HolyDragon wrote: »Things I like to see in future patches:
PVP:
1. Forward Camps Guild or Raid only and/or 1 hour cool down.
2. No more rezzing at keeps. Make us rez at our gates so supply lines will be truly cut off. Creates more strategic play.
3. Make Thorn Vet only Campaign. Make Chillrend level 25+ Campaign. Leave non-vet alone and erase the rest. Add another is pop is too high. If you do this, leave the PVE buffs alone! There wont be a "home" server anymore.
4. Add Raid Assistants that can help recruit, boot and so on. Add another icon for this. Add another color for raid leader text in General chat and in raid so we know they are leading a raid.
5. Give an AP bonus to Raid leaders depending on the amount of players in raid that is online. The emperor should be a person that is leading raids, not people that log in and farm off their other accounts. The good leaders will have their followers so this shouldn't be exploited much...
6. Lower costs of items so people can get siege!!! While I am on the subject, get rid of Lightning and Ice and Scatter siege weapons or FIX them. Add more effects or damage. Right now people hardly use them and if they do, we all let them know to just get a Dom Ballista.
7. Get rid of the FLAGGING keeps icon. If someone wants to hold a keep, make them guard it! This may be too hard but maybe have an upgrade 5 keep able to be flagged at 50% and a 0 keep not flag at all increasing it by 10% per level. That would be cool! Again, makes for more strategic play and may disperse zergs a bit.
8. Increase damage on Fighter's guild skills. Make Fighter's guild exclusive to Vamp and WW skills. A vamp or WW with fighter's skills is silly...
9. SHOULD make DKs reflect 50% reflect for 5 secs. Not 4 times only. While I still think you guys were smoking crack by allowing a class to REFLECT 100% of ranged damage without a significant cool down and bolstering up their melee skills, I think 50% is fair and extending it to 5 secs would be good.
10. Vamp mist form: Don't allow them to carry scroll and mist please. That's a bit crackheadish. Thanks
11. Speaking of vamps... Bats needs a MAJOR Nerf. OR and I say OR!!! You can have it where Ring of Protection negates this effect on anyone standing in it! OR you can make these "Bats" a Pet like 3 of them that do damage and we can target and kill them or just nerf the damage and healing again. Think of something but again, I am not sure how they are on the new up and coming patch but DK Vamps are crazy OP with them!
12. Maybe have a voting system in place for Emperor? Anyone with a certain amount of AP can vote? This staying up for days to get AP is wrong in many ways. These people need help and you are encouraging them to do so. Heck, people DIE from this sort of activity!!! You want your players to die cause they want to get Emp? Change the way Emp is achieved. Maybe have an Emp in each faction so they can battle each other and even out the odds? Add a bonus for taking the keeps but change this up a bit.
Guilds:
1. If you can, and I know this is dramatically changing everything about them but if you can, only allow us to join 1 guild and 3 merchant guilds. This way we are not competing with other guilds for raids and pvp. A lot of people still like the traditional join 1 guild structure. While the newer types of people may like this "social media" type structure, it is not allowing them to form any loyalty skills, IMO. We all have opinions and that is fine to disagree with me. If you do this, here are more changes to guilds...
2. Here is the first idea: Add a bonus structure for them. A % to any attribute in game like gold found, exp gained, HPs, Magicka, mount speed, whatever... Allow 10 ranks where we have to place 1 person per 10 people in guild in each rank. Example would be 11 people in guild, 1 person rank 1 which is guild master, 2 people allowed in rank 2 and ranks 3-10 1 person each. If these numbers get messed up by people leaving the guild you must first fill in lower ranks till it meets this quota. Now that we sorta have that down, here are ways to increase this % bonus. You rank indicates your bonus. Rank 1 gets 10% while 10 gets 1%. Loyalty bonus is 1% per month in guild with a max of lets say 10%. I wont list all ways but you can see where I am going with this. This will create a new mini game for guildies. They will want to rank up now! They should help out! They SHOULD stay in guild if it is well ran! Oh and make max membership at 300ish.
