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[POLL] What should barrier be capped at?

_Chaos
_Chaos
✭✭✭✭✭
If Barrier were to be capped, what do you think the cap should be? (How many players should it hit?)

Feel free to elaborate on your decision.
Edited by _Chaos on January 14, 2016 3:54PM
'Chaos

[POLL] What should barrier be capped at? 151 votes

4
11%
Rune_RelicAshanneShareejuha.smedsneb18_ESOAltusVenifusAhPook_Is_Hereaco5712ThyIronFistolsborgMumyotimidobserverIyasCinbriDerraOdinForgeLexxypwnsJura23zyk 18 votes
6
28%
AlomarEzarethWarrioroftheWind_ESOManoekinTelelCinnamon_Spiderpjwb16_ESOBelethornLazyLewisAenlirmanny254RinaldoGandolphiTrayyacakesRajajshkaBashevMinscSoulacSC0TY999tplink3r1Heindrich 43 votes
12
35%
SolarikenJoy_DivisionYolokin_Swagonbornlolo_01b16_ESOTaonnorJeckllthemdogesbiteMurrayJnrIxSTALKERxIFMonkhammayolettuceparkourpageeb17_ESOBRogueNZHellingerScamandrosKaramis_Vimardonemma666GilGaladKeriokoInitiation 53 votes
18
3%
forzajuve212ZhegGhost-ShotfrozywozyFalcon9142 5 votes
24
14%
fastolfv_ESOIzanagi.Xiiib16_ESOkrimbooksmcreadIdinusePhatGrimReaperlonewolf26leeuxSatiarDHaleThornationRastoricTakllinMaphusailCatchMeTrollingLucky28DannyLV702KalebronataggsPosternHouse 22 votes
Other - Please state number/conditions (e.g. 6, but not affected by Battle Spirit)
6%
Poxheartgw2only1b14_ESOSeraph702AldarennSalmonleapSpacemonkeyLenikusFlounderOGAsmaelLindsC 10 votes
  • OdinForge
    OdinForge
    ✭✭✭✭✭
    ✭✭
    4
    One person shouldn't be able to cover their entire raid with one barrier.
    The Age of Wrobel.
  • themdogesbite
    themdogesbite
    ✭✭✭✭✭
    12
    12, to not make barrier useless for PvE.
    :]
  • Bfish22090
    Bfish22090
    ✭✭✭✭✭
    6
    6, same as AOE caps
  • SturgeHammer
    SturgeHammer
    ✭✭✭✭
    Barrier and Purge should be changed to have the number of targets scale One to One with the number of support abilities slotted. This way if a player truly wants to run a support role they really have to commit to it.
    Edited by SturgeHammer on January 14, 2016 4:08PM
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  • SturgeHammer
    SturgeHammer
    ✭✭✭✭
    EDIT: Deleted Double post
    Edited by SturgeHammer on January 14, 2016 4:07PM
    First-in-Line - Swings-for-Lethal
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  • Soris
    Soris
    ✭✭✭✭✭
    12
    Voted for 12 but, on a second thought, its better not having aoe caps at all
    Welkynd [Templar/AD/EU]
  • Zheg
    Zheg
    ✭✭✭✭✭
    ✭✭✭✭
    18
    Went with 18. For the ultimates cost, 12 or less makes it questionable to even warrant a slot. With the full court press on siege changes, nerfs to purge, nerfs to barrier, battles with already ridiculously low ttk are going to just come down to who can attack first, and who has more devouring bats. Healers are going to have a rough go when a single oil catapult eliminates half or a third of their stamina in one shot, so don't expect them to keep you alive.

    We'll have to see if these nerfs come with reductions in cost as well, or are supplemented with increased survivability through other changes, but so far it's looking like wheeler has joined wrobel's amatuer hour.
    Edited by Zheg on January 14, 2016 4:21PM
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    6
    Soris wrote: »
    Voted for 12 but, on a second thought, its better not having aoe caps at all

    I wouldn't want to remove caps for positive effects. There needs to be a limit to how efficient you can make a skill by stacking allies. In case of AoE caps on attack skills, no one can force targets to stack up.
    Edited by ToRelax on January 14, 2016 4:25PM
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  • gw2only1b14_ESO
    gw2only1b14_ESO
    ✭✭✭
    Other - Please state number/conditions (e.g. 6, but not affected by Battle Spirit)
    12, to not make barrier useless for PvE.

    Whole thing is this they cant change one and then hinder another but they can look to tweek the skill as to its benefits and reduce what is causing the imbalance


    to those not sure of the skill

    http://www.esohead.com/skills/38573-barrier
  • WRX
    WRX
    ✭✭✭✭✭
    12
    12, and remove the ulti regen part. The cost of the ultimate does not matter at all right now, seeing as how it will hit 24 people (there is a "cap") and you get roughly half the cost back in a good situation.

