgun to the face you are gonna die. it does have its own game play and balance problems, sure, but as a new person im loving it and the real deal is that a lot of it is down to skill.
Should limit classes to 2 skill tree worth of points. That should help reduce the need for 100's of passives from making checks (similar to how everyone didnt have all the trees unlocked at 2014 launch).
That would be better since it:
1) promotes build importance. Planned downsides to all classes too because you are locked out of your 3rd skill tree or weapon line.
2) helps newer players since they wont need everything unlocked.
3) helps balance the game since you can now switch a tree to pure pve or pure pvp or role related changes.
4) add more passives/skill selections.
im kinda with you, because id prefer pvp be more skill-gated than Set/CP gated. but when they did no-proc a couple years ago they got a lot of flak for it. partially...it was not implemented well, the no-proc list wasnt right and people were testing all the time to see what worked. i believe this persisted in the NO CP campaign later.
battle spirit could be used to limit a lot of things - or cap a lot of things - to let people run what they want to run, but still limit how powerful it can all be. honestly i dont think people would love that either but ....meh. i really love eso pvp in the right situations, but most situations kinda suck.
i started to play hunt showdown - very different type of game - but new people and old people die about the same. yeah, you can get some buffs and some fancy weapons, but if you take a beginner cheap ass shotgun to the face you are gonna die. it does have its own game play and balance problems, sure, but as a new person im loving it and the real deal is that a lot of it is down to skill.
After playing new world and WoW Classic (including studying Kevin Jordan's class design), there are some things ESO gets right. But one thing ESO fails hard is falling into the trap you need 2 separate mechanics for pve/pvp. You don't but you need to pay for a game designer to sit there an do a skill audit around more than just gameplay (sometimes things just need to feel thematic, and you can't do that looking at data metrics.)
TBH the new CP system is much better than the old one. I assume it forces the calculations against 4x4x4 nodes and a few extra ones instead of all the calcs it had to do before.
It’s come to my attention that Cyrodiil connoisseurs constantly complain about lag.
1. Dead Players - I recommend introducing more ways to kill players through big booms like Azureblight. There just isn’t enough methods to tickle 20v1’s from folks that have few friends.
2. Group Size - Reduce the calculations even further to reduce lag by making groups max out at 4 players. It’s only fair for people who like to solo in a large scale PvP zone.
xylena_lazarow wrote: »Love the max group 4 idea.
4 person groups die to zergs and will often get tired of being 40v4'd and just zerg surf themselves. Each additional player you add to a group makes you exponentially stronger, so an optimized 12 person is orders of magnitude stronger than an optimized 4 person, and now the 12v40 is heavily in favor of the 12 just based on the stat sheet alone.SaffronCitrusflower wrote: »Cyrodiil is supposed to be large groups fighting large groups. Not 2-4 egomaniacs crushing everyone because they haven't left cyrodiil in the last decade and have everything perfectly optimized for pug stomping.
Should limit classes to 2 skill tree worth of points. That should help reduce the need for 100's of passives from making checks (similar to how everyone didnt have all the trees unlocked at 2014 launch).
That would be better since it:
1) promotes build importance. Planned downsides to all classes too because you are locked out of your 3rd skill tree or weapon line.
2) helps newer players since they wont need everything unlocked.
3) helps balance the game since you can now switch a tree to pure pve or pure pvp or role related changes.
4) add more passives/skill selections.
SaffronCitrusflower wrote: »It’s come to my attention that Cyrodiil connoisseurs constantly complain about lag.
1. Dead Players - I recommend introducing more ways to kill players through big booms like Azureblight. There just isn’t enough methods to tickle 20v1’s from folks that have few friends.
2. Group Size - Reduce the calculations even further to reduce lag by making groups max out at 4 players. It’s only fair for people who like to solo in a large scale PvP zone.
This reads like a PvE players version of how to turn Cyrodiil into a PvE only zone.
Group size of 4? Really? Group size should be 24, as it originally was.
I actually agree with this. 4 would be fine. 24 would be fine. But 12 is like, the worst of both worlds.edward_frigidhands wrote: »It should never have changed from 24. It didn't affect the presence of ball groups, just the ability of other groups to fight them.
edward_frigidhands wrote: »Should limit classes to 2 skill tree worth of points. That should help reduce the need for 100's of passives from making checks (similar to how everyone didnt have all the trees unlocked at 2014 launch).
That would be better since it:
1) promotes build importance. Planned downsides to all classes too because you are locked out of your 3rd skill tree or weapon line.
2) helps newer players since they wont need everything unlocked.
3) helps balance the game since you can now switch a tree to pure pve or pure pvp or role related changes.
4) add more passives/skill selections.
These are all bad ideas and a fast track to people hitting the unsubscribe and/or uninstall buttons. And I am not just talking about the first post here.
The game's combat, design and "play your way" style is what people still are around for.
For the life of me I can't understand why the vocal minority of pvpers on these forums want that very life blood gone from their game experience.
There are occasions I am glad the developers don't take these forums very seriously, this is one of them
If you need more than 2/3 of this game deleted and redesigned for you to enjoy it, you want a different game.
edward_frigidhands wrote: »Should limit classes to 2 skill tree worth of points. That should help reduce the need for 100's of passives from making checks (similar to how everyone didnt have all the trees unlocked at 2014 launch).
