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[Feedback] PVP Skills, Gimmicks and Tricks that needs to have a look at

supernico
supernico
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This is not a thread about bugs. We will discuss game mechanics that might be out of place whether it's a general opinion or just yours personally.
  • Campaign Guesting - First of, the "travel to player" option in PVP is already broken and doesn't makes much sense if you take a look at "Guest Campaign" option in Campaign information sheet. Is your faction leading on a specific campaign? Let me guest in (travel to player more exactly wich can be done to any of the 9 campaigns) with my group (enemy) and dethrone your emperor, just for the fun.
  • Forward Camp Spamming - FC really needs a (zone) cooldown. Having the posibility to bring an entire enemy faction in one place in seconds is definitelly game breaking.
  • Caltrops on Forward Camp - Enemy can't burn it / Friendly can't repair because they are intrerupted by the caltrops damage.
  • Soul Strike - does an insane amount of damage (it has to be nerfed as since 1.2.4 can no longer be purged so you're dead most of the time - should be nerfed to max 2k dmg or less).
  • Nectrotic Orb - Synergy does tremendous amount of damage in 1 hit (max I took was 3,5k but it can be higher depending on the situation).
  • Emperor Siege Buff - Now, an oil does a total of 1800 damage split in 3 hits as burning. With the emperor buff it does 100% more, 3600 damage.
  • Any skill (not ultimate) that does over 1000 damage in one hit.
  • Immovable mechanic - Bash should bypass immovable and intrerupt cast or whatever other actions like setting up siege weapons.

If you feel like a game skill, mechanic or functionality is ,feel free to add anything to the list.

You are invited to participate.
Supernico - VR14 DragonKnight - Daggerfall Covenant - Former Emperor

My name is Maximus Decimus Meridius, commander of the Armies of the North, General of the Felix Legions, loyal servant to the true emperor, Marcus Aurelius. Father to a murdered son, husband to a murdered wife. And I will have my vengeance, in this life or the next.
  • Cody
    Cody
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    just curious, what are the emporer bonuses?
  • Cody
    Cody
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    how about toning down some of the keep guard mages? that would be nice:/
  • dcincali
    dcincali
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    Meh... I think forward camps need the option of guild/group/zone. Sometimes I don't want a huge zerg to show up..
  • Tai
    Tai
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    Soul assault should at least be interrupted using line of sight; right now it hits through walls.
  • JeffKnight
    JeffKnight
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    My soul strikes get interrupted all the time. Use standard interrupts like the bows or knockdowns...

    Also, are you a vampire? if so, yeah soul strike is gonna hurt if the person you are fighting has the guild boosts...
    Officer of Exceptional Legion
    http://www.exceptionallegion.com
    Auriel's Bow - NA
  • timidobserver
    timidobserver
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    So, what did the OP make a list of everything that has ever killed him and demand that it be looked at for being OP?

    Allowing bash to bypass immovable would basically mean you could remove immovable from the game and replace it with something else.
    Edited by timidobserver on July 2, 2014 4:20AM
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Infraction
    Infraction
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    I don't see the problem with forward camps.
  • Azarul
    Azarul
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    Infraction wrote: »
    I don't see the problem with forward camps.
    I agree, correct me if I am wrong but you can't use them if you die to NPCs so the group has to organize go out and find the players to kill them to teleport a zerg across the map. In my experience this doesnt happen as fast as OP makes out.

