Hypertionb14_ESO wrote: »Hypertionb14_ESO wrote: »Hypertionb14_ESO wrote: »@zos_ro
Suggestions :
- Increase cost of efficient purge
- Give the bolt escape treatment to efficient purge
- Add a cast time on efficient purge
- Reduce the number of people affected by efficient purge
- Make it so efficient purge remove player debuffs and purify ritual removes siege debuffs
- Increase the cost of retreating maneuver
- Reduce the number of people affected by retreating maneuver
- Reduce the duration of retreating maneuver
- Change the oil catapults so they can hit only 4 targets and those cannot be purged
- Reduce the duration of Barrier
- Give Barrier strength a determined number which can only be increased by Bastion
- Change the siege damage so it goes through shields
Only ones I really agree with. Retreating should get the immovable treatment imo. Lately I've just been using retreating + an immovable pot for like 13 seconds of complete immunity to everything while moving fast as hell. No way should I be able to do that. And I've always been a proponent of making every shield health percent based like Blazing Shield. It's by far the easiest way to balance it out, and you can give shields that don't have a special effect one to compensate for maybe not being as strong after. It also encourages people to spend a little more in health than the other stats though you can argue people wouldn't do that.
I feel efficient purge is fine... if you're using that you're probably hurting your group anyway. Cleanse is much better with a much higher cost to balance it out. ZOS actually thought it wasn't good because no one used it and they buffed it in 1.6 PTS until we had to tell them how stupidly strong the skill is, and then they not only reverted it but nerfed it slightly. I'd be okay with them making purge only hit 12-16 people since if you have more than that you likely have multiple people purging anyway. Oil catas already discussed for my pov, and siege damage + shields would be better with a change to how shields work.
cleanse? the healing morph? what does the morph have to do with anything in the fact that purge is basically able to 100% immunize a group? the cost is not the issue, AT all. its the sheer number of purge per second that is the issue, and the fact that even with a cast time or recast increase on the base skill, it will still go as fast as it does.
Purge itself does not immunize you. You still take a lot of damage from the initial hits. If you are purging you are not healing or doing damage(if you are using cleanse at least you are healing), and you can get debuffs stacked on you just as fast as you can purge them off. Seems fair to me.
alright... clearly you have not seen how purge functions in those blob groups...
Not having enough heals is DEFINITLY not a issue in those groups....
And you did not understand what I said lol.
you are saying that taking the clense morph is better because it heals, which those who run the other morph do not do.. and since the ones who purge generally just spam it infinitely (cost reduction + regen) they are not helping out with heals or DPS.
what you did not get, is that those groups already have so much of both healing and DPS that anything from the clense spell is redundant, and because it only procs when it clears a debuff, is generally a waste of mana since you cannot spam that spell infinitely like you can the other morph.
the cost is so massive that it cannot be sustained, and those groups want the sustained because it allows them to completely ignore any CC or DOT that hits them for the most part. in that respect the healing morph will never be a good option..
its not even a better option in small groups... the cost is so high and the restore is lower than the damage generally taken that is caused by the effects removed that healing is still needed in addition. better to have the lower cost there and just pop off a single heal instead.
if you try and use cleanse in a situation where you are a dedicated purge bot... you are the one hurting your group...
skillastatb16_ESO wrote: »@ZOS_BrianWheeler
Will you do something against animation cancelling ?
I think it's a disease for this game.
Hypertionb14_ESO wrote: »Hypertionb14_ESO wrote: »Hypertionb14_ESO wrote: »@zos_ro
Suggestions :
- Increase cost of efficient purge
- Give the bolt escape treatment to efficient purge
- Add a cast time on efficient purge
- Reduce the number of people affected by efficient purge
- Make it so efficient purge remove player debuffs and purify ritual removes siege debuffs
- Increase the cost of retreating maneuver
- Reduce the number of people affected by retreating maneuver
- Reduce the duration of retreating maneuver
- Change the oil catapults so they can hit only 4 targets and those cannot be purged
- Reduce the duration of Barrier
- Give Barrier strength a determined number which can only be increased by Bastion
- Change the siege damage so it goes through shields
Only ones I really agree with. Retreating should get the immovable treatment imo. Lately I've just been using retreating + an immovable pot for like 13 seconds of complete immunity to everything while moving fast as hell. No way should I be able to do that. And I've always been a proponent of making every shield health percent based like Blazing Shield. It's by far the easiest way to balance it out, and you can give shields that don't have a special effect one to compensate for maybe not being as strong after. It also encourages people to spend a little more in health than the other stats though you can argue people wouldn't do that.
