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[SUGGESTION] PVP balance and mechanic improvements

tesority
tesority
Soul Shriven
ESO PvP battles are now more like dances than fights. They are long and boring. You have damage, you do damage, but you don't see any scratches on your target. The reason is not the target's high skill. The game allows you to abuse the mechanics with stacked HoTs and shields that make group members almost invulnerable, but does not provide any means to counteract this. This is no longer PvP, it is more like GvG, where the solo player is just a spectator. You stand on the sidelines and watch an absurd situation where two groups attack each other but can't do any damage. The following suggestions will help solve this problem, or at least mitigate it.

Suggestion: All shields with multiple targets should depend on the amount of magicka of their original caster.
Explanation: Shields with multiple targets (like "Barrier" or "Magma Shell") should be the sole responsibility of the healer. He has to make a choice: be an effective healer with maximum magicka or be a tanky but ineffective one. This will prevent situations where a healer has 40-50k health and 30k resistance but is still effective. This healer will be the main target to focus on in PvP.

Suggestion: Remove stacking of HoTs of the same type with multiple targets (non-AoE). Update their durations instead.
Explanation: This is a broken mechanic where HoTs with multiple targets (like "Echoing Vigor" or "Radiating Regeneration") are stacked together in a group and give them a huge total recovery. Combined with multi-target shields, this makes them practically invulnerable. Even when two such groups attack each other, they can't do anything.

Suggestion: Improve "Negate Magic" ability, make it prohibit the use of any abilities (also for stamina). Add a speed slowdown for Players inside.
Explanation: Despite the hybridization, this ability still only works on magica abilities. But you can cast any stamina abilities (not just Core Combat Skills) inside it and survive (like "Vigor", "Bone Shield", or "Ruinous Scythe"). This seems strange considering its high price. Another problem: it is difficult to use against a moving target. A small slowdown (40%) would make it more reliable in PvP.

Suggestion: Increase damage from siege weapons against Players by 30-50%.
Explanation: Due to the critical damage META and unbalanced damage of the reworked DK, players are using more tanky builds. Siege weapons are ineffective against them.

Suggestion: Rework Slippery (Champion Points Star), make it allow Break Free for no cost (similar to Expert Evasion).
Explanation: This star does too much as a star - it plays for the Player. It breaks CC-based combos and makes fights longer. There is the "Fearless Fighter" set that does the same thing. Using the set to get this advantage is a fair price, but not for the stars' use.
  • RedMamba
    RedMamba
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    So what's the counter then? Suggestion: Improve "Negate Magic" ability, make it prohibit the use of any abilities (also for stamina). Add a speed slowdown for Players inside.

    Everyone run snowtreaders? Fine with everything but the snare part
  • tesority
    tesority
    Soul Shriven
    RedMamba wrote: »
    So what's the counter then? Suggestion: Improve "Negate Magic" ability, make it prohibit the use of any abilities (also for stamina). Add a speed slowdown for Players inside.

    Everyone run snowtreaders? Fine with everything but the snare part

    1-2 roll dodges and you are free xD
    When groups use Major Expedition, it's almost impossible to catch them with Negate and keep them inside long enough to kill them. They just run through Negate. The snare gives more time. But this is debatable because all anti-group tools are ultimately used by those groups against solo players.
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Part of the reason why Negate used to be so good for group fights is that the primary healing method of groups was ground cast. Negate prevented healing unless countered or moved out of.

    With Sticky hots and strong stamina based heals this is no longer a problem, sure players want to move out but they still generally have strong healing even whilst in the negate. (this is also the reason why healing and group movement was so much more skill based previously because you had to layer up heals in advance of your movement not just throw a 12m aoe sticky hot every 6s)

    IMO there should be a new ultimate (undaunted ulti maybe?) added which removes non-permanent buffs such as sticky HoTs and shields. This would be essentially a 'negate healing' (for undaunted flavour you could theme it around litch or draugr). It should also apply a moderate healing absorb to force good players to adapt by using some burst healing to remove it.
    Edited by Izanagi.Xiiib16_ESO on 4 August 2026 16:40
    @Solar_Breeze
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  • tesority
    tesority
    Soul Shriven
    This is the wrong way to find a new anti-group tool to destroy them. They are the result of broken mechanics with stacked HoTs and shields. This is the root of the problem. Without it, they will die quickly, and it won't be as popular.
    And as I said:
    tesority wrote: »
    all anti-group tools are ultimately used by those groups against solo players.

  • Goregram1
    Goregram1
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    Ive been saying this for months an all i get is sum toxic *** in the comments. i suggest a new skill like negate but not a alt so your not forced to take sorc to deal with grps perhaps a add it to undaunted or something an have it scale the stun off number of players/enemies in the area of affect an do stam an magic. an so it doesnt feel more powerful then negate add sum dots or something to the sorc alt
  • Luneca
    Luneca
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    Goregram1 wrote: »
    Ive been saying this for months an all i get is sum toxic *** in the comments. i suggest a new skill like negate but not a alt so your not forced to take sorc to deal with grps perhaps a add it to undaunted or something an have it scale the stun off number of players/enemies in the area of affect an do stam an magic. an so it doesnt feel more powerful then negate add sum dots or something to the sorc alt

    We need a negate siege and oblivion damage one. Both won't be popular with the "pros" though. I don't care if the siege only fires once and costs 100K AP, it would be better than nothing.
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