Maintenance for the week of August 24:
• PC/Mac: No maintenance – August 24

This might be it for PvP unless there is some major changes to it.

DarkStrifeYT
DarkStrifeYT
✭✭✭
PvP especially cyro and IC has become so much about efficiency and optimization its just a broken record, a groundhogs day effect, the same exactly thing. Same siege types, same siege keeps, same builds. So I'm proposing a major change to both cyro and IC. Nerfs to certain mechanics and buffs to others. However I'm also asking the community here to come together and propose some changes here as well so its not my own.


First is change the siege damage base on type.
Fire based machines can now ignite enemy seiges including oils
Lightning based now shoots faster and completely drains enemy damage shields and magicka.
Frost based sieges now slow down enemy sieges and while it shoots slower it also loses its aoe indicator. It's also much weaker to keep walls and doors while also lingering an aoe on the ground for a few seconds that slows down enemy players.
Stone based seiges now do less damage to players but gives them a knock back effect from the area of impact.
Cold fire does both fire and ice effects


Baliste now do more damage at enemy siege (2.5x more) and less to keep walls.
Trebuchets now do much more damage to keep walls (5x more) making them hugh priority targets (7.5x for stone).

Catapults now do more damage and linger on the ground longer, oil catapults are now flaming oil and the scatter shot hits in a cone area instead of an aoe and does the most damage up front, its aoe lingers .25% than the others.

Hitting a flaming oil or oil catapult with a fire siege gives it a chance to explode dealing massive damage in an aoe.

Rams are automatically destroyed upon keep take over. Rams can also be deployed on walls not just doors but have a 50% effectiveness fall off and the ram loses 2x the durability while doing so.

Lancers are to remain unchanged.

New seige type:

Traps - Set and forget, last 5 minutes upon being placed and cannot be placed within 30m of another trap, doesn't count as seige count and can't be picked back up.
Trap types: Trip wire - forcefully makes enemies mounts stamina hit 0 and makes them fall over, any player running on it will trip, walking/stealth will not trigger it, can be destroyed by an enemy if seen.

Modified bear trap, immobilizes players and causes massive bleeds.

Arcane mine (depending on type), will deal said elemental damage but depends on type:

Fire does a moderate aoe and knocks players away while giving them a heavy burn

Shock had a larger aoe and will immobilize and stun players in place

Frost will deal less damage, apply major brittle, and slow all players down while giving a blizzard effect.

What do you all think and what ideas do you guys have to expand pvp a bit and make it interesting or change it that you'd think would make it better?
I am dark strife. Khajiit since arena... ya know when they were humans... with face paint... still khajiit only all games...
  • aLi3nZ
    aLi3nZ
    ✭✭✭✭
    Interesting solutions purposed to your complaint.

    I’m going to allow it.
  • ercknn
    ercknn
    ✭✭✭
    10x more damage when siege hits 4+ players at once that are grouped…Nah make it 100x more damage
    Edited by ercknn on 21 August 2026 12:00
  • Zyaneth_Bal
    Zyaneth_Bal
    ✭✭✭✭✭
    PvP especially cyro and IC has become so much about efficiency and optimization its just a broken record, a groundhogs day effect, the same exactly thing. Same siege types, same siege keeps, same builds. So I'm proposing a major change to both cyro and IC. Nerfs to certain mechanics and buffs to others. However I'm also asking the community here to come together and propose some changes here as well so its not my own.


    First is change the siege damage base on type.
    Fire based machines can now ignite enemy seiges including oils
    Lightning based now shoots faster and completely drains enemy damage shields and magicka.
    Frost based sieges now slow down enemy sieges and while it shoots slower it also loses its aoe indicator. It's also much weaker to keep walls and doors while also lingering an aoe on the ground for a few seconds that slows down enemy players.
    Stone based seiges now do less damage to players but gives them a knock back effect from the area of impact.
    Cold fire does both fire and ice effects


    Baliste now do more damage at enemy siege (2.5x more) and less to keep walls.
    Trebuchets now do much more damage to keep walls (5x more) making them hugh priority targets (7.5x for stone).

    Catapults now do more damage and linger on the ground longer, oil catapults are now flaming oil and the scatter shot hits in a cone area instead of an aoe and does the most damage up front, its aoe lingers .25% than the others.

    Hitting a flaming oil or oil catapult with a fire siege gives it a chance to explode dealing massive damage in an aoe.

    Rams are automatically destroyed upon keep take over. Rams can also be deployed on walls not just doors but have a 50% effectiveness fall off and the ram loses 2x the durability while doing so.

    Lancers are to remain unchanged.

    New seige type:

    Traps - Set and forget, last 5 minutes upon being placed and cannot be placed within 30m of another trap, doesn't count as seige count and can't be picked back up.
    Trap types: Trip wire - forcefully makes enemies mounts stamina hit 0 and makes them fall over, any player running on it will trip, walking/stealth will not trigger it, can be destroyed by an enemy if seen.

    Modified bear trap, immobilizes players and causes massive bleeds.

    Arcane mine (depending on type), will deal said elemental damage but depends on type:

    Fire does a moderate aoe and knocks players away while giving them a heavy burn

    Shock had a larger aoe and will immobilize and stun players in place

    Frost will deal less damage, apply major brittle, and slow all players down while giving a blizzard effect.

    What do you all think and what ideas do you guys have to expand pvp a bit and make it interesting or change it that you'd think would make it better?

    I rly like the suggestion for lightning sieges, it would make them a must against groups.
    Frost sieges can mb drain a little stamina.
    Siege types other than fire do need some kind of buffs/additional effects as they currently offer absolutely no benefits over fire.
    Oil catapult can create a lingering area pf slow upon impact, igniting it could be a fun interaction although I doubt it would see much use.
    Lancers can inherit the same effects, they are currently the weakest siege type by far despite being the hardest to get.
    Traps could be interesting too.
    Rams to walls, mb.
    Igniting sieges would just make either side unable to siege which is bad. Suggested damage increase to walls is way too much, I don’t think it needs to be increased at all.
  • aetherix8
    aetherix8
    ✭✭✭✭✭
    Some interesting ideas, but wouldn't they cause even worse lag?
    PC EU - V4hn1
    If you care about the future of ESO PvP, then help the devs test their ideas on how to improve it.
  • DarkStrifeYT
    DarkStrifeYT
    ✭✭✭
    ercknn wrote: »
    10x more damage when siege hits 4+ players at once that are grouped…Nah make it 100x more damage

    100x it is!
    I am dark strife. Khajiit since arena... ya know when they were humans... with face paint... still khajiit only all games...
Sign In or Register to comment.