Topics
1. Introduction
2. The AoE cap and changes to Oil
3. Sieging of Keeps and Forward Camps
4. The Campaigns
5. Balancing (Mainly Class Issues)
6. Blocking
7. Weapon Swapping
8. Racials
1. Introduction
This post contains a multitude of opinions being backed up by facts and observations, if you do not like this, I would recommend you to stop reading. It also contains issues that should be posted both in the Alliance War and the Combat sections of the forum. I will post the entire thing the General Section and link to it from both parts of the forum. It will contain posts about class balance coming from a Dragonknight. However I have people from all classes backing my opinions and I have played all classes at vr10+. All of these opinions are also through the eyes of a pure PvPer who plays exclusively in small groups. I also play on the EU server, I do not know if the problems that I take up are as relevant on the US server but I can’t imagine them not being.
2. The AoE cap and changes to Oil
I figured these two points would be logical to take up at the same time. Currently there is a maximum amount of targets that Area of Effect abilities can hit, this maximum number is 6. There is and has been several skills who due to bugs were not affected by this target cap (Most DK abilities in the start, Streak more recently and currently the synergy from Nova and its morphs) all of them has been fixed or is about to be fixed, these were only examples and there might be skills that I have missed. There is also skills that are unaffected by it or has a raised target cap on purpose (Barrier, Purge, Retreating Maneuver).
In addition to this all siege weapons is unaffected by it. This target cap causes large groups to stack up in close knit formations known as “Deathballs”, “Trains” or “Zergballs”. These groups are close to invincible as you hit only a very tiny portion of the players in the blob with your Area of Effect skills which is easily outhealed by their many healers, while these players spam Player Based Area of Effect skills to kill anything going near to them.
I am of the opinion that the AoE cap should be completely removed as it adds no valuable gameplay to the game. I do however believe that any step closer to this is a step forward and that even if it won’t be completely removed an increased target cap, damage falloff per target (with a minimum possible damage of 50% for example) or anything similar would be better than the current system.
I am also of the belief that healing should retain its target cap this is to make sure that large groups of players actually can die (even with these changes outnumbering the enemy would still be beneficial as you can split your forces, have more sieges etc). Regarding that this would lead to increased ultimate gain and increased healing, I do not see the issue with this, if people stack up that much, they should get AoEd down, numbers is already a large boon in this game without some artificial advantage.
The counter to the “Deathball” gameplay used to be to try to use oil in primarily the small flag room in emperor keeps/outposts and in similar chokepoints in gatekeeps even though this was already close to useless due to there always being a large number of dedicated “Purgers” (players spamming the skill “Purge” or more specifically the morph “Efficient Purge”). The change that is about to come to oil would render this strategy impossible thus making the “Deathballs” even more invincible.
I believe that the change would be acceptable only if it comes with a removal of the skill “Rapid Maneuver” and its morphs and making the “Flaming Oil” debuff unremovable by “Purge” and all other debuff removing skills (possibly barring ones only affecting yourself) as in the current state trying to use oil from above (as I guess is its intended use considering the change to it) is close to impossible as the “Deathballs” move at such a high speed into the keeps/outposts.
However keeping the AoE cap and doing the “Flaming Oil” change at the same time will lead to an even larger disaster of gameplay then it is right now where the only thing that could possibly matter is who has the largest “Deathball”.
The removing of the AoE cap would be a large benefit to all players not running the “Deathball” playstyle, this includes both single target damage dealers, area of effect damage dealers and solo players whose playstyle varies.
The AoE damage dealer would benefit as it would be able to deal larger amounts of damage to stacked up groups where AoE damage should be effective.
The single target damage dealer would benefit as players would no longer stack up thus providing situations where single target damage would be preferred to AoE damage (this is supported by player density calculations that I won’t take up in this thread to conserve space as it will be a long one anyway).
All “non-deathball” players would benefit from not being overrun by a tiny blob consisting of an abnormal amounts of players. It would also make the gameplay more intuitive as stacking up to avoid Area of Effect abilties feels extremely counter-intuitive.
In addition to all the gameplay benefits, it would also help reduce server load. This is due to the act of assigning targets for AoE skills is such a “heavy” operation for the server compared to just calculating the damage of abilities. It would also cause players to actually not stack up spamming the skill “Healing Springs” which is the largest cause of server lag/crashes right now as it, it would however not solves the issue of the guilds running the “Deathball” stacking up to crash the server by everyone spamming this skill in 1 spot, this needs to be addressed in some other way (should be easily trackable I think and giving a 12 hour/1day ban to every player participating in this each time it is done seems like the right level of punishment)
3. Sieging of Keeps and Forward Camps
I would first like to say that I believe that everything that is currently being sold by the “Siege Merchants” in ESO should be free (or use a currency only usable to buy these items) as you are currently punished by buying from them by spending AP that you could spend on powerful gear (some of it is atleast and all of it should be in my opinion). Making it free would also make new players have a better chance of getting into Cyrodiil.