    With other mechanic changes, 12 or less would be fine and require more skill (huehue) when using it.
    Decibel GM

    GLUB GLUB
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    18
    I voted for 18, but 12 is my final decision.
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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Recremen
    Recremen
    ✭✭✭✭✭
    ✭✭✭✭✭
    12
    12 would be cool, but I'd only want that if it was "smart", in that it gives a barrier to those who don't have one/have the lowest total shield in your group. That way you can still cover the raid with barriers if you really feel like spending two ultimates for it, and need way more coordination/dedicated barrier casters to keep everyone in shields for long. Then people are forced to make tougher decisions regarding how many DPS ultimates to slot, which ones, if anyone's running War Horn or Negate, etc.
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  • PosternHouse
    PosternHouse
    ✭✭✭✭
    24
    Why does barrier need to have its cap reduced?
  • Ghost-Shot
    Ghost-Shot
    ✭✭✭✭✭
    ✭✭
    18
    18 seems the most reasonable to me with how smart targeting works, makes barrier viable for medium to large groups with a little bit less concern about pugs getting your barrier instead of group members. I do hope with it being capped they plan to make it prioritize group members first and make sure it will hit someone who does not already have a barrier.
  • vortexman11
    vortexman11
    ✭✭✭✭✭
    12
    I chose 12 because it seems like the most balanced between 24 and 4. But I think I should of chosen other...

    To me the ideal barrier would scale based on the amount of ultimate built up, starting at 200, all the way up to 1000. At 200 ultimate it would effect 4 people, then every 40 more ultimate allows it to hit one more person, up to 24 when 1000 ultimate is built up.
    Edited by vortexman11 on January 14, 2016 7:24PM
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  • lolo_01b16_ESO
    lolo_01b16_ESO
    ✭✭✭✭✭
    ✭✭
    12
    Shouldn't be less than 12 to keep it viable for pve.
  • OdinForge
    OdinForge
    ✭✭✭✭✭
    ✭✭
    4
    I chose 12 because it seems like the most balanced between 24 and 4. But I think I should of chosen other...

    To me the ideal barrier would scale based on the amount of ultimate built up, starting at 200, all the way up to 1000. At 200 ultimate it would effect 4 people, then every 40 more ultimate allows it to hit one more person, up to 24 when 1000 ultimate is built up.

    I actually like this idea a lot.

    But the value of ultimate / additional player would need to be thoroughly tested.
    The Age of Wrobel.
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    18
    I chose 12 because it seems like the most balanced between 24 and 4. But I think I should of chosen other...

    To me the ideal barrier would scale based on the amount of ultimate built up, starting at 200, all the way up to 1000. At 200 ultimate it would effect 4 people, then every 40 more ultimate allows it to hit one more person, up to 24 when 1000 ultimate is built up.

    Great idea!
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    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • WRX
    WRX
    ✭✭✭✭✭
    12
    OdinForge wrote: »
    I chose 12 because it seems like the most balanced between 24 and 4. But I think I should of chosen other...

    To me the ideal barrier would scale based on the amount of ultimate built up, starting at 200, all the way up to 1000. At 200 ultimate it would effect 4 people, then every 40 more ultimate allows it to hit one more person, up to 24 when 1000 ultimate is built up.

    I actually like this idea a lot.

    But the value of ultimate / additional player would need to be thoroughly tested.

    Na, no way. Then you just have people sitting tagging PvE mobs for 5 minutes to get a full barrier? I understand the idea of being rewarded for extra ulti, but this is not how to do it.

    @Ghost-Shot I think the smart targeting and group only effect is a given at this point. Just the direction the game is headed. I think its a good feel actually.


    Edited by WRX on January 14, 2016 7:40PM
    Decibel GM

    GLUB GLUB
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    12
    I don't think 4 or 6 17K shields is any way worth 250 ultiamte.
  • Hulk_VI
    Hulk_VI
    ✭✭
    12
    12, having something costing 250 ult should be worth the wait. Also might split some of the 24 man raids in half or at least they consider running smaller groups.
  • Hulk_VI
    Hulk_VI
    ✭✭
    12
    I chose 12 because it seems like the most balanced between 24 and 4. But I think I should of chosen other...

    To me the ideal barrier would scale based on the amount of ultimate built up, starting at 200, all the way up to 1000. At 200 ultimate it would effect 4 people, then every 40 more ultimate allows it to hit one more person, up to 24 when 1000 ultimate is built up.

    Best idea ever lol
  • Cinnamon_Spider
    Cinnamon_Spider
    ✭✭✭✭✭
    6
    WRX wrote: »
    OdinForge wrote: »
    I chose 12 because it seems like the most balanced between 24 and 4. But I think I should of chosen other...

    To me the ideal barrier would scale based on the amount of ultimate built up, starting at 200, all the way up to 1000. At 200 ultimate it would effect 4 people, then every 40 more ultimate allows it to hit one more person, up to 24 when 1000 ultimate is built up.