3. Here is another guild idea: Guild skill line!!! We level this up with time in guild. Each month we unlock a new skill. If you leave the guild, you'll need to start over. Add synergies to this that only guildies can use! Make skills in each element so if used together it creates a larger effect. This will create loyalty, cooperation and another major reason to group up with your guild. Add a bonus for grouping with guildies.
Armor:
I am sure you are still tweaking this out but when I did go on my Templar in full light Seducers/Warlock armor, it was crazy squishy while not giving enough bonuses as a caster to penetrate damage or regenerate my magicka to compensate against melee heavy armored players. If you have heavy armor of course it should give you a ton of armor points. Light armor just seems a bit weak atm for spell casters imo. Of course I did not test this out as much as I should. I'm sure someone will post something about this.
Well, that's about all that I can think of for now but I hope there are some good ideas here that can help the game. I do enjoy it quite a bit and hope it gets better in time. hey trolls, try to keep it civil please. No need to insult here just give your opinions. It will help this thread a lot of you didn't. (oh boy, did I just feed em!!!! argghh)
Holydragon
You're actually being serious here? I'd love to hear why you want this...HolyDragon wrote: »5. Give an AP bonus to Raid leaders depending on the amount of players in raid that is online. The emperor should be a person that is leading raids, not people that log in and farm off their other accounts. The good leaders will have their followers so this shouldn't be exploited much...
pete5210b14_ESO wrote: »HolyDragon wrote: »pete5210b14_ESO wrote: »HolyDragon wrote: »Things I like to see in future patches:
Armor:
I am sure you are still tweaking this out but when I did go on my Templar in full light Seducers/Warlock armor, it was crazy squishy while not giving enough bonuses as a caster to penetrate damage or regenerate my magicka to compensate against melee heavy armored players. If you have heavy armor of course it should give you a ton of armor points. Light armor just seems a bit weak atm for spell casters imo. Of course I did not test this out as much as I should. I'm sure someone will post something about this.
Holydragon
Light armor is supposed to be squishy. You wouldn't go up against a bear in the woods with a robe on, no, you'd be in Heavy Steel Armor.....but then why would ANYONE go up against a bear in the woods? That is just silly in my opinion.
Did you read anything but squishy? Look at the rest plz. Thanks
Uh, you're totally welcome, I did read what you said about the Armor....everything else...no. I don't have time to read EVERYTHING you say.
Light Armor is supposed to be squishy, it's light! Nuff said
Actually same as Magicka Nightblades. And no, Funnel Health is not really a heal.While these updates are a really good start to helping Sorcerers, I still feel they don't have equal healing that other classes have without having to use a Restoration Staff. (...) Since they are down to 3 castable spells for damage, to have to use another spot for a Restoration Staff ability for a heal IMO isn't a fair balance at all."
ZOS_JessicaFolsom wrote: »Our work on racial passives is ongoing. We have read the thread you linked, as well as others. With the recent changes from today's patch, which specifically do you feel could use looking at?
Gilcroixb14_ESO wrote: »ZOS_JessicaFolsom wrote: »Our work on racial passives is ongoing. We have read the thread you linked, as well as others. With the recent changes from today's patch, which specifically do you feel could use looking at?
Argonians - Amphibious and quick to mend are both horrible.
It would be nice if some other race besides khajiit got critical strikes, for those of us who hate cats! I of course would like it on Argonians but Nord and Orc are probably better choices.
What I'd really like to see is racials done away with completely, but I don't see that happening.
Gilcroixb14_ESO wrote: »
Argonians - Amphibious and quick to mend are both horrible.
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decado0024_ESO wrote: »What no fix to the broken tempar execute that applies 300% damage when targets are not even low health awesome.
eserras7b16_ESO wrote: »Am I the only one that thinks that templars healing has been nerfed a lot..?
Sure we needed to be in pair with others, but I think that had something to be with giving other classes a buff in healing, not nerfing the Templar. We might not be viable healers after this update... Nerf + Dungeons increase in difficulty... nothing worth to be cleaned out there anymore, Restoration staff skill line is actualy superior by long (it already was, except for breath of life)... now my templar healer will be using only restoration staff skills, won't benefit from my templar healing tree anymore.
Did you really mean to destroy templars healing tree? Buff healing hot from cleanse ritual, less cast time on healing ritual... I mean, nobody uses healing ritual anymore, hot from resto staff is way better, nothing to be cleaned up in the game, massive nerf on both healing ritual and radiant aura.
HolyDragon wrote: »You're actually being serious here? I'd love to hear why you want this...HolyDragon wrote: »5. Give an AP bonus to Raid leaders depending on the amount of players in raid that is online. The emperor should be a person that is leading raids, not people that log in and farm off their other accounts. The good leaders will have their followers so this shouldn't be exploited much...
Emperor should be given to people that lead imo. Not people that stay up all night for days or people that solo to gain more AP. Raid leaders are the ones trying to get things done with the help of good players joining them. It is a way to give them something for all the hard work they do. I'm sure people can think of other reasons as well but that's just my 2 cents.
Emma_Eunjung wrote: »HolyDragon wrote: »You're actually being serious here? I'd love to hear why you want this...HolyDragon wrote: »5. Give an AP bonus to Raid leaders depending on the amount of players in raid that is online. The emperor should be a person that is leading raids, not people that log in and farm off their other accounts. The good leaders will have their followers so this shouldn't be exploited much...
Emperor should be given to people that lead imo. Not people that stay up all night for days or people that solo to gain more AP. Raid leaders are the ones trying to get things done with the help of good players joining them. It is a way to give them something for all the hard work they do. I'm sure people can think of other reasons as well but that's just my 2 cents.
LOL, what? So "people that stay up all night for days or people that solo" aren't working hard, in your opinion, but some guy who logs in for a few minutes at the same time as a bunch of his guild buddies IS working hard? Staying alive for hours because you're in the middle of a guild zerg is "hard work", while dying and riding your horse every ten minutes because you're a vulnerable solo ganker is easy?
NO, just NO. This is the same snobby guild-centric attitude that has almost ruined PVE... please don't let it ruin PVP, too.
Abilities that apply a secondary effect, such as Caltrops, will only snare the 6 targets who take full damage.
eventide03b14a_ESO wrote: »@ZOS the changes to negate are going to bar sorcerers from experiencing trials in competitive groups. You officially ruined the class in this one change. Can't you just reduce the radius, or duration or something instead.
Pro tip: endless CCs spam is the biggest problem in PvP, not negate. People who complain about negate in PvP need to L2P. These are the same easy mode players that zerg ball and expect nothing to challenge them. Negate was that skill that worked here and that's why they QQ.
Wake up, stop being gullible to the easymode player who just want every counter of their tactics removed from the game. It's a big bubble, just dodge roll or stay away, it's not like it lasts forever like roots/CCs.
Why would this one change suddenly ruin it for sorcerers. At this point isn't it a little early to call foul when so many other mechanics have also changed?
Nope not too early, been on the pts, seen it in action and it destroys the need for sorcerers in trials. Why? because most current trials tactics rely heavily on negates ability to dispel ground effects for the full duration.
I guess you could take 12 sorcs into a trial now and each drop a negate 1 second after the other. That would give you at least 12 seconds worth, but no, just neuwww.
If you've played a trial you'd know that sorcs are only brought along for negate and are now (more than likely) not going to be brought on competitive trial runs. Sorcs would have to top the dps charts to have a chance without a fully functioning negate. aka ruined, at least for PvE
wenxue2222b16_ESO wrote: »This one would like a khajiit racial skill called 'Sugar Rush' that makes us go faster when we are running from guards that accuse us unjustly of borrowing from pockets.
I'll get some time on the PTS after work tonight hopefully and by the end of the weekend I hope to have some sort of video put together of at least some of the costumes on my eight alts. We will see how far those testing crowns go!
WatchYourSixx wrote: »You broke character!!! How dare you say this one would like, and then say I'll, and I. As a bosmer, I am offended by this.
Gilcroixb14_ESO wrote: »
Argonians - Amphibious and quick to mend are both horrible.
.
Don't take my speedy swimming away!! I love swimming so fast!
eventide03b14a_ESO wrote: »I got 1 LOL for this comment so far, but I'm really not sure why. I took a template sorcerer and pretty much just ate my way through the mobs in Craglorn. I did this with very little set up and no points spent in the champion system. The pets now taunt, Daedric Curse now causes pets to do more damage to the target, ward seems to be as good as it was before. Please let me know if I missed something.eventide03b14a_ESO wrote: »Well sorcerers got a huge boost. The daedric summoning line now has a lot more synergy and the pets seem like they don't actually suck anymore.
@Ysne58 , you are not the only one. It's a glitch/bug and they have yet to correct it.While I appreciate the help, thats not the problem. I can ride my horse just fine, but my bag space is not augmented by the characters +50 horse space skill (or whatever its called).
Additionally, I lost 50 items from each of my characters accounts (PTS versus Live) because my horsemanship skill and the existance of a horse were not recognized on character loading. I normally have space for 140 items (90 characters 50 horse). On PTS, they all have 90 (50 items lost).
Am I really the only person with this issue? (Note, I did enter a bug ticket).
This happened to quite a few people when NA was testing, including me. This absolutely has to be fixed before live.
HolyDragon wrote: »You're actually being serious here? I'd love to hear why you want this...HolyDragon wrote: »5. Give an AP bonus to Raid leaders depending on the amount of players in raid that is online. The emperor should be a person that is leading raids, not people that log in and farm off their other accounts. The good leaders will have their followers so this shouldn't be exploited much...
Emperor should be given to people that lead imo. Not people that stay up all night for days or people that solo to gain more AP. Raid leaders are the ones trying to get things done with the help of good players joining them. It is a way to give them something for all the hard work they do. I'm sure people can think of other reasons as well but that's just my 2 cents.
HolyDragon wrote: »pete5210b14_ESO wrote: »HolyDragon wrote: »pete5210b14_ESO wrote: »HolyDragon wrote: »Things I like to see in future patches:
Armor:
I am sure you are still tweaking this out but when I did go on my Templar in full light Seducers/Warlock armor, it was crazy squishy while not giving enough bonuses as a caster to penetrate damage or regenerate my magicka to compensate against melee heavy armored players. If you have heavy armor of course it should give you a ton of armor points. Light armor just seems a bit weak atm for spell casters imo. Of course I did not test this out as much as I should. I'm sure someone will post something about this.
Holydragon
Light armor is supposed to be squishy. You wouldn't go up against a bear in the woods with a robe on, no, you'd be in Heavy Steel Armor.....but then why would ANYONE go up against a bear in the woods? That is just silly in my opinion.
Did you read anything but squishy? Look at the rest plz. Thanks
Uh, you're totally welcome, I did read what you said about the Armor....everything else...no. I don't have time to read EVERYTHING you say.
Light Armor is supposed to be squishy, it's light! Nuff said
While I feel I'm beating a dead horse here, "it was crazy squishy while not giving enough bonuses as a caster to penetrate damage or regenerate my magicka to compensate against melee heavy armored players". I agree light should be hit harder against melee but Light should hit harder with spells to heavy armor or regen should be better for that trade off.. Understand yet? If not, that's fine. I'm moving on...
Emma_Eunjung wrote: »
LOL, what? So "people that stay up all night for days or people that solo" aren't working hard, in your opinion, but some guy who logs in for a few minutes at the same time as a bunch of his guild buddies IS working hard? Staying alive for hours because you're in the middle of a guild zerg is "hard work", while dying and riding your horse every ten minutes because you're a vulnerable solo ganker is easy?
NO, just NO. This is the same snobby guild-centric attitude that has almost ruined PVE... please don't let it ruin PVP, too.
An interesting idea would be to scale emperor/empress buffs based on number of players from his/her alliance nearby.
Khivas_Carrick wrote: »You ever lead a raid? *** is not easy.
eventide03b14a_ESO wrote: »@ZOS the changes to negate are going to bar sorcerers from experiencing trials in competitive groups. You officially ruined the class in this one change. Can't you just reduce the radius, or duration or something instead.
Pro tip: endless CCs spam is the biggest problem in PvP, not negate. People who complain about negate in PvP need to L2P. These are the same easy mode players that zerg ball and expect nothing to challenge them. Negate was that skill that worked here and that's why they QQ.
Wake up, stop being gullible to the easymode player who just want every counter of their tactics removed from the game. It's a big bubble, just dodge roll or stay away, it's not like it lasts forever like roots/CCs.
Why would this one change suddenly ruin it for sorcerers. At this point isn't it a little early to call foul when so many other mechanics have also changed?
Nope not too early, been on the pts, seen it in action and it destroys the need for sorcerers in trials. Why? because most current trials tactics rely heavily on negates ability to dispel ground effects for the full duration.
I guess you could take 12 sorcs into a trial now and each drop a negate 1 second after the other. That would give you at least 12 seconds worth, but no, just neuwww.
If you've played a trial you'd know that sorcs are only brought along for negate and are now (more than likely) not going to be brought on competitive trial runs. Sorcs would have to top the dps charts to have a chance without a fully functioning negate. aka ruined, at least for PvE
Im not sure what you are talking about, other than the Mage hardmode tactic, I almost never see negate run in trials. We usually set up sorcs as the utility member taking care of war horn, drains and siphons, barriers, etc with their reduced ultimate cost. You probably wont see a raid of 7 sorcs like you can DKs, but they're far from useless and easy to configure as a significant improvement to overall raid dps by enhancing the other characters as much.
The reaction is overblown. Negate nerf is aimed at PVP where stacking negates is much more powerful than basically any other strategy a small, coordinated group can engage in.
eventide03b14a_ESO wrote: »@ZOS the changes to negate are going to bar sorcerers from experiencing trials in competitive groups. You officially ruined the class in this one change. Can't you just reduce the radius, or duration or something instead.
Pro tip: endless CCs spam is the biggest problem in PvP, not negate. People who complain about negate in PvP need to L2P. These are the same easy mode players that zerg ball and expect nothing to challenge them. Negate was that skill that worked here and that's why they QQ.
Wake up, stop being gullible to the easymode player who just want every counter of their tactics removed from the game. It's a big bubble, just dodge roll or stay away, it's not like it lasts forever like roots/CCs.
Why would this one change suddenly ruin it for sorcerers. At this point isn't it a little early to call foul when so many other mechanics have also changed?
Nope not too early, been on the pts, seen it in action and it destroys the need for sorcerers in trials. Why? because most current trials tactics rely heavily on negates ability to dispel ground effects for the full duration.
I guess you could take 12 sorcs into a trial now and each drop a negate 1 second after the other. That would give you at least 12 seconds worth, but no, just neuwww.
If you've played a trial you'd know that sorcs are only brought along for negate and are now (more than likely) not going to be brought on competitive trial runs. Sorcs would have to top the dps charts to have a chance without a fully functioning negate. aka ruined, at least for PvE
Im not sure what you are talking about, other than the Mage hardmode tactic, I almost never see negate run in trials. We usually set up sorcs as the utility member taking care of war horn, drains and siphons, barriers, etc with their reduced ultimate cost. You probably wont see a raid of 7 sorcs like you can DKs, but they're far from useless and easy to configure as a significant improvement to overall raid dps by enhancing the other characters as much.
