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PVP Update, June 2015

  • The Uninvited
    The Uninvited
    ✭✭✭✭✭
    Meh, up until a few weeks ago I was mostly playing PVE but I never cared for the PVP buffs. Granted, they saved me a few times but I always thought it was strange to have those buffs in PVE.
    Pandora's Promise (rip) | LND | ... | Phoenix Ascending

    Herr von Gelb TankDK | Natch Potes magDK | The Uninvited StamBLADE
    Stuck in Loading Screen magSORC | No E T A stamDK | Cheat Engine Guardian healPLAR
    Extended Maintenance magPLAR | Pay to Morro Win StamDEN | Victorious Secret StamSORC

    Ride the paranoia | All life is pain | Only the grave is real
  • Kloud
    Kloud
    ✭✭✭
    I'm ready for whatever ever changes they make I just want an pvp arena with in the next year or so :D
  • granty2008cyb16_ESO
    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.

    bet its coming "SOON"

    where is the dual option ? ever coming ? i want to be able to fight my friends :-(
    Edited by granty2008cyb16_ESO on June 26, 2015 6:09PM
    Meh!
  • CavalierKing
    CavalierKing
    ✭✭
    So, while there are certainly legitimate issues that are being corrected by this patch, I do not believe that they will have all the consequences you are looking for. Instead, I think there will be a number of unintended consequences.

    #1: Jump to friend - this is clearly detrimental as you can both work around the home/guest system, and you can create massive groups quickly. However, removing this will obviously reduce PvP participation as people absolutely want to play with their friends without major hoops to jump through. It should be easy, not hard. Instead, make it so that you can only jump to friend if they are in a campaign that is the same as either your home or guest campaign. Furthermore, make it so that only group leaders can invite players to jump to campaign - that way, it is either time consuming to make a large group this way (manually typing gamertags), or the groups are created separately (each friend has to create their own group). Finally, put them at the end of the solo queue. This should fix those issues without taking it entirely away.

    #2: PvP bonuses - the buff servers are a huge issue, however, if these are removed, it takes away one of the things that makes this game unique and so appealing: the game's total integration. Doing this will entirely separate PvP from PvE. Of course, it will still be connected by the story, but every other game with PvP does that. Moreover, integrating the two gave PvE players incentive to do PvP (to get the bonuses), and gave PvP players incentive to do PvE (because they had the bonuses). Removing the bonuses would likely ensure that players stick to their respective realms. There are a couple of ways to fix this. First, reset everything (keeps, elder scrolls, etc.) after the campaign ends. Second, create a home campaign population percentage cap. In addition to the cap on how many players can be in a particular campaign at once, create a cap on how many characters in an alliance can make a particular campaign their home campaign. It could be simple, something like only 20% of all Ebonhart Pact players can make the Hestra campaign their home campaign. However, anybody could still make it their guest campaign. This way, not everyone can have the same buff server, and it encourages players to spread out, while still allowing people to play with friends and find competitive campaigns.

    #3: Former emperor buffs - it's certainly a problem to have groups just continue to cycle players through emperorship in order to get a huge group of former emperors. It degrades the status and is unfair. Even still, becoming emperor is an amazing achievement and it should come with more than just a title, achievement unlock, and a costume. You used to be the emperor, you should be able to rally the troops and strike fear into enemies! Instead of removing it, weaken it some, make sure that the bonuses don't stack (two former emperors cannot give double bonus to others), former emperors cannot boost other former emperors with the same bonuses, and the current emperor is not inspired by former emperors and his bonuses trump former emperor bonuses (again, no stacking). This would largely remove the issue of having lots of former emperors all together to make a super group. They would all have to lead their own groups and spread out to be effective. Furthermore, make some former emperor bonuses for PvE. Again, connect the two worlds. Finally, having home keep population caps and campaign end resets would help this also. Getting full current emperor bonuses is a great idea though since it doesn't always last very long.

    #4: Low population/underperforming alliances - yes, more alliance points would help, but that's not nearly enough. The big problem is that it's just not fun. Nobody wants to get their butt kicked up and down the battlefield. Yes, alliance points means more siege and repair kits which are helpful, but sometimes your team is just too small or too bad. Instead, losing teams need buffs. They need more health, stamina, magicka, damage and speed. Their keeps and siege need to last longer and repair quicker. Essentially, they just need some help to turn the tide against a larger, better skilled, better geared, better organized enemy. It'll take more than just more siege and repair kits and the psychological warm fuzzies of your score increasing. Of course, it could be scaled to how poorly a team is performing and how short they are on players. Again, the relief of a campaign reset and removing buff servers would help this.