    Lot of forward camp problems but I dont think this is one of them.
  • supernico
    supernico
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    Infraction wrote: »
    I don't see the problem with forward camps.

    the problem is that it can bring an entire faction in one place in a moment by puting up a camp after camp. Defending a keep? Piece of cake. Just spam FC behind the keep. I think this a serious problem. I mean all faction are taking advantage of this mechanic, but when your alliance is outnumbered it becomes a problem.
    Supernico - VR14 DragonKnight - Daggerfall Covenant - Former Emperor

    My name is Maximus Decimus Meridius, commander of the Armies of the North, General of the Felix Legions, loyal servant to the true emperor, Marcus Aurelius. Father to a murdered son, husband to a murdered wife. And I will have my vengeance, in this life or the next.
  • leewells
    leewells
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    supernico wrote: »
    • Campaign Guesting - First of, the "travel to player" option in PVP is already broken and doesn't makes much sense if you take a look at "Guest Campaign" option in Campaign information sheet. Is your faction leading on a specific campaign? Let me guest in (travel to player more exactly wich can be done to any of the 9 campaigns) with my group (enemy) and dethrone your emperor, just for the fun.
    They need to fix group queues and make it so everyone doesn't crash on zone in. When they fix that, I can't see any more reason to have "travel to" in the system. I agree that guesting needs to go buhbye.
    supernico wrote: »
    • Forward Camp Spamming - FC really needs a (zone) cooldown. Having the posibility to bring an entire enemy faction in one place in seconds is definitelly game breaking.
    Endless hoards of zerg because one guy is spamming tents is a little ridiculous. If you kill 40 players, your team should indeed get some sort of stamina break there, else there is no reward except to die and get a fresh stamina/magikia pool as the zerg that just wipped keeps getting until they finally push your group out of a keep just from sheer exhaustion (I'm tired of fighting sort of attitude). I love massive zergs to wipe, but the zergs for days is exhausting after a few hours and 90 camps.
    supernico wrote: »
    • Caltrops on Forward Camp - Enemy can't burn it / Friendly can't repair because they are intrerupted by the caltrops damage.
    I don't see an issue with this. Caltrops cost a ton of stamina, so if you see someone cast it, they likely won't be able to defend themselves and the caltrops will instantly disappear when they die *hint, hint hint hint*
    supernico wrote: »
    • Soul Strike - does an insane amount of damage (it has to be nerfed as since 1.2.4 can no longer be purged so you're dead most of the time - should be nerfed to max 2k dmg or less).
    I don't even use soulstrike and this doesn't make sense. If a DK can drop a standard and that standard by itself can kill 6 players, why should a single-target ultimate not be able to stack up to an AOE ultimate?

    Now, I'm all for nerfing all aoes -- ie turning that magika cost of "320" into 320*x where x is the amount of players hit, and I'm all for making ultimates have the same affect.
    supernico wrote: »
    • Nectrotic Orb - Synergy does tremendous amount of damage in 1 hit (max I took was 3,5k but it can be higher depending on the situation).
    See suggestion above.
    supernico wrote: »
    • Emperor Siege Buff - Now, an oil does a total of 1800 damage split in 3 hits as burning. With the emperor buff it does 100% more, 3600 damage.
    The whole emperor buff line needs a huge re-visiting. The devs had the right idea of making an emp worth two players, but by increasing health, damage, heals, and everything else by a factor of two, they have made them equate to the strength of 10 players.
    supernico wrote: »
    • Any skill (not ultimate) that does over 1000 damage in one hit.
    I think it should balance with the health it damages. For instance, if a spell is a high damage spell, it should first of all have a cast time, and secondly, it should consume, nearly item for item, the amount of mana it consumes in health. This would make plate armor actually useful.
    supernico wrote: »
    • Immovable mechanic - Bash should bypass immovable and intrerupt cast or whatever other actions like setting up siege weapons.

    I don't agree. But I think the other amor active abilities should have something that is more comparable to it.
  • Beldorr
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    If forward camps are made guild only there would be a few implications

    Does it block the zone camp? if not, can you put two camps next to each other providing guild only + zone to come? If it does block the zone camp, will the other faction setup a 10 player alt guild to block reinforcements to a keep?

    Azarul wrote: »
    Infraction wrote: »
    I don't see the problem with forward camps.
    I agree, correct me if I am wrong but you can't use them if you die to NPCs so the group has to organize go out and find the players to kill them to teleport a zerg across the map. In my experience this doesnt happen as fast as OP makes out.

