Greetings, everyone, and welcome to another Road Ahead update! This month I’ll talk about our plans with Elder Scrolls Online. I know our Imperial City release had not addressed many of the issues and problems you folks who PvP every night are experiencing, so we have recently decided that we can no longer neglect this vital part of the game. We believe that no other MMO game has anywhere close to the dynamic and exciting PvP gameplay that our game could have and thousands of fans who are just waiting - begging - that we do something to entice them to come back and have fulfilling and fun PvP experiences. This does not mean we are not hard at work at the PvE end of things - we know we need a new trial and other end-game content - it just means we will not simply sit back and hope Cyrodiil's problems will go away own their own.
"Zerging"
Back during our "Guild Summit" last year, we admitted that we "recognized the current meta of stacking in AoE and distributing damage throughout your group. This isn’t the gameplay we wants, we want large groups of abilities to be vulnerable to AoE and afraid of AoE." We (now) understand that out efforts, which have included such measures as raising siege damage, adjusting AoE caps to hit more targets (albeit with falloff damage) and incentivizing other means of AP gains such as the 20% delve bonus have not had their desired effect. I want to make it crystal clear we want to do away with this meta because it is not very interesting, does not make players feel very heroic, and most of all it damages the integrity of our servers.
To that end we will be implementing a series of changes that will implemented periodically. The first of which will be:
Complete removal of damage AoE Caps
We are going to file this under the good intentions gone bad file. We know 87% of you did not want AoE caps and feared what they might lead to. However, at the time they were implemented, we had serious balance issues that demanded we do something. We had hoped a new meta would evolve without AoEs being so dominant yet at the same time deterring "ball groups". We now see this was a mistake. We understand this now means AoEs are going to be potentially strong and groups will have to fear them, but, that's kind of the whole point as we noted in the guild summit. We believe there is a "learn-to-play" (L2P) element here in that if you spread out from your Alliance comrades, you will dramatically lessen the chance that you will be targeted or hit by an AoE spamming player. In short, this will take some adjustment, but we are confident you folks are smart and skilled enough such that removing AoE caps will have a positive impact on your gameplay and our server performance.
Increase in siege damage
Brian Wheeler already indicated on the forums that this is something we are working on right now. Also, we understand that ice catapults (plain ineffectiveness), oil catapults (snare easily removed), stone catapults (lol), and lightning ballista (fire is just better) are not being used as much as we'd like and we look into way to make these more appealing options.
"Ground Oils" and Magicka detonation
We got rid of "ground oils" hoping that the Magicka Detonation skill would be able to replicate the useful but immersion breaking function of players pouring burning oil at their feet. This was another mistake on our part as the magicka detonation skill, despite our best efforts, has strengthened the very zergs it was intended to combat. Instead of just reintroducing "ground oils" (which Joy would love...sigh), what we are going to do is mechanically change the magicka detonation skill so its effect is similar, i.e., cast time and high AoE DoT. In such a way we can get back the useful function that "ground oils" had in the game for zerg busting while not having the unrealistic aesthetic that came with it.
Dynamic Ultimate Generation
This will be a step that comes after the AoE removal, probably about a month. We want to be careful how these two interact with each other because there is a potential for abuse. Plus, we are still experimenting on ways to generate that ultimate (we do not want the overly simplistic critical hit model). We originally believed capping ultimate gain would be desirable because many players expressed the opinion these powerful abilities seemed too commonplace. While that opinion is valid, too many other problems have arisen. We cut off potential interesting and diverse builds. We have damaged the ability of the "tanky" classes to hold their ground against ball-groups and compel them to spread out in the first place (ironic as we intended to help tanks). Most of all, we undermined the potential for you players to be "heroic" against formidable odds. Under the old system, outnumbered groups and players would generate more ultimate and thus give them a fighting chance at uncoordinated masses of enemies. We thought by limiting ultimates they wouldn't seem so common, so boring. But what we got are encounters that are so common and so boring because the larger group simply has too many advantages. We want you to be heroic and you need dynamic ultimate to do that in Cyrodiil.
Some of the ideas we are bouncing around: