PVP Update, June 2015

  • XxShadowMoonxX
    XxShadowMoonxX
    Soul Shriven
    Here’s a general update on what we are doing to alleviate some of the pain points in Cyrodiil. This includes systems/mechanics that promote poor sportsmanship, and undesirable reliances, and Cyrodiil-related performance problems that many of you are seeing, especially in Veteran campaigns. Please note that this summarizes our current thinking, but we may change this plan as events warrant.

    As I’m sure many of you have noticed, there are far fewer performance problems in non-Veteran campaigns. We have been investigating why non-Veteran campaigns perform better than their Veteran counterparts, and are starting to make some changes based on what we have found. As some of you already know, what we’re seeing is this: there is a point where if too many players are too close together and perform too many AoE and other instant-cast types of spells that server performance starts to degrade. As lower level characters don’t have many of these types of spells, non-Veteran campaigns generally don’t run into this trouble.

    As such, the combat team is currently making adjustments to line-of-sight checks for area-of-effect abilities that have been causing the majority of server congestion in Cyrodiil. This has resulted in us taking a close look at higher level abilities/items to root out line-of-sight checks and other potential client-to-server message overflow issues.

    There are also many other issues that will be addressed in the near future, some of which are related to players exploiting PvP buffs, social systems, and the Emperor system. Many of these issues came to use via direct feedback from players – thank you so much for your help, everyone who has taken the time to give us well documented feedback. It makes our jobs far easier.

    With all this in mind, a multi-pronged change is coming to campaigns, the Emperor system, and campaign assignment that will be a major adjustment. The goal of this change is to address population imbalance issues, the reliance on “buff servers,” and Emperor farming. Read below for an explanation of the changes you can expect to see coming to Cyrodiil in our next major update.
    • Jump-to-Friend: Social jumping into Cyrodiil or any PVP space is being disabled. This has long been the way to get around the Guest/Home campaign assignment. With this change, we’re closing that loophole as it's detrimental to the overall PVP experience and integrity of the campaign system.
    • PVP Bonuses: Keep, Elder Scroll, and the Emperorship bonuses (passive buffs) will apply only in PVP spaces. This change will effectively do away with the concept of “buff servers.” Originally, we wanted these bonuses to provide a game-wide benefit, but we’ve seen this design become detrimental to the PVP experience due to alliances having "buff servers."
    • Emperor Buffs/Skill Line: The "Former Emperor" buffs are being removed from the game. With this new system, you will only get Emperor buffs while your character is actively Emperor. Also, you will be granted the Emperor skill line and abilities upon earning Emperorship, without the need to spend ability points. All players that have spent points in the Emperor skill line will be refunded those skill points.
    • Low Population Campaigns/Underscoring Alliances: Players participating in a low-population campaign or as part of an underscoring alliance will now gain 20% more AP within the campaign they're earning that bonus for, instead of 10%. Population polling has also been sped up to apply the underdog/low-population bonuses more often; however, this also means they have the opportunity to expire faster.
    • Guest Campaign Reassignment: The cooldown on Guest Campaign reassignment will be increased to 4 days from 3.
    • Home Campaign Reassignment: The cooldown on Home Campaign reassignment has been changed to 12 hours from 3 days, but the cost to switch will be 150,000 AP instead of 15,000. Also, switching home campaigns at the end of a campaign period will now cost 100 AP instead of 5,000 AP.
    • 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.
    • Elder Scrolls & Gates: A fix is in the works that will prevent enemy player characters from getting through the Elder Scroll Gates while the gates are closed. (Gate jumpers beware. Your days are numbered.) Also, a new protective barrier will now surround the Elder Scrolls while in their temples, if the Elder Scroll Gates are closed. This barrier will drop if the gate opens.

