Every time i'm dying from WB spam or when i perma-cc'ed i thinking about game balance and improvements which can be done to it, in result i've have some points about game mechanics and ways to to improve it(from my pov of course).
For start,
Basic combat mechanics:
1. Make roll dodge and break free cost % of stamina** with minimal price cap*, cost reduction should still works, medium armor passives must be reworked to address this change.
This change allows to remove roll dodge price stacking, which punishes magicka instead of fixing perma-dodgerollers and partly returns soft cap times magicka/stamina balance.
2. Implement stacking block debuff, which will slightly increase cost of blocking with every blocked attack, and holds for 5 seconds while you not blocking.
This change allows to return stamina regen while blocking, which punishes every single player, instead of blockholders.
3. All abilities which does not scales up from stamina/magicka should cost % of assigned resource** with minimal price cap*, armor passive cost reduction may have bigger effect(e.g. twice bigger reduction for % priced abilities) on such abilities than on «normal abilities».
This change allows to disable 50% debuff on abilities which become almost junk (dragon blood, sun shield, obsidian shield etc.) in Cyrodiil, just because they could not be spammed all the time anymore.
4. Rework gap closers mechanics:
Firstly, increase minimal distance to 5m for every gap closer(including teleport-strike).
Secondly, make gap closers multiple phase abilities, like this:
1. Capture target position(without touching his/her mobility and abilities) at cast starting moment
2. Start animation
3. After reaching captured position deal single target damage and additional effects with 3-5 meters distance**** which can be evaded by increasing distance, roll dodging and breaking line of sight.
This change should fix caster hang in animation, will not punish targeted player, and will not allow teleport-strike and chains bring caster trough the doors.
5. All armor skill lines should have useful passives for stamina/magicka: magicka builds does not benefit much from % of wep damage as well as stamina users does not benefit from spell critical, also heavy armor does needs some attention.
Implementation of this is not necessary but may increase build diversity.
6. Root effects should give soft-cc immunity.
They really should.
7. Root effects should allow character to turn around.
It's ridiculously easy and spammable counter vs cone attacks.
8. Disable AOE caps in Cyrodiil.
No-one asks for this change in PVE, so "it will touch PVE players" is a cheap excuse.*Minimal price cap required to not allow people to exploit low resource and with big enough regen, it also can be reduced using cp and armor passives*
**I didn’t think about specific price for each abilities, but for decent money i can spend my time on this
**
***Points 1, 2, 3 should be implemented at the same moment, or stamina people will describe patch as «stamina death»***
****3 meters for teleport-strike, 5 meters for other gap-closers, teleport-strike have much faster animation than other gap closers so it’s fair from my pov. For PVE damaging distance can be increased, but i don’t think that mobs are mobile enough to evade****
Post your comments, say how genius or stupid this ideas, add yours, and stay tuned for more never_will_be_implemented changes