I feel efficient purge is fine... if you're using that you're probably hurting your group anyway. Cleanse is much better with a much higher cost to balance it out. ZOS actually thought it wasn't good because no one used it and they buffed it in 1.6 PTS until we had to tell them how stupidly strong the skill is, and then they not only reverted it but nerfed it slightly. I'd be okay with them making purge only hit 12-16 people since if you have more than that you likely have multiple people purging anyway. Oil catas already discussed for my pov, and siege damage + shields would be better with a change to how shields work.
cleanse? the healing morph? what does the morph have to do with anything in the fact that purge is basically able to 100% immunize a group? the cost is not the issue, AT all. its the sheer number of purge per second that is the issue, and the fact that even with a cast time or recast increase on the base skill, it will still go as fast as it does.
Purge itself does not immunize you. You still take a lot of damage from the initial hits. If you are purging you are not healing or doing damage(if you are using cleanse at least you are healing), and you can get debuffs stacked on you just as fast as you can purge them off. Seems fair to me.
alright... clearly you have not seen how purge functions in those blob groups...
Not having enough heals is DEFINITLY not a issue in those groups....
And you did not understand what I said lol.
you are saying that taking the clense morph is better because it heals, which those who run the other morph do not do.. and since the ones who purge generally just spam it infinitely (cost reduction + regen) they are not helping out with heals or DPS.
what you did not get, is that those groups already have so much of both healing and DPS that anything from the clense spell is redundant, and because it only procs when it clears a debuff, is generally a waste of mana since you cannot spam that spell infinitely like you can the other morph.
the cost is so massive that it cannot be sustained, and those groups want the sustained because it allows them to completely ignore any CC or DOT that hits them for the most part. in that respect the healing morph will never be a good option..
its not even a better option in small groups... the cost is so high and the restore is lower than the damage generally taken that is caused by the effects removed that healing is still needed in addition. better to have the lower cost there and just pop off a single heal instead.
if you try and use cleanse in a situation where you are a dedicated purge bot... you are the one hurting your group...
Funnily enough I use this morph. I can spam it as much as I need to without my mana being completely lost. But then perhaps that's because I only use it when it is needed, rather than it simply being the only button I press. Because I play in groups of <12, I actually have to use more than one button if I am to contribute to the group. With that said, cleanse is by far the best morph for me. I can use it often (and even spam it across a short period of necessary) and it also provides a benefit to the group by providing some heals. It is practically a no brainer... So I would argue that far from hurting the group, I am being more effective and providing more benefit than if I was to use the efficient morph.
Not to mention cleanse is by far the better option for solo play.
So firstly My Wheeler lets talk about locking people down on campaigns so they can't jump to one another when they wish. This will have DISASTROUS CONSEQUENCES. For Example. Just now I was in a 10 man group in AD and we were at Faregyl defending our last keep on the map. There was a full population EP trying to get the keep. 70 Minimum. They have now taken everything on the entire map 6-7 hours into the new campaign There was maybe 20 AD at Fare defending because other AD were on other campaigns. So if for the next two weeks the entire map was like this wouldn't my group get bored? Wouldn't my group want to move campaigns because they cannot take on 70 EP? Would we not think "What's the point, we're stuck in this campaign there's nothing we can do". In Situations like this people generally go to a campaign which is more balanced...why?....because They can. They don't want to get rolled over by 70 dudes so they change. With your plans they will be stuck while all the other AD guilds are in other campaigns. Locking people down will make people quit/not pvp/pvp a lot less. (This is not a complaint at EP too many guilds homed Chillrend this time round simple as)
Secondly. You want to take away my former Emperor Buff? The one I grinded for. The one I stayed awake for 38 hours straight for? The buff that I booked a few days off work for? The buff that I invested hundreds of thousands of gold into? Im sorry that there are some people out there who will never get Emp but some of us have spilled blood and sweated for this!