    Lot of forward camp problems but I dont think this is one of them.

    As long as you get tagged by guard npc or character it’s a pvp death and you can use forward camps.

    The tactic is to run into a resource or keep front door, die, then wait for your buddy to setup a camp next to keep under siege and teleport your entire group there almost instantly. Since camps are setup in a few seconds, enemies only have a few seconds for the map refresh to hit the camp which is very difficult when it can be placed anywhere in the inner keep. This allows defenders to easily port 20 people, if their coordinated, to a sieged keep.

    When our group of 10-14 takes keeps on celarus we have two dedicated to burning AD camps. We've been burning 4-5+ camps on each keep and have to rekill all those players again in side their keep. Typical spots is opposite of sieged postern, front door of keep, right outside the outer walls front door and like last night when all else fails they put it 10-15 seconds horse ride away from the keep so we have to identify where the stream is coming from to stop them. Seeing and killing the same people 5-6 times makes it rather difficult to take a keep.

    The sweet smell of AP burning on a fresh forward camp is quite sweet though.

  • SwampRaider
    SwampRaider
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    taking a keep is fine. NPC's are fine. if you cant take a keep with 8-15 buds, its a L2P issue
    Character: Eros, Eros I I, The Paw of Woe
    Class: Templar Healer/MagWarden/ Stam Sorc
    Alliance: DC
    Campaign: Vivec (pc/na)
    Guardians of Daggerfall
  • Halrloprillalar
    Halrloprillalar
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    agree with some of the OP, but

    disagree with soul strike
    L2interrupt, range, heal etc. The only issue is it continues to channel briefly while breaking LOS. That needs fixed. I'd be fine if it could be purged also. The damage is a bit on the high side but it is an ult everyoen has access to, so it's fine imo.

    disagree with immovable: it's already bad enough it doesn't work against roots/snares. Interrupting it makes no sense.

    didn't know about the caltrops+FC thing... seems like another ZOS bug issue to report.

    To add:
    -Venom arrow or w/e interrupt variant is interrupting instacasts, not sure if it's just that skill or all interrupts... Instants should not be interruptible, period.
    -Unbreakable cc (root/stun and some NB skill sequences).

    edit: removed bugs
    Edited by Halrloprillalar on July 2, 2014 6:32PM
  • Phoenix88
    Phoenix88
    Soul Shriven
    Just going to let you know this... Emp buffs do not increase damage done to players with siege anymore and bash does go through immovable already....
    Thorontur - Team Templar
  • Ifthir_ESO
    Ifthir_ESO
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    Azarul wrote: »
    I agree, correct me if I am wrong but you can't use them if you die to NPCs so the group has to organize go out and find the players to kill them to teleport a zerg across the map.


    ? I see people suiciding on NPC's to use a FC across the map every single day
  • Ifthir_ESO
    Ifthir_ESO
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    supernico wrote: »
    • Campaign Guesting - First of, the "travel to player" option in PVP is already broken and doesn't makes much sense if you take a look at "Guest Campaign" option in Campaign information sheet. Is your faction leading on a specific campaign? Let me guest in (travel to player more exactly wich can be done to any of the 9 campaigns) with my group (enemy) and dethrone your emperor, just for the fun.

    Correct. The ability to travel to a player in your guild/group bypasses all campaign restrictions.
    supernico wrote: »
    [*] Forward Camp Spamming - FC really needs a (zone) cooldown. Having the posibility to bring an entire enemy faction in one place in seconds is definitelly game breaking.

    Forward camps should be group specific, and the range should enforce how far you can be from it to TP to it.
    supernico wrote: »
    [*] Nectrotic Orb - Synergy does tremendous amount of damage in 1 hit (max I took was 3,5k but it can be higher depending on the situation).

    This is due to the morph + the fact it doesn't appear to be taking AOE limits into account as other skills do.
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