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My view on Update 5... PvP, Bows and Undaunted.

Lukeh Shadyvale
Lukeh Shadyvale
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[*] PvP is the same except without FC you're having to spend more time on horses and travelling making you much much more vulnerable as a solo forcing you into a group which will ultimately become a zerg in an attempt to take a keep quick enough before the defending team can get to the keep wipe you out and send you back causing your time, day, life to have been wasted. No FC means MORE Zergs travelling longer distance and when they meet... Wow. I was standing in the middle of an EP and DC Zerg and we were all stuck at a stand still between doing damage and getting healed about 2 minutes of everyone just spamming their abilities but no one died.

[*] Archer's don't belong on the front line so they don't need their snipe quickened. They have high range abilities that cost little stamina and cause a lot of damage. Shortening their cast time and increasing the damage on the already instant attacks have turned them in to the ultimate ganking machines. You nerfed NBs sneak to stop them from ganking but have now given archers a perfect build to gank very quickly from very far away which also gives you no chance to defend yourself. At least with NB you have the chance to defend.

[*]Fix your grouping. People won't invite you to a group if you're not to their standard which is a common problem in Craglorn but at the same time when you're forced into a group you can discuss your build instead of this almost class expectation of "Do this because you're a Templar" ... You have Resto staffs for people wanting to heal reglardless of class for crying out loud. We have this play as you want system but no one wants to let you and no one feels comfortable playing with other people any more.
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What I'd do...
I say a lot of trash about FC being removed but don't bring them back. Yes there is little or NO action going on and it's amazing to see a locked campaign yet 1 battle at an outpost. But if I was aiming for a keep, spent time travelling, spent AP on siege just to be sniped by an archer I couldn't see, have all my siege burnt and now I have to go back to a keep with nothing except an arrow to the knee. Instead increase travelling speed between camps.

Proposal Zergs, they suck. Losing everything getting sent back to your keep. Sucks.

So how about a group x goes to a keep, takes the resources, moves in on to the enemies keep. Group y by now will be on its way to the keep as they've been alerted their resources are being taken. So group x is now sieging the keep, group y now either almost their or currently defending the keep. No camps so group y knows they kill group x they've saved the keep.
What if resources have the ability to act as a respawn/travel to location depending on colour/linkage which allowed 10 people every 60/90 seconds? It would mean if a group of 30 got killed trying to siege a keep and they tried to get back in to the action they would be split in to 3 groups of 10 round the outside of the keep making for a MUCH more interesting siege. They can try and regroup most likely getting killed in the process which is where the resource time limitation comes into play or they can now begin to attack from another location. Group y would now have to try and take back resources to create a respawn/link for themselves and lower their group count to 20.

Breaks up a zerg nicely, causes attackers to have to think quickly and stop both troll camping, and middle of no where camps. These farms now act as very limited respawn locations.

Sort out the snipers. My god everyone is sniping bows now. How do you fight an invisible enemy!? If you want to lower the cast time then increase the stamina cost and REMOVE minimum range make them WORK. They have a gap maker Magnum Shot. Boom 12m between you and the enemy. Hit him with a snare attack and begin your snip, keep walking backwards so they don't fall into your min distance range and there. No this isn't for group attacks because archer's really aren't built for taking on groups. If you want to play as an archer and on the front line in Stamed up medium armor. Be ready to BLOCK, CC BREAK and ultimately die.

As for groups, just fix it and teach everyone to stop being so *** about who they play with.
Edited by Lukeh Shadyvale on November 8, 2014 12:35AM
Lukeh Shadyvale | V14 Bosmer Templar | Ebonheart Pact | EU Nowhere
Cyrodiil is only good for fishing.
  • Akula
    Akula
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    How about a big bag of no?
    Edited by Akula on November 7, 2014 11:46PM
  • Selique
    Selique
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    I like update 5. Sure, there are some things to be fixed, but over all, I've enjoyed this update more than the previous ones. So, I don't agree it needs to be undone.
    Falls-With-Grace ~ Shadowscale (Argonian Night Blade)
    Selique Lasra ~ Captain, Smuggler, Swashbuckler (Redguard Templar)
    Chases-Comets ~ Shellback Warrior (Argonian Dragon Knight)
    Slissix-Kir ~ Swamp Shaman (Argonian Sorcerer)
    Hail Sithis..
  • Elsonso
    Elsonso
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    No.

  • ers101284b14_ESO
    ers101284b14_ESO
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    picture6.jpg
  • timidobserver
    timidobserver
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    @Lukeh Shadyvale
    You didn't make a very good case for removing the undaunted stuff. In fact, I can't find any direct mention to the undaunted stuff in your post. You seem to have an issue with classes having certain accepted roles and specs that are not inclusive to the casual player, not the undaunted dailies themselves.
    Edited by timidobserver on November 7, 2014 11:44PM
    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)

  • guybrushtb16_ESO
    guybrushtb16_ESO
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    - Removing FWC was a very good move IMO. What we now need is a form of compensation to decrease the "downtime" that inevitably happens more often (increased speed on roads has been brought up for example), but as a whole I very much like it.

    - First of all, the buff to snipe was a buff to sustained damage and actually a nerf to the sheer alpha strike potential it had before, both are good things. As a baseline, IMO bows should always have been competitive to magicka builds' ranged dps potential and now they are. They do have a slight range advantage, but personally I got the impression that range is not all that big in this game compared to what we are used to from other mmos, so I don't see this as an issue

    - As a channeled ability, snipe absolutely needed to lose the minimum range. You just can't create enough range to reliably get it off if your enemy has teleports or charges without cooldown that also do damage. Minimum ranges belong in games with less mobility IMO, the concept was misplaced from the start. Now all they have to realize is how awkward channeled abilities are in a game where 95% of the skills are instant and animation cancelling is the norm. I don't expect to see this any time soon, but there's always hope I guess.
  • Vizier
    Vizier
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    I appreciate the time and effort put into your thread. At the end of the day though I'm much happier with the state of things in Cyrodiil (post 1.5).

    All in all I'm thinking - NO

    Faster travel between keeps can be achieved by purchasing a light horse and feeding it apples...just saying. Other than maybe a 10% speed bonus on roads and maybe a 10-15% speed decrease off-road.

    Well said though.
    Edited by Vizier on November 8, 2014 12:05AM
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