There is another of the larger issues in this game even though it is in my opinion dwarfed by the AoE cap issue yet I will still bring this issue up as I feel it needs to be discussed. Currently the fastest and easiest way to travel in Cyrodiil is to suicide and spawn at a forward camp, this feels counter-intuitive and is known as “blood-porting”, I will talk more about this later and will first bring up another issue that is closely linked to it.
Right now keep walls/doors are falling at extremely fast speeds when sieged by 14+ Covenant/Dominion/Pact Ballistae to the point where you even with a 75% horse sprinting all the way from the closest keep the moment it comes under siege have an extremely tiny chance of getting there in time this leads to a large number of “PvE caps” of keeps especially if the attack comes at a keep where the attack is not expected and thus has no one waiting there ready to drop a forward camp for players to “blood-port” to.
This is something that feels very strange as any keep that you do not have some poor person standing in doing nothing at all but waiting for the enemy is doomed while “blood-porting” also feels like a strange way of travel. However, simply increasing the health of walls would lead to sieges for small groups of players to be even slower and more boring than they already are.
I would propose reducing the siege cap to 8 (or some other number that might be more fitting for attackers that is, defenders should not have one) “Covenant/Dominion/Pact Ballistae/Stone Trebuchets” while leaving other siege unaffected by the siege cap, this means that smaller groups would be largely unaffected by this while larger groups would have slower sieges yet still have some benefit (“Fire Ballistae” for example).
This, while also increasing the health of Walls but not doors as to make the main gate the more conventional way of entering a keep as opposed to something that very rarely occurs in addition to this the siege limit, should be for each side of the keep separately and not for the entire keep as 1 large unit.
In addition to this keeps should become instantly marked as under siege but without losing their respawning ability and teleport ability as soon as a wall/gate comes under 75% of their health and it should first be impossible to respawn at or teleport to once the outer wall is down. I do however think that they could have a system where the maximum amounts of players being able to teleport to/respawn at a keep that has been attacked could be capped as they would still be able to slow down the attackers and allow for reinforcements to arrive for the defenders while creating a system where people would have to ride between keeps.
Regarding “Forward Camps” I think that they should be limited to your own group and that you would have to be within its range to spawn and it and their range should be reduced massively (radius could be about as long as between a resource and its keeps opposite side) and possibly have a spot inside the inner wall of keeps where defenders could put one (one per group that is, they should ignore collision with each other if they are from different groups, possibly not visible to friendly players not in your group even) this spot would be intended to be another objective inside keeps to be occupied by attackers before going to the flags.
I also believe that there could also be a system where you after spawning at a camp (wouldn’t apply if another player actually ressed you) would be unable to use siege equipment that has the ability to damage walls as to make repairing between “waves of attackers” a possibility.
This also naturally ties into my next point, repairing right now is silly, I have seen walls go from 0% to 100% in a matter of a few seconds, this feels strange and unintended. A cap on how many players (I would suggest 4 players) can repair a wall at a time would help with this and also making it so that you can’t repair the outer wall unless the inner wall is at 50% or more would be beneficial I believe as it would mean that the outer wall can’t suddenly go up while you are sieging the inner wall. I also think that repair kits should be one free to buy.
In addition to this I believe that “Covenant/Dominion/Pact Ballistae” should be free as to make sieging less excruciatingly expensive however to prevent “troll sieges” a maximum number of sieges per player and keep side could be 2 and you would only be able to use your own ballistae.
I would also like to talk about the flags inside keeps. Currently large groups of players can take the flags even when there is enemies and guards still alive and at the flags, I think that flags should be unable to turn if there is even one player from the defending faction at the flag, however flags should also in general turn very fast if there is no enemies at them, this is really only an issue if you are 1-3 players trying to turn a flag yet I still felt it needed to be mentioned.
4. The Campaigns
I believe that the campaign change from the old system was a complete failure and this opinion is shared by every single person that I know well in this game (not saying there is not players liking the new campaigns just that I currently do not know any). The old system had its problems with buff campaigns, emperor trading and dead campaigns yet the new one faces much larger issues.