Lets go over Former Emp Buffs
Increase Healing Taken by 1% - On a 15k Breathe of Life this 150 Extra healing which is about 0.75% of the average Max health in PvP
5% Cost on Ultimate Reductions - This is the best one but when you crunch the numbers it allows you to get Ultimate (lets say the ultimate cost 100) 3 seconds faster than someone else.
2% Max Magika, Stamina, Health - If someone has 25k Health that an extra 500 Health. That's half of what you could get from an Infused Kuta Health Enchant.
Increase Siege against keeps by 2% - This is 40 more Damage on a Ballista with an overall of 2000 - If you crunch some numbers this means that if 20 people had 20 Dominion Balista's on a keep wall and they were all former Emperor's they would get the wall down 2% faster which is 1.2 Seconds faster if it took 1 minute to siege the wall down! (OP MUCH? Please see the sarcasm in this)
Emperor Buffs are not game breaking. Who ever say's they are they need to re-evaluate their build and they play their game. If I have seen a level 30 kill a V14 then a Non Ex Emp Group can kill a Full ex Emp Group! It happens all the time!
Right here it may look like i'm trying to make the Emp Buffs look like less than they are so they are not taken away. They are not Game Breaking. They are not gaming change BUT I earned my 2% Max Magika! I earned My my 5% Ultimate Cost reduction and HOW DARE YOU TRY TAKE IT AWAY!
Al the other changes do not bother me but maybe someone else might show their opinion here!
Vinyl_Scrtch wrote: »Uggh there goes my day off for playing..... Stupid 15 gb update
Boomjackal wrote: », Thought I would have a quick look to see if much as changed since 6 months after release when I quit and there are still performance issues in cyrodil after all this time hahaha. What a joke and still no small scale PVP 10 vs 10 15 vs 15 games to stop getting noob trained ahhhhhh. Ill have another look next year thats if this game is still going. Was just reading all the issues console players have been having as well .
Boomjackal wrote: »(rant deleted)
Maybe you need another game to play.
k1llorbek1lled wrote: »I agree with a good portion of the changes listed here. But I think removing former employee passive buffs is a spit in the face of people who earned it. I used vacation time to take off during a server reset, spent 14 hours straight grinding AP to get ahead of the competition and push for the Emp keeps. No one handed it to me, people don't care if you are pushing for it, your whole faction doesn't try to help you(some did, others were verbally abusive about opposing my pushing for it). Emp trading is definitely a problem, but spitting in the face of your player base is not how you go about fixing it. These passives are not ruining pvp. The only people that whine about them are people who don't take the time and put in the effort to get them. I have continued supporting ESO through my subscription because I see the room for improvement on a fun game. But taking away things that have been earned will only confirm for me that Zenimax doesn't care about loyal fans, and my subscription will end as I will not support my time and effort being dismissed.
Well said... read this Brian Wheeler, because it's how I feel toooo.....
The thread title refers to the time when Brian posted it, so that it's easy to see when looking back in the future. More details about when the update is coming will be out in July.Is the update coming this month? because of the thread title
In a manner, you have this. At the non elite vendors, you can by those sets for lower levels, not everything for all levels, but Cyrodiil's Light for example is available there for Veteran Rank 6. I think Curse Eater is there for Veteran 1 or 2 and a lower level version of the Ravager set also is available if I remember correctly. Not sure about the level, though.It would be nice if you added a tier system to the elite gear so lower level players have something to look forward to in pvp instead of having to wait till v13
I think you are confusing things a bit, there. Us purely PvP players didn't really give a rat's behind about the PvP buffs outside of Cyrodiil and actually there are post from April 2014 that are asking for removal of the buffs from PvE. The only thing most of us were aggravated about was the change where your home campaign buffs did not apply in guest campaigns anymore and even that was not that much of an issue.Akavir_Sentinel wrote: »[snip]
I think you are confusing things a bit, there. Us purely PvP players didn't really give a rat's behind about the PvP buffs outside of Cyrodiil and actually there are post from April 2014 that are asking for removal of the buffs from PvE. The only thing most of us were aggravated about was the change where your home campaign buffs did not apply in guest campaigns anymore and even that was not that much of an issue.Akavir_Sentinel wrote: »I've just got to laugh at all of the PvP players who have insisted from day 1 that ESO was made solely for PvP. Now they are crying because they can't get their PvE buffs outside of Cyrodiil anymore.