    That’s not all—the combat team has been hard at work tweaking numbers on abilities and items, too. Expect to see more details about those changes in future patch notes…considering these aren’t patch notes. =)

    Last but certainly not least, we have some changes coming for each of the campaigns. We will be making some scoring adjustments to the campaigns in order to provide 4 different campaign styles, each with with different scoring parameters. In all cases the keep transit system, keep bonuses, scroll bonuses, emperorship crowning/deposing, and leaderboards will remain the same except for the scoring and duration changes noted below:
    • Azura: Ownership of keeps, resources, Elder Scrolls, and outposts will generate 1 point each per scoring cycle and last 30 days.
    • Blackwater Blade: Ownership of keeps, resources, Elder Scrolls, and outposts will generate 1 point each per scoring cycle and last 5 days. (Non-Veterans only.)
    • Chillrend: Keeps, outposts, and resources will generate zero points. Ownership of Elder Scrolls will generate 1 point per scoring cycle and last 7 days.
    • Haderus: Keeps, outposts, and Elder Scrolls will generate zero points. Ownership of resources will generate 1 point per scoring cycle and last 7 days.
    • Thornblade: Resources, outposts, and Elder Scrolls will generate zero points. Ownership of keeps will generate 1 point per scoring cycle and last 7 days.
    • Versidue-Shae (Console Only): Ownership of keeps, resources, Elder Scrolls, and outposts will generate 1 point each per scoring cycle and last 5 days. (Non-Veterans only.)

    All campaigns noted above will be ended when the patch with these changes is live, and start at a score of 0. We have not yet determined if we will reset all objectives to their starting alliances. We will communicate this in the associated patch notes.

    As always, these changes are subject to change based on feedback and testing, but this is the direction we’re going with PVP and Cyrodiil. Hopefully this post shows we are dedicated to delivering a solid PVP experience, and we thank you again for your loyalty to the war in Cyrodiil and your feedback!

    We’ll see you on the battlefield!
    Here’s a general update on what we are doing to alleviate some of the pain points in Cyrodiil. This includes systems/mechanics that promote poor sportsmanship, and undesirable reliances, and Cyrodiil-related performance problems that many of you are seeing, especially in Veteran campaigns. Please note that this summarizes our current thinking, but we may change this plan as events warrant.

    As I’m sure many of you have noticed, there are far fewer performance problems in non-Veteran campaigns. We have been investigating why non-Veteran campaigns perform better than their Veteran counterparts, and are starting to make some changes based on what we have found. As some of you already know, what we’re seeing is this: there is a point where if too many players are too close together and perform too many AoE and other instant-cast types of spells that server performance starts to degrade. As lower level characters don’t have many of these types of spells, non-Veteran campaigns generally don’t run into this trouble.

    As such, the combat team is currently making adjustments to line-of-sight checks for area-of-effect abilities that have been causing the majority of server congestion in Cyrodiil. This has resulted in us taking a close look at higher level abilities/items to root out line-of-sight checks and other potential client-to-server message overflow issues.

    There are also many other issues that will be addressed in the near future, some of which are related to players exploiting PvP buffs, social systems, and the Emperor system. Many of these issues came to use via direct feedback from players – thank you so much for your help, everyone who has taken the time to give us well documented feedback. It makes our jobs far easier.

    With all this in mind, a multi-pronged change is coming to campaigns, the Emperor system, and campaign assignment that will be a major adjustment. The goal of this change is to address population imbalance issues, the reliance on “buff servers,” and Emperor farming. Read below for an explanation of the changes you can expect to see coming to Cyrodiil in our next major update.
    • Jump-to-Friend: Social jumping into Cyrodiil or any PVP space is being disabled. This has long been the way to get around the Guest/Home campaign assignment. With this change, we’re closing that loophole as it's detrimental to the overall PVP experience and integrity of the campaign system.
    • PVP Bonuses: Keep, Elder Scroll, and the Emperorship bonuses (passive buffs) will apply only in PVP spaces. This change will effectively do away with the concept of “buff servers.” Originally, we wanted these bonuses to provide a game-wide benefit, but we’ve seen this design become detrimental to the PVP experience due to alliances having "buff servers."
    • Emperor Buffs/Skill Line: The "Former Emperor" buffs are being removed from the game. With this new system, you will only get Emperor buffs while your character is actively Emperor. Also, you will be granted the Emperor skill line and abilities upon earning Emperorship, without the need to spend ability points. All players that have spent points in the Emperor skill line will be refunded those skill points.
    • Low Population Campaigns/Underscoring Alliances: Players participating in a low-population campaign or as part of an underscoring alliance will now gain 20% more AP within the campaign they're earning that bonus for, instead of 10%. Population polling has also been sped up to apply the underdog/low-population bonuses more often; however, this also means they have the opportunity to expire faster.
    • Guest Campaign Reassignment: The cooldown on Guest Campaign reassignment will be increased to 4 days from 3.
    • Home Campaign Reassignment: The cooldown on Home Campaign reassignment has been changed to 12 hours from 3 days, but the cost to switch will be 150,000 AP instead of 15,000. Also, switching home campaigns at the end of a campaign period will now cost 100 AP instead of 5,000 AP.
    • 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.
    • Elder Scrolls & Gates: A fix is in the works that will prevent enemy player characters from getting through the Elder Scroll Gates while the gates are closed. (Gate jumpers beware. Your days are numbered.) Also, a new protective barrier will now surround the Elder Scrolls while in their temples, if the Elder Scroll Gates are closed. This barrier will drop if the gate opens.

    That’s not all—the combat team has been hard at work tweaking numbers on abilities and items, too. Expect to see more details about those changes in future patch notes…considering these aren’t patch notes. =)

    Last but certainly not least, we have some changes coming for each of the campaigns. We will be making some scoring adjustments to the campaigns in order to provide 4 different campaign styles, each with with different scoring parameters. In all cases the keep transit system, keep bonuses, scroll bonuses, emperorship crowning/deposing, and leaderboards will remain the same except for the scoring and duration changes noted below:
    • Azura: Ownership of keeps, resources, Elder Scrolls, and outposts will generate 1 point each per scoring cycle and last 30 days.
    • Blackwater Blade: Ownership of keeps, resources, Elder Scrolls, and outposts will generate 1 point each per scoring cycle and last 5 days. (Non-Veterans only.)
    • Chillrend: Keeps, outposts, and resources will generate zero points. Ownership of Elder Scrolls will generate 1 point per scoring cycle and last 7 days.
    • Haderus: Keeps, outposts, and Elder Scrolls will generate zero points. Ownership of resources will generate 1 point per scoring cycle and last 7 days.
    • Thornblade: Resources, outposts, and Elder Scrolls will generate zero points. Ownership of keeps will generate 1 point per scoring cycle and last 7 days.
    • Versidue-Shae (Console Only): Ownership of keeps, resources, Elder Scrolls, and outposts will generate 1 point each per scoring cycle and last 5 days. (Non-Veterans only.)

    All campaigns noted above will be ended when the patch with these changes is live, and start at a score of 0. We have not yet determined if we will reset all objectives to their starting alliances. We will communicate this in the associated patch notes.

    As always, these changes are subject to change based on feedback and testing, but this is the direction we’re going with PVP and Cyrodiil. Hopefully this post shows we are dedicated to delivering a solid PVP experience, and we thank you again for your loyalty to the war in Cyrodiil and your feedback!

    We’ll see you on the battlefield!

  • XxShadowMoonxX
    XxShadowMoonxX
    Soul Shriven
    What about changing my looks, weight and height I'm a dark elf I'm to tall I feel odd need to change it
  • Weberda
    Weberda
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    @Zos-BrianWheeler Do you have any concerns about the affect of dropping an Imperial City in the middle of a Cyrodiil that is experiencing the latency problems like what is happening on Azura's Star N/A?

    Do you have people that actually go online in these campaigns and experience the problems first hand and see what brings about their creation? This question comes up quite often in zone chat although the exact wording I can't use here because of the T.O.S.

    What will happen to players on low population campaigns with regard to access of the Imperial City. As it stands now DC or EP players on Thornblade would have no access to it for example?
    Fernwood, EP Haderus NA
    Lo Behold, AD Thornblade NA (formerly Haderus, inactive)
  • AhPook_Is_Here
    AhPook_Is_Here
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    Weberda wrote: »
    @Zos-BrianWheeler Do you have any concerns about the affect of dropping an Imperial City in the middle of a Cyrodiil that is experiencing the latency problems like what is happening on Azura's Star N/A?

    Do you have people that actually go online in these campaigns and experience the problems first hand and see what brings about their creation? This question comes up quite often in zone chat although the exact wording I can't use here because of the T.O.S.

    What will happen to players on low population campaigns with regard to access of the Imperial City. As it stands now DC or EP players on Thornblade would have no access to it for example?

    It's going to be a different zone. It will let pressure off cyrodiil population like that balloon tank on your water heater.
    “Whatever.”
    -Unknown American
  • Enodoc
    Enodoc
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    Weberda wrote: »
    @Zos-BrianWheeler Do you have any concerns about the affect of dropping an Imperial City in the middle of a Cyrodiil that is experiencing the latency problems like what is happening on Azura's Star N/A?

    Do you have people that actually go online in these campaigns and experience the problems first hand and see what brings about their creation? This question comes up quite often in zone chat although the exact wording I can't use here because of the T.O.S.

    What will happen to players on low population campaigns with regard to access of the Imperial City. As it stands now DC or EP players on Thornblade would have no access to it for example?
    It's going to be a different zone. It will let pressure off cyrodiil population like that balloon tank on your water heater.
    A separately-loaded zone, sure, which will alleviate the lag caused by high population, but I'm pretty sure it will be using the same population cap as the rest of Cyrodiil.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • AhPook_Is_Here
    AhPook_Is_Here
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    Enodoc wrote: »
    Weberda wrote: »
    @Zos-BrianWheeler Do you have any concerns about the affect of dropping an Imperial City in the middle of a Cyrodiil that is experiencing the latency problems like what is happening on Azura's Star N/A?

    Do you have people that actually go online in these campaigns and experience the problems first hand and see what brings about their creation? This question comes up quite often in zone chat although the exact wording I can't use here because of the T.O.S.

    What will happen to players on low population campaigns with regard to access of the Imperial City. As it stands now DC or EP players on Thornblade would have no access to it for example?
    It's going to be a different zone. It will let pressure off cyrodiil population like that balloon tank on your water heater.
    A separately-loaded zone, sure, which will alleviate the lag caused by high population, but I'm pretty sure it will be using the same population cap as the rest of Cyrodiil.

    Indications are it is locked to one's cyrodiil, so it's max population couldn't be more but likely will be ~1/3 or less except when ownership flips at which point it could rise to ~2/3.
    “Whatever.”
    -Unknown American
  • VirtualElizabeth
    VirtualElizabeth
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    @ZOS_BrianWheeler The issue with lag needs to be addressed sooner than later. I have friends who are here largely for the PVP and they are threatening to quit now. Please help us!!!

    :)
    @ElizabethInTamriel; @ElizabethInESO
    NA/PC
    Eleanour Masterham - Breton Templar
    Elise Masterham - Breton Magicka Nightblade
    Elinora Valen - Dunmer MagDK
    Elsa Masterham - Breton Mag Warden
  • VirtualElizabeth
    VirtualElizabeth
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    @ZOS_BrianWheeler The issue with lag needs to be addressed sooner than later. I have friends who are here largely for the PVP and they are threatening to quit now. Please help us!!!

    :)
    @ElizabethInTamriel; @ElizabethInESO
    NA/PC
    Eleanour Masterham - Breton Templar
    Elise Masterham - Breton Magicka Nightblade
    Elinora Valen - Dunmer MagDK
    Elsa Masterham - Breton Mag Warden
  • ZOS_BrianWheeler
    ZOS_BrianWheeler
    PvP & Combat Lead
    Performance is high priority and we are looking into more ways besides just the LOS changes to help.
    Wheeler
    ESO PVP Lead & Combat Lead
    Staff Post
  • tinythinker
    tinythinker
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    Performance is high priority and we are looking into more ways besides just the LOS changes to help.
    Great! Don't blame you for not being more specific about the other ways but good to know they are being investigated :)
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  • Morvul
    Morvul
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    Performance is high priority and we are looking into more ways besides just the LOS changes to help.

    not wanting to be negative, but we've been hearing (well, reading) that performance is a high priority for a year now. And so far lag in cyrodiil has not really improoved.