    #5: Guest reassignment: this should be shorter, not longer. This is meant to merely be for finding a fun game in case you can't get into the same home campaign with your friends, or your home campaign is uncompetitive. As long as there is a cool down of at least a day, you can't just go around getting as many people as possible together to create a super team. #1 also helps fix this issue and removing buff servers and campaign resets return the competitiveness to campaigns. The harder you make it for people to switch though, the more likely people are to end up with two disappointing campaigns that they can't leave for at least 4 days and they end up getting frustrated and quitting at least PvP, if not ESO.

    #6: Similar to #5, however, it should be more difficult to change. Perhaps include a cool down of 7 days without entering to switch for free. That way, it's obvious you're serious and you aren't just moving just whenever you feel like it. 150,000 also seems quite steep and most players will never reach that amount. Think if a causal player entered a 30 or longer campaign. They'd have to wait at least a month to switch! Moreover, setting population percentage caps would fix the players searching for a buff server.

    The other fixes seem totally fine to me.

    In summary, a lot of these patches seem to be attempting to fix the same issues and it's going to end up being overkill. A lot of players are going to be frustrated with their campaigns and how long they're stuck in it and stick to PvE with no incentive to do PvP. They may even quit ESO altogether because good PvP is important. However, home keep population percentage caps and campaign resets would fix most of these issues and make the campaigns more competitive without frustrating all but the most competitive who will play anyways.

    If you like any of these ideas, please like and comment on your favorite ideas!
  • CavalierKing
    CavalierKing
    ✭✭
    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
    AhPook_Is_Here
    ✭✭✭✭✭
    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.

    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.
    “Whatever.”
    -Unknown American
  • Firellight
    Firellight
    ✭✭✭
    What about zergs?
  • CavalierKing
    CavalierKing
    ✭✭

    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.

    So first of all, you contradicted yourself by saying that walls aren't tough for vets and then saying that it would be good if walls were weaker. If 16 players coordinating together to attack a keep, without any human resistance, can't take it in under 30 minutes, then it's too difficult. However, it shouldn't be possible for even 20 stone trebuchets to take down two fully repaired walls in 10. Therefore, the solution is to weaken NPCs and strengthen the walls.

    Secondly, this isn't a game merely for vets. It should be accessible to causal players also. A casual player with no guild and no group should be able to jump into PvP for an hour and have some fun, not just spend all their time looking for a good battle and then trying to constantly run back to it after dying. They'd be lucky to get 3 respawns and 1 battle in an hour.

  • eliisra
    eliisra
    ✭✭✭✭✭

    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.

    Wouldn't make a difference. You can already do it today. Walls are made out of paper. Takes about 2-3 minutes to take an undefended keep, if you use max amount of siege.

    I've done it a few times, when multiple emp farming raids decided to go crown someone. If you keep ninja-flipping back the keeps, you definitely ruin their momentum. The enemy blob wont split up, but they sometimes give up, so it works.

    Yet it's very hard to motivate or get players to do this. Usually impossible. This because:

    You get 0 AP from PvDoor.
    No one enjoys PvDoor.
    No one enjoys horse- and stuck in combat simulators.
    To lazy.
    The blob will in most cases flip the entire map anyway, once you go sleep.
    On campaigns with 100+ blobs, there's usually not enough organized resistance to do this.
  • Fya0713
    Fya0713
    ✭✭
    Just hoping that one campaign won't be completely slammed with players while the others are empty. I can definitely see this happening as it has happened in the past. But I do like that things are going to change. The fact that at this moment huge zerguilds can say, "well, we've zerg-rolled everybody on this server, let's go zerg-roll everybody on this other server now" makes PvP miserable for anybody who wants to actually fight in PvP. Alot of us essentially want 8-man groups to be the max group size in cyrodiil, which COULD potentially nudge PvP toward actual tactical warfare, as opposed to the current "ermahgerd stack on crown! proxy det steel tornado evil hunter spam nahw!" play-style that all of the "elite" PvP guilds use. On the other hand, this could really spread out the number of people in each campaign. The zerg-ballers can go into the campaign that is dictated by taking keeps, the people who enjoy strategy-type games would most likely play in the "resource campaign", and the people who want smaller scale (4v4/8v8) combat can enjoy the "scroll campaign". So overall I think this could either go terribly wrong, or amazingly smooth. Just have to make sure there's not ANY aspect of a certain campaign that makes AP gain easier than other campaigns. AP gain is the reason why real PvP'rs PvP. And if one campaign makes it significantly easier to get AP, literally every single player in the entire game who PvP's will be in that server. But essentially, thanks for paying attention to us PvP'rs for a change :smiley:
  • Xantaria
    Xantaria
    ✭✭✭✭✭
    Just a quick reminder Zenimax ... June is almost over. Or are you again not keeping your promises?
    Xantaria - Lead of Chimaira
    Hardcore Progress PvE Player - Livestream - Youtube