    I actually like this idea a lot.

    But the value of ultimate / additional player would need to be thoroughly tested.

    Na, no way. Then you just have people sitting tagging PvE mobs for 5 minutes to get a full barrier? I understand the idea of being rewarded for extra ulti, but this is not how to do it.

    @Ghost-Shot I think the smart targeting and group only effect is a given at this point. Just the direction the game is headed. I think its a good feel actually.

    But then we could have battles at the zombies!
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  • CatchMeTrolling
    CatchMeTrolling
    ✭✭✭✭✭
    24
    Doesn't need a cap reduction.
  • Satiar
    Satiar
    ✭✭✭✭✭
    ✭✭✭
    24
    I like it at 24. Allows for sustain fights instead of favoring whoever dumps ultis first.
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  • Huckdabuck
    Huckdabuck
    ✭✭✭✭✭
    Hulk_VI wrote: »
    12, having something costing 250 ult should be worth the wait. Also might split some of the 24 man raids in half or at least they consider running smaller groups.

    Why would that occur? When this change is implemented, instead of having 6-7 barriers as such groups have they will only have 3 and a "oh lordy" one. I honestly don't see this change as being one that will help break groups up. After the change it's the same amount of barriers affecting the same amount of people with less concentrated dps/heals.
    Edited by Huckdabuck on January 14, 2016 8:26PM
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  • Hulk_VI
    Hulk_VI
    ✭✭
    12
    Huckdabuck wrote: »
    Hulk_VI wrote: »
    12, having something costing 250 ult should be worth the wait. Also might split some of the 24 man raids in half or at least they consider running smaller groups.

    Why would that occur? When this change is implemented, instead of having 6-7 barriers as such groups have they will only have 3 and a "oh lordy" one. I honestly don't see this change as being one that will help break groups up.

    Some raids will split, but barrier the way it Is now is sooo broken. I might link a vid of us (6 man) fighting 4 Templars all running barrier cycling them with BoL funniest and most broken crap ever lol
  • Satiar
    Satiar
    ✭✭✭✭✭
    ✭✭✭
    24
    Huckdabuck wrote: »
    Hulk_VI wrote: »
    12, having something costing 250 ult should be worth the wait. Also might split some of the 24 man raids in half or at least they consider running smaller groups.

    Why would that occur? When this change is implemented, instead of having 6-7 barriers as such groups have they will only have 3 and a "oh lordy" one. I honestly don't see this change as being one that will help break groups up. After the change it's the same amount of barriers affecting the same amount of people with less concentrated dps/heals.

    TBH if barrier goes anywhere below 12 it will be a crushing blow. It will mean a lot more sitting behind LoS for bombs than pushing crazy sh*t because you have *some* way of mitigating insane incoming damage.
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  • OdinForge
    OdinForge
    ✭✭✭✭✭
    ✭✭
    4
    WRX wrote: »
    OdinForge wrote: »
    I chose 12 because it seems like the most balanced between 24 and 4. But I think I should of chosen other...

    To me the ideal barrier would scale based on the amount of ultimate built up, starting at 200, all the way up to 1000. At 200 ultimate it would effect 4 people, then every 40 more ultimate allows it to hit one more person, up to 24 when 1000 ultimate is built up.

    I actually like this idea a lot.

    But the value of ultimate / additional player would need to be thoroughly tested.

    Na, no way. Then you just have people sitting tagging PvE mobs for 5 minutes to get a full barrier? I understand the idea of being rewarded for extra ulti, but this is not how to do it.

    People do that with the current 200 / uncapped barrier system. If tagging mobs to build ultimate is such a problem, there are some creative ways to discourage this, or make it less easy to do. Removing ultimate generation from open world mobs, but leaving dungeon mobs alone would be one idea.

    ZOS just has to be more creative.
    Edited by OdinForge on January 14, 2016 8:42PM
    The Age of Wrobel.
  • FENGRUSH
    FENGRUSH
    ✭✭✭✭✭
    ✭✭✭✭
    I think end goal should be breaking up 24 people groups, or at least changing the fighting style from 24 people fighting within 5-7meters of each other. Barrier is the biggest F U we have numbers ult in the game.

    Lets say your barrier does 30k and youre hitting 24 people:

    720,000 potential shielding on top of the fact that its not crittable and 75% of the damage you do in AOE format will be halved while attempting to burn that damage off without crit?

    Oh they popped another barrier... Cool, only 1.45 million AOE damage to do through AOE caps.

    This comfort needs to go, along with purge, in a huge way. Yea big groups will get plowed at some point, but I think thats the point - to have a sort of *risk*. Agreed it shouldnt be big groups hiding everywhere to blow up the other one, but this is where you need better distance counters instituted through ranged AOE, as suggested by ZOS that they want to do. That is non-siege ranged AOE..
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