    From what I heard about the planned LoS changes they will definetly be a step in the right direction - but I also highly doubt they alone will be enough to fascilitate a significant improvement.
  • pjwb16_ESO
    pjwb16_ESO
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    Performance is high priority and we are looking into more ways besides just the LOS changes to help.

    how about reverting the 1.3 lightning patch ;)
    ~ here since Beta

    My Youtube Channel: https://youtube.com/channel/UCw3x5B-l0S093TAo10WafLA


    EU Server PC @Elendiel
    Fyrusha - NB AD
    Auri-ele - Sorc AD
    Watch me Nae Nae - Magicka DK AD
    Watch me Whip - Magicka DK DC
    Schnuggii - Bubble Templar AD
  • Lionxoft
    Lionxoft
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    Performance is high priority and we are looking into more ways besides just the LOS changes to help.

    You're far overdue to be completely honest. I'm surprised you guys even respond to this anymore as it's clear to the community that no work is being done to resolve the issue. How many years will it take?
  • Turelus
    Turelus
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    pjwb16_ESO wrote: »
    Performance is high priority and we are looking into more ways besides just the LOS changes to help.

    how about reverting the 1.3 lightning patch ;)

    They have already stated it wasn't the lighting patch which did it.

    They did at the same time however deploy their anti-bottting methods which many thing might contribute to the cause by increasing checks required by the server.

    Lag is there for the same reason as all games, too many data packets trying to get back and forth at the same time. No game yet has found a instant cure for it, EVE Online ended up adding time dialation and slowing the game down to 90% speed to help with it in the end.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • pjwb16_ESO
    pjwb16_ESO
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    Turelus wrote: »
    pjwb16_ESO wrote: »
    Performance is high priority and we are looking into more ways besides just the LOS changes to help.

    how about reverting the 1.3 lightning patch ;)

    They have already stated it wasn't the lighting patch which did it.

    They did at the same time however deploy their anti-bottting methods which many thing might contribute to the cause by increasing checks required by the server.

    Lag is there for the same reason as all games, too many data packets trying to get back and forth at the same time. No game yet has found a instant cure for it, EVE Online ended up adding time dialation and slowing the game down to 90% speed to help with it in the end.

    then revert the *** bot patch imo, lag is much worse then bots grinding boss caves in pve, endgame isnt affected by the bots then anyway -.-
    ~ here since Beta

    My Youtube Channel: https://youtube.com/channel/UCw3x5B-l0S093TAo10WafLA


    EU Server PC @Elendiel
    Fyrusha - NB AD
    Auri-ele - Sorc AD
    Watch me Nae Nae - Magicka DK AD
    Watch me Whip - Magicka DK DC
    Schnuggii - Bubble Templar AD
  • Saturn
    Saturn
    ✭✭✭✭✭
    Emperor Buffs/Skill Line: The "Former Emperor" buffs are being removed from the game. With this new system, you will only get Emperor buffs while your character is actively Emperor. Also, you will be granted the Emperor skill line and abilities upon earning Emperorship, without the need to spend ability points. All players that have spent points in the Emperor skill line will be refunded those skill points.

    This is not what I would consider a necessary change. Yes, Emperorship has been gotten by some through ways that were not intended, however, for those who actually earned it, farmed for hours on end and even managed to get the support of their alliance (which when infighting is a big thing, particularly in DC on NA, is quite a task), this is just a disappointing change.

    The way I see it the former emperor passives do not make you overpowered, it makes you somewhat "stronger" since you get miniscule increases to healing taken (1%), health/magicka/stamina recovery (2%), siege damage (2%) and most significantly, ultimate cost reduction (5%). None of these passives are in any way overpowered, but they are however an incentive for people to try becoming Emperor. With these gone being Emperor will not be rewarding enough, since for the most part (if you are in a populated campaign) the power will only last for a few hours. Especially considering some of the lengths people have to go through to beat their own alliance members on the leaderboards.

    In comparison, the Werewolf and Vampire skill lines give you way better passives / abilities, without being very hard to get. At this point in time few people even try to get bitten by one of the rare npcs, but rather just buy a bite from a player (on DC NA these go for less than 5k) or have a friend/guildmember do it for free. Even "Emp flipping" isn't that simple..

    If the problem with the Emperor bonuses is that too many people have them you may want to look at the means of getting it rather than taking the easy road of simply cutting them away.

