Good Afternoon Citizens of Cyrodiil!
This week's Arm Chair Developer focus is on PVP. I've broken this out into 3 seperate related topics:
ACD: Top 10 PVP issues of 2016ACD: Fixing Proc Sets, ZOS's Roadmap to Success or RuinACD: The Battle for PVP Improvements
In this post, we'll be discussing ideas that will change the way many play in Cyrodiil. While some of this refers to specific combat & skills, they should have a larger impact on the alliance war. Many of these ideas were made to help deal with the top 10 issues in 2016 and some come from various player suggestions I've gotten over the last few weeks. Make sure to dig into the details to find some interesting potential changes.
Also, I tried not to harp in this ongoing fixes and battlegrounds, we know those are coming, and you can check my profile for long in depth discussions about them =3.
1.
Rebalance of abilities to work better/only with certain armor & weapons.
- Shuffle, immovable, & annulment only to work with 5 pieces of their respective armor type (
@sribes)
- Mages guild ultimate requires a Mages guild ability sloted. Fighters guild ultimate requires a Fighters guild ability slotted
- This would force certain over powered skills to take a nerf while also preventing enemies from so easily stacking them on top of one another.
2.
One more weekly campaign with a rotating ruleset.
Rules can include:
- reduced effective CP effect, 50% of assign values & passives
- Regenerations turned off but heavy attacks & potions return more resources
- Siege damage on players increased 100%, battle spirit turned off in the imperial city
- Damage reduced 60%, increase health by 50%, healing reduced 90-100%, ability cost increased 60%, potion cooldown increased 200%, health regen reduced 100%
- Magicka damage raise by 20%, but damage shields and healing reduced 20%. debuffs are also 50% more effective.
- Other player submitted ideas! place what you think would shake up cyrodiil.
- Rotating the ruleset weekly can give further insight in how to adjust abilities, adjust battle spirit,
- Gives PVPers a new meta challenge each week.
3.
Scale debuffs with player stats instead of just a generic buff
- A lack of utility builds since all buffs & debuffs are the same, players can out build the debuffs easily
- Debuffs can affect things like regenerations, stamina, & magicka, so as not to interrupt the PVE side
- Buffs can work on crit reduction, crit damage reduction, certain debuff reductions, and CC/snare reductions, limiting interference to PVE.
- With proper scaling, alternatives to pure damage or pure mitigation can be made.
4.
Rechargeable reaction runes similar to Elder Scrolls Legends
- Could be set to trigger at 50%, 70% & 30%, or other marks.
- Certain armor sets like white strakes, Ogrims scales, and others could be set to trigger on the loss of a rune
- Class abilities could include free stealth to nightblades, clensing for templars, temporary armor to dragonknights, or a damage shield for sorcerers.
- At minimum could grant a free break free or roll dodge to wounded players
- This would allow players a chance to react when they have a sudden drop in health, giving them a chance to fight back, especially Magicka users with low stamina to break free.
- The out of combat cool down makes it so it's not spamable in a fight, and nerfs certain armor procs as well.
5.
Give snares & roots increased cost on gap closers
- A lot of enemies will ignore movement CC by using gap closers and taking advatage of the update delay.
- The strength of the snare helps determine the cost increase. For example a 50% snare will increase the cost for crit rush or blink by 50%.
- This will give more options to pure ranged builds verses opponents without abilities to clear snares & roots or those without stamina to roll dodge out of roots.
6.
Give more classes & builds, especially stamina builds, access to cleansing abilities
- Currently mostly templars & magicka builds can get rid of almost any debuff or DOT
- It seems we can't improve debuff and utility builds because there is only one type of class & build that can hard counter them.
- Even most sets that remove debuffs are magicka or tanky sets.
7.
Give keeps the ability to level and grow stronger the longer they are held
- Gives more reason to hold onto important keeps
- AP could be dynamically increased to reward a capture
- Slower siege decay/harder enemy siege placement, more stonger guards/traps placed grounds, stronger walls/stronger doors, traps, and other morph choices
- Objectives can still effect keep health but also include things like scouts, upgrade times, and more
8.
AP bonuses for capturing consecutive objectives on a streak or within a time limit
- Capturing adjoining objectives gives a bonus to encourage pushing objectives.
- Capturing adjoining keeps would give a higher bonus, building up till death or by turning in a quest.
- Bonuses could also be given by objectives on the next target to hit
- If given a a timed quest, could be used to artificially spread forces out (depending on player objectives given out)
9.
Return siege damage numbers to high numbers for near direct hits
- Direct hit would be no bigger than 1m for 100% more damage, then damage would fall out to 50% more damage at 3m and then standard for an thing over the distance.
- Coldharbor gives significant damage while most bought siege is ignored.
- Stationary nature of siege gives players time to react
- Rewards accurate players, punishes lazy ones
- Consider giving siege an arming time, similar to how oil has a fall distance, to prevent tight quarters farming.
10.
Cyrodiil Generals, weaker emperor like characters for the top players in a faction
- Could get 50% or 25% weaker buffs than emperor, but not as strong
- Could be given special set of buffs when signing up at base camp.
- Each side is given a general(s), based on who's online in the campaign.
- In one example, AD, DC, EP each get 3 generals,. if EP gets Emperor they get 2 Generals and the Emperor.
- If a higher AP scorer joins in and goes grnersl, the lowest is kicked out of their rank.
- Opt out system to pass the general onto another canidate
- Possibly marked or able to mark a map to call allies to their location.
Thank you for reading, now it's time to reply with
YOUR feedback. What ideas did you like? Did you like them all? And what new changes would you like to see for PVP?
Remember: we pushed for accoutability on hackers & exploiters and they acted. We complained on Imperial City and they have made some improvements. It's time we push through on some clear ideas on what we want so we are not disappointed with the result.