That would be better since it:
1) promotes build importance. Planned downsides to all classes too because you are locked out of your 3rd skill tree or weapon line.
2) helps newer players since they wont need everything unlocked.
3) helps balance the game since you can now switch a tree to pure pve or pure pvp or role related changes.
4) add more passives/skill selections.
These are all bad ideas and a fast track to people hitting the unsubscribe and/or uninstall buttons. And I am not just talking about the first post here.
The game's combat, design and "play your way" style is what people still are around for.
For the life of me I can't understand why the vocal minority of pvpers on these forums want that very life blood gone from their game experience.
There are occasions I am glad the developers don't take these forums very seriously, this is one of them
If you need more than 2/3 of this game deleted and redesigned for you to enjoy it, you want a different game.
Designed gameplay limitations is good game design.
Pugs are already dead. 12 pugs get obliterated by 4 (or fewer) smallscalers on the regular. It's simply too few players for casual randoms to do anything. They need either 24, or to learn to zerg surf on zone calls. Meanwhile, 12 is a near optimal number for mega tryhards to ruin the entire server. If the max is 4 then groups of tryhards are killable.Group size of 4 would completely destroy what remains of PuGs
xylena_lazarow wrote: »Pugs are already dead. 12 pugs get obliterated by 4 (or fewer) smallscalers on the regular. It's simply too few players for casual randoms to do anything. They need either 24, or to learn to zerg surf on zone calls. Meanwhile, 12 is a near optimal number for mega tryhards to ruin the entire server. If the max is 4 then groups of tryhards are killable.Group size of 4 would completely destroy what remains of PuGs
xylena_lazarow wrote: »Pugs are already dead. 12 pugs get obliterated by 4 (or fewer) smallscalers on the regular. It's simply too few players for casual randoms to do anything. They need either 24, or to learn to zerg surf on zone calls. Meanwhile, 12 is a near optimal number for mega tryhards to ruin the entire server. If the max is 4 then groups of tryhards are killable.Group size of 4 would completely destroy what remains of PuGs
too much emphasis on the keeps. The group size means little when your only course of action is to go to 1-2 of adjacent keeps in line.
I sometimes wish the map was not as detailed for pvp. Being able to see seige numbers+when a keep is flagged does more harm than good. Scouts would be more important if the map just had white icons like in pve, and you had to rely on zone chat+sounds+visual animations nearby to determine where you go next.
You're right, pugs that attempt to hit back keeps or outposts get obliterated by organized guilds in seconds thanks to the guild claim alert thing they added, on top of already existing addons that automate certain parts of scouting. I know people clown on PvDoor but pugs need to be able to do something other than just zerg surf the circle outposts.The cyrodiil alerts stuff should never have been implemented. It's just more stuff for the server to process and is an automated scouting system, like you say.
edward_frigidhands wrote: »SaffronCitrusflower wrote: »It’s come to my attention that Cyrodiil connoisseurs constantly complain about lag.
1. Dead Players - I recommend introducing more ways to kill players through big booms like Azureblight. There just isn’t enough methods to tickle 20v1’s from folks that have few friends.
2. Group Size - Reduce the calculations even further to reduce lag by making groups max out at 4 players. It’s only fair for people who like to solo in a large scale PvP zone.
This reads like a PvE players version of how to turn Cyrodiil into a PvE only zone.
Group size of 4? Really? Group size should be 24, as it originally was.
It should never have changed from 24. It didn't affect the presence of ball groups, just the ability of other groups to fight them.
xylena_lazarow wrote: »You're right, pugs that attempt to hit back keeps or outposts get obliterated by organized guilds in seconds thanks to the guild claim alert thing they added, on top of already existing addons that automate certain parts of scouting. I know people clown on PvDoor but pugs need to be able to do something other than just zerg surf the circle outposts.The cyrodiil alerts stuff should never have been implemented. It's just more stuff for the server to process and is an automated scouting system, like you say.
SaffronCitrusflower wrote: »It’s come to my attention that Cyrodiil connoisseurs constantly complain about lag.
1. Dead Players - I recommend introducing more ways to kill players through big booms like Azureblight. There just isn’t enough methods to tickle 20v1’s from folks that have few friends.
2. Group Size - Reduce the calculations even further to reduce lag by making groups max out at 4 players. It’s only fair for people who like to solo in a large scale PvP zone.
This reads like a PvE players version of how to turn Cyrodiil into a PvE only zone.
Group size of 4? Really? Group size should be 24, as it originally was.
While we are on the topic, the resto staff and its basic skills existed since beta. I'm really tired of healing calculations being blamed for the lag. And I'm also tired of people essentially trying to eradicate healing and its role in PvP based on this narrative -- it's a fun role to play! After ZOS made all of the healing changes to test whether it made a difference in PvP (the big ones being changes to Healing Springs and the Orb) they did come out and say that the changes did not help. I'm not inclined at this moment to go find the forum post to "prove" it, but they left the changes in because they liked them for other reasons (and because, let's face it, they never reverse things) but this was one of the few times where they admitted that it didn't have a noticeable difference towards their original goal. Removing cross-healing would take away most of what is "fun" about healing. It's as problematic of a concept as the Pale Order ring was when it first came out.
In that case, let me propose Pale Order Mode. Battle Spirit now gives the Pale Order Ring effect of being limited to self healing only, but you get lifesteal on damage to make up for it. This would fix every problem with the meta.Guys, I was just joking around.