    As an example you could make it harder to get Emperorship by increasing the amount of objectives needed to gain the foothold of Cyrodiil. As an example, most of the battles take place around keeps, why not spread these battles out by making the various gates and bridges be strategic capture points. Turn the whole thing around and make it so that people who run in 60-man zergs do not have the immediate advantage, I am not 100% sure how you could do this, but then again I am not the developer here.

    Further, after you remove PvP buffs from outside of Cyrodiil (about time too), the Emperor pushes will become a lot harder as many of the "angry PvE'ers" will not be helping out as much.

    TLDR: Taking away the emperor passives is not the solution to the problem, far from it. It just discourages getting emperor and makes the very ardous and difficult task be extremely unrewarding.


    Posted on behalf of a friend who worked very hard for his emperorship.
    "Madness is a bitter mercy, perhaps, but a mercy nonetheless."

    Fire and Ice
  • Lionxoft
    Lionxoft
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    pjwb16_ESO wrote: »
    Turelus wrote: »
    pjwb16_ESO wrote: »
    Performance is high priority and we are looking into more ways besides just the LOS changes to help.

    how about reverting the 1.3 lightning patch ;)

    They have already stated it wasn't the lighting patch which did it.

    They did at the same time however deploy their anti-bottting methods which many thing might contribute to the cause by increasing checks required by the server.

    Lag is there for the same reason as all games, too many data packets trying to get back and forth at the same time. No game yet has found a instant cure for it, EVE Online ended up adding time dialation and slowing the game down to 90% speed to help with it in the end.

    then revert the *** bot patch imo, lag is much worse then bots grinding boss caves in pve, endgame isnt affected by the bots then anyway -.-

    Why are bots in Cyrodiil considered an issue? They can be killed, right? Or are they some certain species that are invulnerable? :smirk:
  • pjwb16_ESO
    pjwb16_ESO
    ✭✭✭✭
    Lionxoft wrote: »
    pjwb16_ESO wrote: »
    Turelus wrote: »
    pjwb16_ESO wrote: »
    Performance is high priority and we are looking into more ways besides just the LOS changes to help.

    how about reverting the 1.3 lightning patch ;)

    They have already stated it wasn't the lighting patch which did it.

    They did at the same time however deploy their anti-bottting methods which many thing might contribute to the cause by increasing checks required by the server.

    Lag is there for the same reason as all games, too many data packets trying to get back and forth at the same time. No game yet has found a instant cure for it, EVE Online ended up adding time dialation and slowing the game down to 90% speed to help with it in the end.

    then revert the *** bot patch imo, lag is much worse then bots grinding boss caves in pve, endgame isnt affected by the bots then anyway -.-

    Why are bots in Cyrodiil considered an issue? They can be killed, right? Or are they some certain species that are invulnerable? :smirk:

    idk. i domt think thex are an issue therer too :p
    ~ here since Beta

    My Youtube Channel: https://youtube.com/channel/UCw3x5B-l0S093TAo10WafLA


    EU Server PC @Elendiel
    Fyrusha - NB AD
    Auri-ele - Sorc AD
    Watch me Nae Nae - Magicka DK AD
    Watch me Whip - Magicka DK DC
    Schnuggii - Bubble Templar AD
  • hafeatnburito
    hafeatnburito
    Soul Shriven
    Great addition ZOS!
  • Leandor
    Leandor
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    ✭✭
    Considering that the so far known changes to combat mechanics seem to favor magicka builds (again) and the biggest nerf (aside from BE, but nerf sorcs!) is targeted at stamina builds, I would like to propose a change to vigor.

    Please increase the healing done by this ability when and if less than the maximum number of targets are hit. With direct buffs to things like cloak-prox and with the re-"design" of nirnhoned, magicka will again have a substantially higher damage output than stamina. The stamina advantage (burst damage) will be equalised while sustained damage will remain magicka's proclivity.

    In view of this, it would be a point of balance to make stamina healing superior, since survivability and damage will again be magicka's domain. Increase healing, reduce cost and add an instant health component to vigor & morphs, since the only way to survive as stamina build in the future will be if I can outlast the damage dealers (magicka builds) with my healing.