On the EU server there is currently only 4 campaigns to pick from (Blackwater Blade doesn’t count) Chillrend (blue buff campaign where you get swarmed if you attack anything), Haderus (yellow buff campaign where you get swarmed if you attack anything), Thornblade (unless you really love “Deathballs” you probably hate this) and Azura’s Star (same as Thornblade but way fewer players and with a beyond ridiculous night presence from blues, they bring a 20+ person train at 2 am including the emperor to take everything they lose back, also AD is always outnumbered here to a ridiculous degree).
On the old campaigns I had only heard of “Deathballs” even with 70+ /played out of which 90% or more of the time was in Cyrodiil, I played on the EU server “Wabbajack” which was a red buff campaign, however they were rarely more than 2 bars of players so we (my guild which averaged 12 players or so online in cyrodiil) could actually fight them and they did not know about the AoE cap or they just hadn’t figured out the “Deathball” “strategy” and we actually had good fights against players who didn't just stack up in a “Deathball” to become invulnerable to AoE attacks. And I have heard of similar things from the other players I know from all factions from different servers.
The new campaign and the “Deathballs” is what has caused more than half of my guild to quit the game because the PvP were simply not any fun anymore. I believe that in addition to a removal of the AoE cap either bringing back the old campaigns or creating a large number of new campaigns with a very low player cap (24/48 would be good numbers for each faction imo, these numbers are of course not final and it is just a suggestion) would bring most of those players back and these are not the only players who have quit the game because of this issue.
5. Balancing (Mainly Class Issues)
Nightblades
I will start with what I think is a large issue. Nightblades are currently underpowered and they are being even further nerfed for no real reason in the next patch (sneak damage lowered). I am among the players who does in no way benefit from a higher sneak damage yet I think that the players who decide to play an assassin character should have the ability to do so efficiently and even before the nerf to sneak damage I do not see a problem. Yes, I get instagibbed several times but if I find them outside sneak they usually just die. I believe that whenever I get instagibbed from sneak by someone running “Camouflaged Hunter” I deserve it because I have put myself in a position where I would get instagibbed or had too slow of a reaction time.
Furthermore that there is also a skill that is supposed to counter this, “Radiant Magelight” which allows you to see nearby stealthed targets and reduces damage taken from sneak attacks by 50% however this ability is currently bugged and does nothing, fixing it would be a better solution then nerfing sneak damage.
I also believe that all melee attacks which currently has a range of 5 meters should have their range increased to 6 meters as to make them less awkward to use as melee is already at a disadvantage to ranged and the 5 meter ranged abilities feel very clumsy and awkward.
Continuing on the note of Nightblades, they are currently underpowered in PvP at least their melee build is and there is a few simply weird things about their skills. For example “Blur” and “Veiled Strike” have obviously been misplaced, they do not fit in their current skill lines and the passives in their respective skill lines fit the other one much better. I believe their positions should be switched.
In addition that they have a lot of passives improving critical strike chance/damage which is currently pointless because everyone runs at least 4 impenetrable pieces of armor. They also lack any form of instant defensive ability that is comparable in power to Streak, Hardened Ward, Green Dragon Blood, Dragon Fire Scales, Blazing Shield or Breath of Life and no Shadow Cloak doesn’t count as it is not only extremely bugged, it has a very short duration and really only delays your death in the same way spamming mist form delays your death without really achieving anything (which is coincidently what a lot of nightblades do instead of cloaking). They have other strengths but the lack of a solid defensive ability is very hard to make up for and I do not believe they currently have enough other good things to make up for it.
Sorcerers
My next subject will be a class which on the other hand is in no way underpowered. Sorcerers are currently one of the in my opinion 2 strongest classes, they have the best shield for shieldstacking, they have powerful synergies with destruction/restoration staff (Surge), they got a spammable teleport which does good damage and applies crowd control to a large amount of players (Streak), they got the hands down best ultimate in the game (Negate Magic) and to top it of they got multiple powerful other spells such as “Encase”, “Crystal Fragments”, “Dark Exchange” and multiple others.
I am completely fine with sorcerers dealing good damage and having large amounts of crowd control all from a safe range, this should however in that case come at the expense of survivability and mobility something they are certainly not lacking right now. I believe that shieldstacking completely needs to be removed, it should be possible to chase a “streak” spamming sorcerer and “streak” (also please add a crowd control immunity timer to the disorient from this ability) should not be usable as an actual damaging skill (I have seen 5 streaks from different sorcerers on my death recap too many times to count).
Templars
Then there is Templars. I do not believe that they are in any way whatsoever underpowered, quite the opposite, I believe they are on the same level of power as sorcerers. They have a very powerful Player Based Area of Effect that also doubles as a powerful survival effect, it is of course “Blazing Shield” I am talking about, when confronted about this ability the usual response is something along the lines of “just don’t attack them”, this is silly, in a game based largely around Area of Effect abilities, avoiding to attack one specific target is very hard, not to mention that while you are not attacking the templar, they are spamming “Puncturing Jabs” and “Blazing Spear” at you.
I believe that Blazing Shield should have some sort of downside, this could be the old magicka regen penalty as it is now overly spammable, an increased cost everytime you use it like streak has or inability to be healed while it is up (or some sort of combination of these).
“Puncturing Jabs” and “Blazing Spear” is 2 other abilities I would like to write a few words about, they are currently both lacking crowd control immunity timers, this means that if you are out of stamina you will get chain stunned to death with no ability to survive at all.
Also, Blazing Spear’s damage portion (which I believe is a bit too high) is not blockable but its stun portion is, blocking the stun portion draws a large amount of stamina while you still take full damage, either it should not draw stamina or the damage should be reduced by blocking it.
Templars also have one of the strongest Player Based Area of Effect Crowd Control skills; “Blinding Flashes”, not only does this skill spam itself (every 2 seconds), it makes all nearby enemies get a 50% miss chance and it off-balances frequently which lowers their blocking making them vulnerable to “Puncturing Jabs” spam.
They currently have a very strong Area of Effect ultimate in “Nova” as well, especially the “Solar Prison” morph which gives the “Gravity Crush” synergy which hits for a very large amount of damage and has no target cap this is sadly however being changed as it was previously one of the few ways to actually kill 24 stacked up people on a flag.
In addition to this Templars have the overbuffed templar healing ultimate. When one of them is up every player being healed by it in the room is close to unkillable and there is no way to interrupt it right now, it felt like it was in a good spot where they had crowd control immunity but were still interruptible, otherwise I see no problems with healing templars.
Dragonknights
Now I feel forced to also discuss Dragonknights as I have taken up all the other classes, I currently believe that Dragonknights are in an okay spot, they got a few really good spells such “Dragon Fire Scales”, which is really good when facing people who are either blind or dumb and spam their projectiles into it (there is plenty of those and reflecting those projectiles gives ultimate to fight the real threats), they have a strong self heal in “Green Dragon Blood” and they got good damage from spells like “Burning Talons”, “Flame Lash” and “Unstable Flame”.
The only skill that I do not like that they have is actually their strong shield, “Igneous Shield”, which also synergises powerfully with “Green Dragon Blood”. I believe that the shield from this shouldn’t be 100% stronger on yourself and only apply on heals to other people aswell as shield stacking in general being completely removed.
Two Handed
About the changes coming to the weapons I am positive about all of them except one, the 2 hander is actually being nerfed in PvP even though it is already a weak weapon, they are removing one of the really good passives from it and replacing it with one that does nothing in PvP (try doing a fully charged 2 handed attack in PvP) while removing the 2 seconds root from “Stampede” and replacing it with a slow which will weaken it immensely.
There was also promised a buff for “Cleave”, currently its damage is increased by 10% in the next patch, but its in my opinion strongest morph, “Carve”, gets nerfed to 2 ultimate extra per target instead of 3 which makes it overall weaker. Furthermore, there was supposed to be an increase in its radius (according to some official statement), this is what is actually really badly needed for this skill. The rest of 2 hander is however being buffed to a more reasonable level.
Destruction Staff
The Destruction Staff I believe has one skill that should get a small decrease in damage but not too much (10-15% would be good I think) and that other than that it will be fine in the next patch, this skill is of course “Impulse)
Restoration Staff
The next weapon I would like to talk about is the Restoration Staff, most players run around with one of these, I believe that it has a few skills that should be somehow changed mainly “Healing Springs” this skill just heals for too much, I believe it should have its healing reduced by maybe 30% or so as to make it more comparable to other heals. The other thing about it is that it has no instant “simple heal” it only has healing over time effects and the closest it gets to a normal heal is “Healing Springs” and “Healing Ward”, it should get something similar to the templar skill “Rushed Ceremony” obviously replacing some other skill, not sure which though.
Armor
Regarding armors there is a few things I would like to discuss. The first thing is that the armor skills “Immovable”, “Annulment” and “Evasion” should only be usable if you wear 4 or more of the corresponding type of armor as right now “Immovable” is being used mainly by people wearing 7 pieces of light armor (and a stick).