Now as to the former emperor bonuses, I feel that these are not necessarily complained about by any specific group, because they would apply to all parts of the game, PvP as well as PvE.
My feeling is that the biggest advocates against PvP buff removal outside Cyrodiil are those that compete for the top spots on the PvE leaderboards (trials and DSA), so PvE players complaining about removal of PvP buffs.
ZOS_BrianWheeler wrote: »We have discussed the ability to remove your home and guest assignment entirely, but won't make it in for this update. It has been a highly requested feature and we will work to get it in the future.
CavalierKing wrote: »So, after reading this thread, I see that there are a couple of other major issues - zerging and lagging.
To start, much of the server issues and lagginess come from zerging - too many people in a single area spamming AoE. So if zerging gets fixed, lagging should too. So why do people zerg? Because keeps and Elder Scrolls are difficult to take - as they should be. But why zerging specifically? Why form groups of up to 100 to just quickly roll through one keep to the next, making sure to stick together and attack everything together? Because it's the most effective overall strategy. One of the reasons for this is because it's so costly to die. In large groups, you have a better chance at survival and know exactly where to go to find the battle if you do happen to die. However, in small groups, you are more likely to get killed, and the chances of the battle being over by the time you spawn and run all the way back is huge. The worst thing in PvP is dying because of the load times, the run times, and not knowing where the battle is.
So, suggestion #1 is to bring back forward camps. I'm not sure how they used to work, but basically, it needs to be a place to spawn. These would be extremely weak - easy to capture or destroy. If they're destructible, they would be costly and time consuming to build and difficult to defend. However, they would give players another location to attack which could be taken by small groups, encouraging small groups to branch off and attack these scattered forward camps. Furthermore, it encourages small group tactics as it would be easier to flank a keep from multiple sides. Finally, it gets rid of the worst part of PvP - the running.
Another reason is because NPCs are so strong. No, we don't want small groups taking keeps, but why should you need a large group to take it without spending an hour or more on the same place? Instead, make the walls stronger and the NPCs weaker. Make it so that a medium sized group is able to take it if they commit long enough and don't encounter major resistance. This gives players an incentive to go off to a generally uncontested keep and try to take it. They have more work to do with destroying walls, but they are less likely to be demolished by NPCs. This will also incentivize players to take resources which are largely ignored or zerged.
So, suggestion #2 is make guards weaker and walls stronger.
Speaking of weak walls, many groups don't repair them because they are so weak. They know that a zerg could come through and quickly destroy them anyways, so there isn't much point in wasting the time and alliance points to repair it.
So, suggestion #3 is do #2 and repair kits need to repair more and be cheaper so that people have incentives to repair it. This way, players will spend time after taking a keep repairing it.
Zergs also happen because spawn control is extremely easy. It's easy to send one player with a siege weapon to the keep nearest your real target and have them make it under attack so that they can't spawn there. This is a huge problem as not only is it super easy to control your opponent while the rest of the army zergs, it exacerbates the problem of too much running.
I don't have a specific suggestion #4, but this needs to be fixed. Either the cool down from shots fired and under attack to no longer under attack and spawnable needs to be shorter, or there needs to be more siege weapons attacking than just 1, or it needs to be considered under attack when enough opposing players are in the area. This would balance defense vs. offense, and encourage medium sized groups to just attack. Particularly in conjunction with other suggestions.
A final way to reduce zerging is to have quests outside keeps that give alliance points. Perhaps questing in Cyrodiil gives points. Perhaps there are quests for collecting materials for the alliance, or killing creatures and making the place safe. Perhaps killing imperials helps. Who knows? Whatever the case, people need to be rewarded for doing things other than during.
AhPook_Is_Here wrote: »
I don't think most of what you said actually reflects the PC experience of veteran players on competitive campaigns. FCs were removed to reduce lag, guards aren't tough to vet players, nor are walls. People love to repair walls for easy AP, even though you spend it to earn it at a net loss, it advances your alliance rank.
Making walls weaker might not be a bad idea. This way if one zerg of 100+ is blobbing from keep to keep, 2 16 man groups could take 2 keeps away from their blob for every 1 keep they took forcing them to split if they were trying to crown.