Update 50 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts
Maintenance for the week of April 20:
• [COMPLETE] NA megaservers for patch maintenance – April 20, 3:00AM EDT (7:00 UTC) - 12:00PM EDT (16:00 UTC)
• [COMPLETE] EU megaservers for patch maintenance – April 20, 7:00 UTC (3:00AM EDT) - 17:00 UTC (12:00PM EDT)

6 things I would change in Cyro to make it more fun

Triipzzz
Triipzzz
✭✭✭
Long time player first time poster after being encouraged the devs and paying more attention. There have been instances lately that are plain annoying and I feel really need to be addressed for the better of the game and encourage positive group play.

1. Remove boxes within keeps and fix all the bugged out surfaces that allow revives through walls. It is also still possible to revive using an invisible beam by starting the res at the right point when you put your weapon away.

2. Address the ever growing track star builds that run around keeps with 3x swift, celerity, movement mundus and a generally really tanky builds. All the major expedition skill remove and provide immunity to snares with zero cooldown. If you do catch them it is almost impossible to get off abilities as they line of sight every corner and skills that are 'instant' in the games eyes still have animations that take time. Sadly these guys will then turn and burn on causals that know no better. What kind of experience do you think this creates.

In my mind there are two solutions to this:
- Create a set that allows you to apply stacks of a snare you cannot cleanse. Even if the other set bonuses are terrible I would love to see such a set for taking slowing down individuals. Personally I think it should be 'dealing crit damage to a target applies a stack of x for 7 seconds that reduces movement speed by 10% stacking up to 7 times - you can only gain 1 stack every 0.5 second, this cannot be cleansed and only one target can be affected at a time' or similar.
- Remove either the cleanse or immunity to snares and immobilizations from major expedition skills. Ask yourself when you last used any kind of snare that worked. Its a joke at this point and makes genuine group play with purify feel pointless.

3. Recent changes to skills like dragons blood undermine genuine healers. It now heals yourself and all allies while applying minor courage. Polar winds was a problem but at least that is health based and only heals one other. The closest group heal to this is the templar prayer or blessing of restoration which do not compare as they have a cast time or directional requirement. This is ridiculous and makes a team of 10+ damage builds stronger than a well setup 3 x healer 7 x dps group. You limit dot heals in PvP with u49 but drop this massive instant aoe heal on all dk's? This makes no sense so please adjust it to one other player or double down with the other class refresh's.

4. Make heals based of max stats and damage based of weapon and spell damage. Its literately in the name as weapon and spell DAMAGE but it buffs heals. Max stats are easier to achieve for sole healers and less so for damage builds wanting to sustain. I think this would also be easier to understand for new players.

5. Increase AP gains for taking keeps and outposts. I have seen a big drop in keeps being flipped by good players. As suggested above they would much rather run around and kill causals than try and flip the map. Reward us for playing the game strategically.

6. Implement a sign up period after each camp with a some sort of ap incentive for being on the middle (+10%) and lowest (+20%) population alliances. Obviously you would need to make changes free to do this but it would certainly encourage players swapping to make it more engaging. That or make 30 day camps only 15 days long.

Thanks for reading happy PvPing!
  • Kev_Mate
    Kev_Mate
    Soul Shriven
    These are all very good points, I completely agree.
  • Nordstern
    Nordstern
    ✭✭
    I strongly disagree with most of your points and think they would make pvp way less enjoyable.

    1. Why should the boxes be removed? This game has place for various playstyles, not only big group play. To be able to stand a chance as a solo player, there need to be obstacles that break line of sight like these boxes. Most people cant withstand the damage of one player so imagine how it must be when a whole group casts abilities on you. There are already so many skills and sets in the game that heavily benefit groups chasing solo players, so at least give them a little bit of cover. I wont go into detail about that for obvious reasons. I dont know which bugged surfaces you are talking about. It very rarely happens that you can revive entirely through an object and i dont think thats a relevant problem. Also if you pay attention guarding a dead player, you will be able to interrupt them almost every time, no matter how they do it, but you cant be half asleep. I think revive is well balanced as it takes quite a long time and makes you get up with very limited resources.

    2. I would agree with you that the maximum speed of players that heavily build into movement speed might be too high and could need a reduction. I strongly disagree on the snare removal. Just as easy as it is to get a snare removal is applying a snare. Most snares are just bonusses added into skills with other main effects. I constantly snare my enemies without even caring about it. I can just add again that the developers added so many tools over time that heavily benefit groups vs solo/small group players. You already have a huge set of tools, a set with an uncleansable snare would be insanely overpowered and mostly kill solo play. While that would make me quit the game as its the only thing i do, i dont think it would improve your experience. Most of the players you are talking about are very good players. They wont become bad because of a set like that, they would just group up and be stronger than before. People dont play solo/duo because its "better" than running a group of like 5 players, they do it because its fun and an actual challenge. In the end these groups will be able to easily kill bigger groups and you will probably find another thing that should be changed. And my two cents on the "tanky builds": Yes, players with 50k+ hp that are perma blocking are really annoying. But i dont think thats the players you are talking about as from my experience they are mainly found in bigger groups acting as healers. From my experience when people complain about "tanks" they are talking about those running solo in towers. The amount of messages i received over the years where people complained about my "tank bot build" while I often didnt use a single defensive set and never ran over 30k hp. Many people just dont understand the importance of things like blocking/dodging in the right moment, crit resistance, keeping ALL buffs and heals up or breaking line of sight. This makes a huge difference. If someone is easily able to kill you on their own they probably arent running a tank build, they just know exactly what they do. If a game is over 10 years old you have to expect that some people have gotten very good players over time. But the group i mentioned above – the heal tanks – could definitely need some work. While I think cross heal is generally way too strong you should definitely not be able to be basically unkillable in open field AND at the same time keep your whole group alive with massive heals.

    3. I dont think there is the need for "genuine healers" in pvp. Hardly anybody is creating his setup with a healer in mind because it will always happen from time to time that there is no healer nearby and ofc you want to have a heal yourself then. The design of dragons blood increases group play strength and the heal for other players isnt too strong anyways imo. Its definitely not "massive". The dot heal nerf doesnt really change a lot. As soon as the nerf applies you already got enough hots on you that you are very tanky. Imo the nerf needs to be increased by a lot so that group healing isnt a passive god mode but something that requires at least a bit of timing and attention.

    4. Strongly disagree with this one as well.. Solo play should be possible and this totally undermines it. Also this wont have any effect on how easy it is for new players to understand. And again i dont understand why you want buffs for "sole healers". If you max out a "sole healer" in pvp its so insanely strong and can make a whole group very hard to be killed.

    5. While I wouldnt be opposed to increased AP for taking keeps i highly doubt it will have the effect you want to achieve. Most "good" players arent enjoying capping the same keep with the same npcs in it the 10.000th time. They play Pvp to actually fight players and more AP wont change a lot.

    6. This is actually a great idea. Its really annoying when a lot of players change alliance for a new camp and its very unbalanced for a month. It should be free to change (temporarily?) tho as you said. I know a lot of people spent much money on these changes but i would never spend money on an (or in this case two) alliance change token. I like 30 day camp tho.
  • Blackrim
    Blackrim
    ✭✭✭
    I think encouraging players to think outside the box to create skilled setups to counteract those groups you mentioned is precisely why Cyrodiil is still active ten years later...

    It is the motivating principle for everyone to play in the first place.

    It is also why the game would die if Vengeance was to override Grey Host
Sign In or Register to comment.