Damage Shields
I would also like to talk once more about shieldstacking and damage shields in general. I believe that shield stacking should be done away with. In addition to that skills should work as normal when you attack them, such as the nightblade skill “Strife” healing for 0 and your attacks generating 0 ultimate when attacking shields.
Healing
Healing should also prioritize people in your group over people outside of your group, this should be a toggleable option so you can choose, preferably with like a slider where you could pick like how many % less someone not in your group would have to be at be prioritized (an example would be that it would go from 0-1000% and if at 0% it would work like now, and if at 500% a group member with 90% hp would have the same prio as a non-group member with 50%.
Stamina Builds
There is also the issue of stamina builds being too weak right now, this is something that I can’t think of any good fixes for right now, but making class skills work like ultimates (takes highest from weapon damage and spell damage and the highest from magicka and stamina) would be a good start.
Impenetrable
There is another issue that needs to be discussed, this is the impenetrable trait, it is currently far too powerful and since there is no other options, all PvPers wear 4-7 pieces of it (sometimes infused on large pieces). It should be changed so that it reduces crit damage by 0.1% per 1 impenetrable rating (legendary pieces got 100 and would reduce by 10%) this would like the current impenetrable not apply to sneak attacks or skills that are guaranteed to crit (Critical Charge mainly).
Animations
There is a few skills that you often lack the ability to see at all or lack the ability to know if they are friendly or not, this should be remedied I believe.
Negate Magic (and morphs) are not nearly visible enough and it needs a clearer indicator whether it is friendly or not.
Dragonknight standard (and morphs) needs a clearer indicator whether it is friendly or not.
Consuming Darkness (and morphs) needs a clearer indicator whether it is friendly or not.
There is probably more of these skills who needs these changes, this was just the ones that felt the most important and the ones annoying me the most.
Friendly/Hostile siege indicators would be appreciated but might have been an intended decision to leave out but I am among the players who would appreciate them.
6. Blocking
I am actually one of the players that believe blocking is currently working very well and does not need any changes at all, the time to kill in this game is ridiculously low without blocking but with blocking and if they removed shield stacking it feels like it is where it is supposed to be.
7. Weapon Swapping
This is an issue I would like to speak of. I think that it should be changed so that you have 1 bar with 10 skills and 2 ultimate abilities. You would still however have the ability to swap which weapon is currently active and this could potentially be made able to switch in what order the skills appear. This would solve atleast somewhat solve the problem with weapon swap being so unreliable. It would also allow be a nice thing for people using “Inner Light” as it would only take 1 slot up on the bar, for Nightblades with different amounts of health on their 2 bars (the fortitude passive) and it would allow for a more diverse combat I believe.
Also, make shields enchantable either as a weapon/jewelry piece or make the enchant on it apply to both bars (when weapon swapping you lose health/stamina/magicka even if you got a shield on both bars and they have the same enchantment)
8. Racials
As a minmaxer, racials is something that is important to me, in this game they are extremely potent and there goes no day where I do not regret my race choice for example I am a redguard Dragonknight, I would really badly prefer to be a Dunmer, I picked what I thought would be best when I started the game and and had very little knowledge of it and then I got Emperor a few times and a high PvP rank and I don’t know if I could get all of that again by leveling a new character. This means that I am always unhappy with my character yet there is no solution for this.
I believe that 1 race change should be allowed (perhaps as a reward for completing Cadwell’s Gold) as players are otherwise punished constantly for a choice they most likely did when they had no knowledge of the game.
Another idea is for racials to be removed (or changed to something “pointless” like the argonian swimming speed) without anything of value really being lost as that would allow players to simply pick their favorite race and not the one with the best bonuses. This feels especially important now as some races have gotten completely useless bonuses that looked powerful from the start, like Khajiits, 10% sneak dmg used to be very good, not so much anymore. 6% weapon crit is pointless as everyone wears Impenetrable and Health Regen is just weak.
Edit: Added a part about animations that I forgot to add initially.
Edited by Cevni on October 25, 2014 1:10AM Guild Leader of Crimson Malice - Azura's Star EU
Guild Leader of The Batman Brigade - Azura's Star EU
Arrius Mine Dweller (Previously Cevni) - V14 - Redguard Dragonknight - Former Emperor - PvP Rank 33
3 Times Emperor on Wabbajack (Cevni)
1 Time Emperor on Azura's Star (Cevni)
Cevni (Previously Cheatni) - v14 - Dunmer Dragonknight - Former Emperor - PvP rank 23
1 Time Emperor Blackwater Blade (Cheatni)
1 Time Emperor Chillrend (Cevni)
1 Time Emperor Azura's Star (Cevni)