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: »Please someone start a poll on removing emp buffs. Make sure to include in vote whether you are a former emp or not.
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.
ZOS_BrianWheeler wrote: »Many AE abilities have 2 LOS checks at the beginning and end of casting by default. Since many of these are instant cast, there's no need for one of those checks, which halves the amount of messages sent back and forth between the client and server. The LOS checks are still needed to ensure you can't PBAE through walls and physics objects that would block the effects from going "through them".
Don't forget guys that these changes are all due in the next major update. i.e, the one that adds Imperial City.
ZOS_BrianWheeler wrote: »We have talked about removing the ability to respawn in enemy controlled keeps if they are not connected to a transit line, but hasn't gotten any traction other than discussions at the moment.
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.
If you don't like PvP, you never had an incentive anyway. The buffs were a result of joining the right campaign, not actually participating in it.
ZOS_BrianWheeler wrote: »We have talked about removing the ability to respawn in enemy controlled keeps if they are not connected to a transit line, but hasn't gotten any traction other than discussions at the moment.
ZOS_BrianWheeler wrote: »Just to clarify, you will keep the Emperor Dye and "former emperor" titles.
Yes. Although right now I can't remember where
kamarob14_ESO wrote: »
Soon as i lost the buffs I had plenty of incentive to get back in the fight to get them back. how is this not incentive? People keep saying joining the right campaign I guess I did not know there was a right one. I had a few buffs here and there maybe only 5 times a week. It was switching between factions all the time.
ZOS_BrianWheeler wrote: »We have talked about removing the ability to respawn in enemy controlled keeps if they are not connected to a transit line, but hasn't gotten any traction other than discussions at the moment.
Hey @ZOS_BrianWheeler, thanks for sharing the details of PvP changes, your post has a lot of great solutions to current problems. I'd like to echo @Erlex' comment, though, about the importance of restricting the ability to resurrect at keeps that are severed from the transit network.ZOS_BrianWheeler wrote: »We have talked about removing the ability to respawn in enemy controlled keeps if they are not connected to a transit line, but hasn't gotten any traction other than discussions at the moment.
I assume you mean "friendly controlled keeps that are not connected to a transit line". I'm really concerned how this idea has "not gotten any traction". It makes no sense to be able to respawn at a keep your alliance cannot transit to, as it completely sabotages the strategic importance of the travel network. As long as death remains a free and useful means of fast travel "blood porting" will remain a valid Cyrodiil strategy. I don't see how this creates satisfying gameplay.
The design of the transit system clearly implies that you have thought about these issues. You don't want players to be able to teleport into keeps that are actively under siege, or deep within enemy territory. So ... don't let them!
I really don't see how there is even a possible counter-argument to this.
ZOS_BrianWheeler wrote: »Jump-to-Friend: Social jumping into Cyrodiil or any PVP space is being disabled.
ZOS_BrianWheeler wrote: »PVP Bonuses: Keep, Elder Scroll, and the Emperorship bonuses (passive buffs) will apply only in PVP spaces.
ZOS_BrianWheeler wrote: »Emperor Buffs/Skill Line: The "Former Emperor" buffs are being removed from the game.
ZOS_BrianWheeler wrote: »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.
ZOS_BrianWheeler wrote: »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.
- 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.
- 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.
SG_Celerrimus wrote: »@ZOS_BrianWheeler Any updates on the possibility of a 4 player PvP arena for more systems of PvP in the game?