The reaction is overblown. Negate nerf is aimed at PVP where stacking negates is much more powerful than basically any other strategy a small, coordinated group can engage in.
Is this because you have brought along all DKs and NBs? You're almost reinforcing my point here. Plus any class can provide the utility you speak of.....so again no need for sorcs. Thanks for helping to make my point.
I didn't have time to play around with other builds, but I don't see sorcerers as ever really being viable with stamina in this game. This is a limitation imposed by the devs because they decided to include classes. At least dark exchange has become more versatile now that you can choose how it morphs, but it doesn't work across the board with some of their choices of morphs.Merlin13KAGL wrote: »eventide03b14a_ESO wrote: »I got 1 LOL for this comment so far, but I'm really not sure why. I took a template sorcerer and pretty much just ate my way through the mobs in Craglorn. I did this with very little set up and no points spent in the champion system. The pets now taunt, Daedric Curse now causes pets to do more damage to the target, ward seems to be as good as it was before. Please let me know if I missed something.eventide03b14a_ESO wrote: »Well sorcerers got a huge boost. The daedric summoning line now has a lot more synergy and the pets seem like they don't actually suck anymore.
@eventide03b14a_ESO , while Summoning is drastically improved, I suspect you got the LOL from the fact that a Summoning build should not be the only viable Sorc build, and 1.6+ is certainly trying to push it that direction.
ZOS_JessicaFolsom wrote: »are you serious? care to do some serious work on racial passives balance?
Why are you ignoring threads regarding racial imbalance/race change
(like this for example or plethora other topics regarding the issue)?
Our work on racial passives is ongoing. We have read the thread you linked, as well as others. With the recent changes from today's patch, which specifically do you feel could use looking at?
I'm not disagreeing sorcs aren't in a great place, but you can take 1-2 for pretty much any content and the reasons don't have much to do with negate.
My argument is that nerfing negate doesn't change the situation - sorcs need to get better at other things, either way, as negate isn't currently fixing the problem or the thing getting sorcs into most trials.
I have a sorc, and I would love for it to get better. But negate, in PVE trial content, isn't what gets a sorc into groups right now. So this nerf isn't really that relevant to that problem, which is that magicka sorc dps needs to be better. You can already make a 1400 dps stamina build and be plenty useful.
Actually same as Magicka Nightblades. And no, Funnel Health is not really a heal.While these updates are a really good start to helping Sorcerers, I still feel they don't have equal healing that other classes have without having to use a Restoration Staff. (...) Since they are down to 3 castable spells for damage, to have to use another spot for a Restoration Staff ability for a heal IMO isn't a fair balance at all."
curlyqloub14_ESO wrote: »
Really? Bat nerfs? Still? They've already been nerfed quite a bit, but more importantly - just get out of their range when you see them!! Roll dodge, run, jump, or whatever other method of movement suits your fancy...it's a very simply concept, and really not that hard to do. I might slightly agree that the *synergy* between Vamp and DK is a bit OP, but that is not a cause of Vamp itself. Bats need no more nerfs. That horse is long dead - stop beating it.
curlyqloub14_ESO wrote: »
Really? Bat nerfs? Still? They've already been nerfed quite a bit, but more importantly - just get out of their range when you see them!! Roll dodge, run, jump, or whatever other method of movement suits your fancy...it's a very simply concept, and really not that hard to do. I might slightly agree that the *synergy* between Vamp and DK is a bit OP, but that is not a cause of Vamp itself. Bats need no more nerfs. That horse is long dead - stop beating it.
People keep going on and on about bats and standards lol. They are good for dropping Ulti on flags...
But the instant death in PvP is now (well has been for a while) coming from rolling zerg trains spamming Wall of Elements and Impulse.
With AOE cap removed we'll see what changes, but since one of the key words here is "ROLLING" there's a good chance the tactic will still work after 1.6, or might just require some small modifications to be affective.