ZOS_BrianWheeler wrote: »Just to clarify, you will keep the Emperor Dye and "former emperor" titles.
Philthyorc wrote: »Rage quit incoming ... pretty crap ur taking away our former EMP buffs, way to screw over a lot of people who earned it legitimately.
ZOS_BrianWheeler wrote: »Just to clarify, you will keep the Emperor Dye and "former emperor" titles.
kamarob14_ESO wrote: »Am I the only one that is upset to see the PVE Buffs being removed. The only reason I pvped is to get those buffs so I could get the extra experience. I do not see why removing them fixes anything. Can someone explain? As a pve player I will have no incentive to join pvp anymore. I just feel that this can be fixed in so many other ways.
ZOS_BrianWheeler wrote: »Just to clarify, you will keep the Emperor Dye and "former emperor" titles.
kamarob14_ESO wrote: »Am I the only one that is upset to see the PVE Buffs being removed. The only reason I pvped is to get those buffs so I could get the extra experience. I do not see why removing them fixes anything. Can someone explain? As a pve player I will have no incentive to join pvp anymore. I just feel that this can be fixed in so many other ways.
PvE guilds would often take the time to wipe the whole map one colour in order to get the buffs. This could destroy a competitive campaign. It's a good thing these are being removed.
Hmm, like maybe a spell that increased siege damage by x% for a radius of y meters over a period of z seconds, since increased siege damage is part of an Emperor's repertoire. The numbers would have to be small though to not be gamebreaking. Like 10% increase with 20 meter radius for 30 seconds, with a pretty big spell cost like siege shield. Morphs would affect either radius or duration. Eh, just spitballin'DisgracefulMind wrote: »I honestly don't like the idea of removing the former emperor passives to players who have gotten it in the past year. Perhaps disable it from happening for future players, but why punish ALL players for a system that others abused. It doesn't seem right or fair to take them away when there are plenty of players who actually and legitimately worked hard to obtain their Emperor status, which ultimately led to the passives of former emperor. I agree that emperor farming has been a problem in the past, but I'm tired of honest players being punished because of dishonest and abusive players. There is no way to sift through who or who wasn't farmed emperor, but because of that, I don't think anyone who obtained it should be punished for the lack of response from ZoS on the issue.
Like I said, restrict it for the future, do not punish the rest of us.
I agree with you, in that I don't think its fair for someone to lose what they legitimately earned. But I also agree with removing incentive for farming, and I don't like that those who farmed in the past would retain the benefits. I think a middle ground solution would be an option. Like a former emperor only ability/ultimate. One that is strictly conducive to group play mechanics and not self-serving at all. One would think that a former emperor would still inspire the troops to go to battle, it isn't unreasonable to take that approach in a game environment.
ZOS_BrianWheeler wrote: »When we fire up the campaign changes, we will wipe your current home\guest assignments.
kamarob14_ESO wrote: »Am I the only one that is upset to see the PVE Buffs being removed. The only reason I pvped is to get those buffs so I could get the extra experience. I do not see why removing them fixes anything. Can someone explain? As a pve player I will have no incentive to join pvp anymore. I just feel that this can be fixed in so many other ways.
Darnathian wrote: »NO. NO. NO.
Removing former emp buffs has not been requested by the majority of the player base. Anyone that likes this change has not been emperor. You have no idea how hard that is. It is a great reward for literally not sleeping days on end during vacation/work.
This is a terrible idea. You want to get rid of emp trading get rid of some of the servers. I know ZOS is afraid to do that because it might make lag worse but oh well. This is not the solution.
I know a couple of people that literally tried for the first year to get it. They will be crushed.
The rest of the changes are great.
Removing emp buffs? Wow. All i can say is wow.
Darnathian wrote: »NO. NO. NO.
Removing former emp buffs has not been requested by the majority of the player base. Anyone that likes this change has not been emperor. You have no idea how hard that is. It is a great reward for literally not sleeping days on end during vacation/work.
This is a terrible idea. You want to get rid of emp trading get rid of some of the servers. I know ZOS is afraid to do that because it might make lag worse but oh well. This is not the solution.
I know a couple of people that literally tried for the first year to get it. They will be crushed.
The rest of the changes are great.
Removing emp buffs? Wow. All i can say is wow.
Heresiarch wrote: »Why is everybody so salty about the travel to friends bit? Because your faction can't be in all campaigns at all times? Oh no. I get that it is not allowing for freedom of playstyle, but if people don't think that it was being abused, you're in denial.
The former emps who received the title through blood, sweat and tears having their passive stripped away does suck, but this should have been removed from the game when the emperor farming was at its height. Now... it's just sort of an afterthought. I think it would have been a big slap in the face to the RIGHT people if it had been done many months ago. Not that emperor farming isn't still a thing, of course, but it's not as easy.
I don't really care since I don't have emp buffs to lose, but there are a few good emps out there who get some of my feels.
I don't understand though, how is it apparently "abused". Yes people campaign hop - but I still don't see why this is a problem? If I am playing on TB and it turns into a laggy messy where the only fights are train vs train, I'm going to move elsewhere. Remove the ability to move elsewhere and I am going to log out. How is this a good thing?