    Or, alternatively make proximity detonation be the stamina morph. I mean stamina is supposed to be the melee choice, isn't it?
  • Lava_Croft
    Lava_Croft
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    pjwb16_ESO wrote: »
    Turelus wrote: »
    pjwb16_ESO wrote: »
    Performance is high priority and we are looking into more ways besides just the LOS changes to help.

    how about reverting the 1.3 lightning patch ;)

    They have already stated it wasn't the lighting patch which did it.

    They did at the same time however deploy their anti-bottting methods which many thing might contribute to the cause by increasing checks required by the server.

    Lag is there for the same reason as all games, too many data packets trying to get back and forth at the same time. No game yet has found a instant cure for it, EVE Online ended up adding time dialation and slowing the game down to 90% speed to help with it in the end.

    then revert the *** bot patch imo, lag is much worse then bots grinding boss caves in pve, endgame isnt affected by the bots then anyway -.-
    pjwb16_ESO wrote: »
    Turelus wrote: »
    pjwb16_ESO wrote: »
    Performance is high priority and we are looking into more ways besides just the LOS changes to help.

    how about reverting the 1.3 lightning patch ;)

    They have already stated it wasn't the lighting patch which did it.

    They did at the same time however deploy their anti-bottting methods which many thing might contribute to the cause by increasing checks required by the server.

    Lag is there for the same reason as all games, too many data packets trying to get back and forth at the same time. No game yet has found a instant cure for it, EVE Online ended up adding time dialation and slowing the game down to 90% speed to help with it in the end.

    then revert the *** bot patch imo, lag is much worse then bots grinding boss caves in pve, endgame isnt affected by the bots then anyway -.-
    If anything, it's probably not anti-botting specific code that causes lag. More likely is extra checks added for things like movement and what not. Everybody remembers the players moving at insane speeds or just floating in the air.

    [EDIT] lololol at the request to buff Vigor.
    Edited by Lava_Croft on July 13, 2015 8:51AM
  • Leandor
    Leandor
    ✭✭✭✭✭
    ✭✭
    Lava_Croft wrote: »
    [EDIT] lololol at the request to buff Vigor.
    Good for you! You didn't even notice the intent, but I am sure I have planted it well into your subconsciousness. You will agree when and if that comes to fruition.

  • TBois
    TBois
    ✭✭✭✭✭
    Leandor wrote: »
    Considering that the so far known changes to combat mechanics seem to favor magicka builds (again) and the biggest nerf (aside from BE, but nerf sorcs!) is targeted at stamina builds, I would like to propose a change to vigor.

    Please increase the healing done by this ability when and if less than the maximum number of targets are hit. With direct buffs to things like cloak-prox and with the re-"design" of nirnhoned, magicka will again have a substantially higher damage output than stamina. The stamina advantage (burst damage) will be equalised while sustained damage will remain magicka's proclivity.

    In view of this, it would be a point of balance to make stamina healing superior, since survivability and damage will again be magicka's domain. Increase healing, reduce cost and add an instant health component to vigor & morphs, since the only way to survive as stamina build in the future will be if I can outlast the damage dealers (magicka builds) with my healing.

    Or, alternatively make proximity detonation be the stamina morph. I mean stamina is supposed to be the melee choice, isn't it?

    I like your base thought taht stam builds will need more heals since they won't be able to roll dodge and block as much, but their is a morph of vigor that basically does this already.
    PC/NA
    T-Bois (Stam Sorc since 1.4) - AD
    An Unsettling Snowball (Templar) - AD
    Bosquecito (Stam Sorc) - DC
    Peti-T-Bois (Stamden) - AD
  • Most_Awesome
    Most_Awesome
    ✭✭✭✭✭
    Seeing as the thread I was about to put this in was deleted I'll post it here this is ESO PVP

    This is why people complain because of crap like this, this is the reason why the majority of players don't even want to step foot into Cyrodiil
    21:21:41 =Ambush 4,046
    21:21:41 =Surprise Attack 6,769
    21:21:41 =Light Attack 3,246
    21:21:41 =Befouled Wpn 300
    21:21:41 =Soul Harvest 8,423

    No lag, as soon as the Ambush hit me I died, GG Animation Cancelling


    SLXh3XE.jpg
  • Leandor
    Leandor
    ✭✭✭✭✭
    ✭✭
    Would you please stop handling the issues we have in Cyrodiil by deleting the respective threads? If the thread contained information that indicates a possible way to "beat the system", censor it individually. But stop enforcing silence.
  • Lava_Croft
    Lava_Croft
    ✭✭✭✭✭
    ✭✭✭✭
    Seeing as the thread I was about to put this in was deleted I'll post it here this is ESO PVP

    This is why people complain because of crap like this, this is the reason why the majority of players don't even want to step foot into Cyrodiil
    21:21:41 =Ambush 4,046
    21:21:41 =Surprise Attack 6,769
    21:21:41 =Light Attack 3,246
    21:21:41 =Befouled Wpn 300
    21:21:41 =Soul Harvest 8,423

    No lag, as soon as the Ambush hit me I died, GG Animation Cancelling


    SLXh3XE.jpg
    This is unrelated to animation cancelling but instead related to the way ESO handles latency.


  • silky_soft
    silky_soft
    ✭✭✭✭✭
    Seeing as the thread I was about to put this in was deleted I'll post it here this is ESO PVP

    This is why people complain because of crap like this, this is the reason why the majority of players don't even want to step foot into Cyrodiil
    21:21:41 =Ambush 4,046
    21:21:41 =Surprise Attack 6,769
    21:21:41 =Light Attack 3,246
    21:21:41 =Befouled Wpn 300
    21:21:41 =Soul Harvest 8,423

    No lag, as soon as the Ambush hit me I died, GG Animation Cancelling


    SLXh3XE.jpg

    lol that's nothing mate. Drop a camo hunter proc in there at any stage. I bet you can't wait till you bash you head against one of the guys bugging out mist form and you hit him for 90 damage. Pretty much anyone who isn't a nightblade will have to find a new way to play once they nerf the crap out of shields, blocking and dodge. Interesting to see what exploits get fixed and what new ones appear. Going to be so fun, I can't wait for my stealth buff, if everything actually works as they say it will. Which no one expects them to be really capable of.
    Here $15, goat mount please. Not gambling or paying 45 : lol :
    20% base speed for high ping players.
    Streak moves you faster then speed cap.
    They should of made 4v4v4v4 instead of 8v8.
  • Valnas
    Valnas
    ✭✭✭✭
    nothing in that death recap is an exploit .... thats just how nb abilities fire. Like if you use a heavy destro folowing by a insta frag followed by a lt crush shock it'll all land w/o 1 second. this is called burst mechanics. stop calling hacks.
    Edited by Valnas on July 14, 2015 3:34PM
    Fluph Head EP sorc dank magus
    valnäs EP nb
    opHotterslol AD dk
  • Most_Awesome
    Most_Awesome
    ✭✭✭✭✭
    Valnas wrote: »
    nothing in that death recap is an exploit .... thats just how nb abilities fire. Like if you use a heavy destro folowing by a insta frag followed by a lt crush shock it'll all land w/o 1 second. this is called burst mechanics. stop calling hacks.


    Lets all count now out loud and repeat 1-2 1-2 1-2 1-2 1-2 1-2 In the time between the 1 and the 2 three attacks are activated

    With crapy animation cancelling it is possible and its also possible to have a macro do this as well for you for a perfect BURST opener as you put it.

    Crap combat mechanics that needs fixing

  • Valnas
    Valnas
    ✭✭✭✭
    Valnas wrote: »
    nothing in that death recap is an exploit .... thats just how nb abilities fire. Like if you use a heavy destro folowing by a insta frag followed by a lt crush shock it'll all land w/o 1 second. this is called burst mechanics. stop calling hacks.


    Lets all count now out loud and repeat 1-2 1-2 1-2 1-2 1-2 1-2 In the time between the 1 and the 2 three attacks are activated

    With crapy animation cancelling it is possible and its also possible to have a macro do this as well for you for a perfect BURST opener as you put it.

    Crap combat mechanics that needs fixing

    ambush applies dmg after a 1 second cast time

    befouled weapon is an echant

    light attacks, ultimates like harvest, abilities, bash, block are all on seperate cooldowns.

    animation cancelling isn't an exploit
    Fluph Head EP sorc dank magus
    valnäs EP nb
    opHotterslol AD dk
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