    World First Dro-m'Athra Destroyer
    World First Tick-Tock Tormentor

    Proud Member of the Council of Exploiters.
  • stefan.gustavsonb16_ESO
    stefan.gustavsonb16_ESO
    ✭✭✭✭✭
    Xantaria wrote: »
    Just a quick reminder Zenimax ... June is almost over. Or are you again not keeping your promises?
    What promise? Their post just says that "here's an information update for June on what we think the remaining problems are right now, and what we might or might not try to do about them some time in the future". They didn't give a date for any future update, and no promises were made.
  • AhPook_Is_Here
    AhPook_Is_Here
    ✭✭✭✭✭

    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.

    So first of all, you contradicted yourself by saying that walls aren't tough for vets and then saying that it would be good if walls were weaker. If 16 players coordinating together to attack a keep, without any human resistance, can't take it in under 30 minutes, then it's too difficult. However, it shouldn't be possible for even 20 stone trebuchets to take down two fully repaired walls in 10. Therefore, the solution is to weaken NPCs and strengthen the walls.

    Secondly, this isn't a game merely for vets. It should be accessible to causal players also. A casual player with no guild and no group should be able to jump into PvP for an hour and have some fun, not just spend all their time looking for a good battle and then trying to constantly run back to it after dying. They'd be lucky to get 3 respawns and 1 battle in an hour.

    I don't think I contradicted myself. Walls are weak already and they could be weaker. Your time estimate is high, with 7 trebs on the inner at the wall and 13 ballista on the outer you can flip an undefended keep in about 5 minutes. I don't see a problem in making that 3 or 4 minutes by further weakening walls. The point is to get the giant stack to realize they aren't accomplishing more by being in a giant stack and create an incentive for more skirmishes.

    When we hit the guards they die in seconds, usually before we can get a 2nd ult buff running (per stack of guards).
    “Whatever.”
    -Unknown American
  • tharri29ub17_ESO
    tharri29ub17_ESO
    Soul Shriven
    Battle Leveling: The Battle Leveling system has been updated to include Veteran Ranks. Players that opt into Battle Leveling will be roughly equivalent in power to a VR14 player in moderate-quality gear.


    this is trash so not only do my VR14 player not mean any thing, im gonna be competeing with vr1-13 characters because now they are effectively higher then me gear wise. like really its not enough watching lvl 10 players run around with 28k health and 18k mana and stam pool. but now the vr ranks as well. come on now son this is just ridiculous let these kids grind like i had to.

    and i may not have worded that all correctly in rage but this is plain annoying bruh. way to sell out to the cry babies
    Edited by tharri29ub17_ESO on June 28, 2015 11:49AM
  • Septimus_Magna
    Septimus_Magna
    ✭✭✭✭✭


    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.

    Suggestion 1: forward camp were causing more lag because it allowed large numbers of players to get back to the fight instantly after dying. Forward camps are still around btw, some pvpers have saved them and they still can be use.

    Suggestion 2: guards damage is fine but their health is too low. When I solo a resource with my sorc for example, I start with the healers and they die with 2x crystal frags and a cuse. Only the S&B guards are a little thougher but their damage feel like tickles.

    If the walls get stronger the enemies have more time to respond, this will make it harder for smaller groups to take keeps. The big zerg just places scouts in every keep and travels when its being sieged.

    Suggestion 3: repairing can be pretty cheap if your entire group helps, if only 2-3 guys repairs it costs a lot of AP and time to get the walls up.

    Suggestion 4: a keep is under attack if either the outer or inner wall is below 50% health, if one guy is sieging this takes quite a while and you have enough time to react. You can hear when a keep is being sieged so players should respond and let their faction now.
    Septimus Mezar - Altmer Sorcerer
    Magna Firebreath - Dunmer Dragon Knight
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Thragar - Dunmer Nightblade
    Septimus Rulanir - Altmer Templar
    Septimus Nerox - Redguard Warden
  • Septimus_Magna
    Septimus_Magna
    ✭✭✭✭✭
    Battle Leveling: The Battle Leveling system has been updated to include Veteran Ranks. Players that opt into Battle Leveling will be roughly equivalent in power to a VR14 player in moderate-quality gear.