Hmm, like maybe a spell that increased siege damage by x% for a radius of y meters over a period of z seconds, since increased siege damage is part of an Emperor's repertoire. The numbers would have to be small though to not be gamebreaking. Like 10% increase with 20 meter radius for 30 seconds, with a pretty big spell cost like siege shield. Morphs would affect either radius or duration. Eh, just spitballin'DisgracefulMind wrote: »I honestly don't like the idea of removing the former emperor passives to players who have gotten it in the past year. Perhaps disable it from happening for future players, but why punish ALL players for a system that others abused. It doesn't seem right or fair to take them away when there are plenty of players who actually and legitimately worked hard to obtain their Emperor status, which ultimately led to the passives of former emperor. I agree that emperor farming has been a problem in the past, but I'm tired of honest players being punished because of dishonest and abusive players. There is no way to sift through who or who wasn't farmed emperor, but because of that, I don't think anyone who obtained it should be punished for the lack of response from ZoS on the issue.
Like I said, restrict it for the future, do not punish the rest of us.
I agree with you, in that I don't think its fair for someone to lose what they legitimately earned. But I also agree with removing incentive for farming, and I don't like that those who farmed in the past would retain the benefits. I think a middle ground solution would be an option. Like a former emperor only ability/ultimate. One that is strictly conducive to group play mechanics and not self-serving at all. One would think that a former emperor would still inspire the troops to go to battle, it isn't unreasonable to take that approach in a game environment.
the zos motto is if you can't fix it, remove it.
Former Former Emperor (single player objective)
Former Forward Camps (fast transit and pace of play)
Former Mercenary contracts (population)
Former Ground Oil (lag/congestion of groups)
Former Oil Catapult no purge
Former 100% heal debuff
You had a bunch of mechanics that worked and allows small groups and large to impact Cyrodiil, removed them do to feedback from 'players', and wonder why the game struggles to perform at the level it used to and why play has turned into tho zergs seiging eachother.
Please add more skills/passives for the alliance war trees. I think at 45 or 50 a unique group buff / ultimate, or a marker on the map would be nice.
the zos motto is if you can't fix it, remove it.
Former Former Emperor (single player objective)
Former Forward Camps (fast transit and pace of play)
Former Mercenary contracts (population)
Former Ground Oil (lag/congestion of groups)
Former Oil Catapult no purge
Former 100% heal debuff
You had a bunch of mechanics that worked and allows small groups and large to impact Cyrodiil, removed them do to feedback from 'players', and wonder why the game struggles to perform at the level it used to and why play has turned into tho zergs seiging eachother.
Please add more skills/passives for the alliance war trees. I think at 45 or 50 a unique group buff / ultimate, or a marker on the map would be nice.
the zos motto is if you can't fix it, remove it.
Former Former Emperor (single player objective)
Former Forward Camps (fast transit and pace of play)
Former Mercenary contracts (population)
Former Ground Oil (lag/congestion of groups)
Former Oil Catapult no purge
Former 100% heal debuff
You had a bunch of mechanics that worked and allows small groups and large to impact Cyrodiil, removed them do to feedback from 'players', and wonder why the game struggles to perform at the level it used to and why play has turned into tho zergs seiging eachother.
Please add more skills/passives for the alliance war trees. I think at 45 or 50 a unique group buff / ultimate, or a marker on the map would be nice.
PeggymoeXD wrote: »Hmm, like maybe a spell that increased siege damage by x% for a radius of y meters over a period of z seconds, since increased siege damage is part of an Emperor's repertoire. The numbers would have to be small though to not be gamebreaking. Like 10% increase with 20 meter radius for 30 seconds, with a pretty big spell cost like siege shield. Morphs would affect either radius or duration. Eh, just spitballin'DisgracefulMind wrote: »I honestly don't like the idea of removing the former emperor passives to players who have gotten it in the past year. Perhaps disable it from happening for future players, but why punish ALL players for a system that others abused. It doesn't seem right or fair to take them away when there are plenty of players who actually and legitimately worked hard to obtain their Emperor status, which ultimately led to the passives of former emperor. I agree that emperor farming has been a problem in the past, but I'm tired of honest players being punished because of dishonest and abusive players. There is no way to sift through who or who wasn't farmed emperor, but because of that, I don't think anyone who obtained it should be punished for the lack of response from ZoS on the issue.
Like I said, restrict it for the future, do not punish the rest of us.
I agree with you, in that I don't think its fair for someone to lose what they legitimately earned. But I also agree with removing incentive for farming, and I don't like that those who farmed in the past would retain the benefits. I think a middle ground solution would be an option. Like a former emperor only ability/ultimate. One that is strictly conducive to group play mechanics and not self-serving at all. One would think that a former emperor would still inspire the troops to go to battle, it isn't unreasonable to take that approach in a game environment.
I too have the former emp passives. And it's kinda sad that the farming of emp has caused those who earned it honestly with hard work and long nights are losing the passives now. But I think it's a necessary step to making Cyrodiil enjoyable once again. Plus, the buffs aren't really all that great. The only one that's really noticeable is the reduced ultimate cost.