    this is trash so not only do my VR14 player not mean any thing, im gonna be competeing with vr1-13 characters because now they are effectively higher then me gear wise. like really its not enough watching lvl 10 players run around with 28k health and 18k mana and stam pool. but now the vr ranks as well. come on now son this is just ridiculous let these kids grind like i had to.

    and i may not have worded that all correctly in rage but this is plain annoying bruh. way to sell out to the cry babies

    That 28k heal pool is easy do burst down if you have all skills and passives with purple or gold gear, the lvl10 only have a handful of skills and passives unlocked usually with green or blue gear. I have never felt threatened by anyone below vr5 tbh.
    Septimus Mezar - Altmer Sorcerer
    Magna Firebreath - Dunmer Dragon Knight
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Thragar - Dunmer Nightblade
    Septimus Rulanir - Altmer Templar
    Septimus Nerox - Redguard Warden
  • tharri29ub17_ESO
    tharri29ub17_ESO
    Soul Shriven

    That 28k heal pool is easy do burst down if you have all skills and passives with purple or gold gear, the lvl10 only have a handful of skills and passives unlocked usually with green or blue gear. I have never felt threatened by anyone below vr5 tbh.

    its not about bursting down one person because one person is easy to kill vr1-10 im not really worried about that granted you rarely get a 1v1 fight. its when they get strength in numbers. like now i run into a group of vr1-5 and its a fight but 9/10 im going to come out the victor but now that effectively they are all my lvl now how is that fight gonna fair. i mean i know im prematurely complaining but i know they gonna f**k it up and fights like these are gonna be stupid.
    Edited by tharri29ub17_ESO on June 28, 2015 5:04PM
  • AhPook_Is_Here
    AhPook_Is_Here
    ✭✭✭✭✭

    That 28k heal pool is easy do burst down if you have all skills and passives with purple or gold gear, the lvl10 only have a handful of skills and passives unlocked usually with green or blue gear. I have never felt threatened by anyone below vr5 tbh.

    its not about bursting down one person because one person is easy to kill vr1-10 im not really worried about that granted you rarely get a 1v1 fight. its when they get strength in numbers. like now i run into a group of vr1-5 and its a fight but 9/10 im going to come out the victor but now that effectively they are all my lvl now how is that fight gonna fair. i mean i know im prematurely complaining but i know they gonna f**k it up and fights like these are gonna be stupid.

    9/10 times you win. Giving them a chance is unfair. Welcome to America!
    “Whatever.”
    -Unknown American
  • Akavir_Sentinel
    Akavir_Sentinel
    ✭✭✭✭✭
    So many tears.....

    I'm going to have to place an additional 5 gallon bucket underneath my computer to collect them all.
    Can't find the items you are looking for? Need a place to trade? We welcome ESO players of all platforms at ESO Trade, the home for trading of goods and services in the lands of Tamriel.
  • Leandor
    Leandor
    ✭✭✭✭✭
    ✭✭
    @ZOS_BrianWheeler

    Please consider adding the removal of proximity detonation to your plans. This ability in its current form is the zergs strongest weapon and not the much anticipated zerg-buster.

    Add instead an instantly cast but purgeable variant or a stamina based inevitable morph.
  • AJ_1988
    AJ_1988
    ✭✭✭
    How about *** making it balanced. My alliance had half the map working half hour of the campaign starting we are loosing our scrolls. Put a system in place so no one alliance can have more than another in terms of numbers at any one time. This is *** and you are ***. Obviously don't know how to make pvp so go back to doing what ever you were before. You have ruined this game with what you think you know and not what others tell you. I'm done ranting I have a hole thread that's abusive and ranting and you don't even moderate me. Pathetic.
  • Septimus_Magna
    Septimus_Magna
    ✭✭✭✭✭
    Leandor wrote: »
    @ZOS_BrianWheeler

    Please consider adding the removal of proximity detonation to your plans. This ability in its current form is the zergs strongest weapon and not the much anticipated zerg-buster.

    Add instead an instantly cast but purgeable variant or a stamina based inevitable morph.

    If you fight in groups its usually impossible to cast this multiple times because most DKs spam Draw Essence to interrupt anyone who's casting Prox Detonation.

    I think its a great skill because it allows small organized groups to wipe bigger un-organized groups if the small group gets the timing of the Prox Detonation just right. Its a skill that cannot be spammed mindlessly so I think its not overpowered in any way. Furthermore, its really easy to get high spell resist so its easy to mitigate the damage of this ability.
    Septimus Mezar - Altmer Sorcerer
    Magna Firebreath - Dunmer Dragon Knight
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Thragar - Dunmer Nightblade
    Septimus Rulanir - Altmer Templar
    Septimus Nerox - Redguard Warden
  • Lava_Croft
    Lava_Croft
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    The Magicka bombs need their damage scaled off of the amount of people they actually hit.
    Xuth.
  • Leandor
    Leandor
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    Leandor wrote: »
    @ZOS_BrianWheeler

    Please consider adding the removal of proximity detonation to your plans. This ability in its current form is the zergs strongest weapon and not the much anticipated zerg-buster.

    Add instead an instantly cast but purgeable variant or a stamina based inevitable morph.

    If you fight in groups its usually impossible to cast this multiple times because most DKs spam Draw Essence to interrupt anyone who's casting Prox Detonation.

    I think its a great skill because it allows small organized groups to wipe bigger un-organized groups if the small group gets the timing of the Prox Detonation just right. Its a skill that cannot be spammed mindlessly so I think its not overpowered in any way. Furthermore, its really easy to get high spell resist so its easy to mitigate the damage of this ability.
    Then you have not seen a good blob. I have watched one yesterday. Mobility is the key. You can see it quite nicely due to the red circle popping around them.

    They rush in, the bombs are set, every one of them is charged (20 people) they run into the other zerg and boom. They never stop. They won't give you the chance to even try to deep breath them. Once the bombs have gone of, they disengage, circle around for two or three seconds, the same game happens again.

    Nothing survives that. No chance at all of stopping it. You sometimes get a couple down and the next moment they get ressed by their mates. Yes that takes training. Yes, in a way this kind of coordination is impressive.

    Nonetheless, this ability needs to DIAF asap.
  • AssaultLemming
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    Scoring system is a bit off as you could end up with everyone going to the same server if they don't like a certain set of rules.
    It would be more beneficial to change the map style / layout to suit the rule-set of that particular server.

    If servers have no points for keeps / outposts and resources then each faction will only go for the keeps needed to open the scroll gates. So whats the point of the rest of the map ?






    Everything else is spot on though....

    The point of the rest of the keeps will be to keep transit lines open, in war the ability to quickly reinforce is crucial
  • Septimus_Magna
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    Lava_Croft wrote: »
    The Magicka bombs need their damage scaled off of the amount of people they actually hit.

    More hits = more damage or the other way around?
    Septimus Mezar - Altmer Sorcerer
    Magna Firebreath - Dunmer Dragon Knight
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Thragar - Dunmer Nightblade
    Septimus Rulanir - Altmer Templar
    Septimus Nerox - Redguard Warden
  • AssaultLemming
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    @ZOS_BrianWheeler will the Campaigns have different end of campaign reward structures corresponding to the new scoring systems? For example, will Thornblade (Keeps matter) have different end of campaign rewards than Chillrend (scrolls matter)?

    I really hope that end of campaign rewards are going to be greatly increased? It's so disappointing to battle your heart out for a fortnight and win a few k gold. It means ap farming is a much greater priority than winning the campaign, be great to turn this meta around. It sucks that to have a chance at a master's weapon I would basically need to quit my job. Leader board based rewards ate horrible and the same few unemployed people get the rewards every campaign. Lottery bags would be better, higher on board = more bags but would give everyone a chance, instead right now unless you PvP basically 24/7 or are living in a frat house where people share a character then you have zero chance.
  • AssaultLemming
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    Good stuff though I expect to see fewer people's in PvP now that pvers have no reason to participate. Pvers defending their buffs accounts for at least 50% of the activity on some servers.

    The Alliance War skill line abilities are still very useful in PvE though.

    Yes, but no one needs to defend their alliance war skills and it has already been announced that the requirements for those are being nerfed. I expect servers like azura star to die without pvers scrambling to defend their buffs.

    The solution is to make end of campaign rewards attractive to pvers.
  • Leandor
    Leandor
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    Good stuff though I expect to see fewer people's in PvP now that pvers have no reason to participate. Pvers defending their buffs accounts for at least 50% of the activity on some servers.

    The Alliance War skill line abilities are still very useful in PvE though.

    Yes, but no one needs to defend their alliance war skills and it has already been announced that the requirements for those are being nerfed. I expect servers like azura star to die without pvers scrambling to defend their buffs.

    The solution is to make end of campaign rewards attractive to pvers.
    Since you can get Sanctum Ophidia sets and master's weapons if you manage to be in the top 2% I fail to see what can make these more attractive...
    Edited by Leandor on June 29, 2015 8:15AM
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