VincentBlanquin wrote: »at least they already know they need to target questing crowd
Olupajmibanan wrote: »Is it actually so hard to change the leaderboards to be working like trial, VMA and DSA leaderboards? Only your best run is counted.
Would be milion times better than another emperor-like grindfest.
I agree with pretty much everything the OP stated, would be great if just this one form of PvP rewarded players/teams based on how well they play, not how much they play.
This post is probably the most constructive criticism I've seen in quite a long time on here. These are all good suggestions, although some I doubt will be implemented for whatever reason. For example, starting with 0 ult was something suggested for dueling but it never happened.
12 man grouping to fight against each other would be really nice but people would take advantage of that system, unless it was under a different catagory that didn't apply to leaderboards.
Still I think @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler shoild read this.
necronomniconb14_ESO wrote: »an opt out of facing premades for a solo player should be listed as High Priority there is really no excuse this day and age
Uncle_Sweetshare wrote: »Update: To no one's surprise, Battlegrounds queue appears to still be broken. Not sure what else I expected, to be honest.
It's really unfortunate, but if they can't fix a queue, it's unrealistic to think that they're capable of implementing any of the features listed in the OP that are standard on any other MMO with arena style combat.
flguy147ub17_ESO wrote: »Uncle_Sweetshare wrote: »Update: To no one's surprise, Battlegrounds queue appears to still be broken. Not sure what else I expected, to be honest.
It's really unfortunate, but if they can't fix a queue, it's unrealistic to think that they're capable of implementing any of the features listed in the OP that are standard on any other MMO with arena style combat.
Man they cant even get Mail to work properly since PC launch. Over 3 years and they cant even get that to work lol.
Uncle_Sweetshare wrote: »Battlegrounds in its current state leaves much to be desired. To save everyone some time I'll make this list as short as I can with what I believe needs to be done in order for Battlegrounds to live up to its potential and thrive as a competitive alternative to Cyrodiil PvP.
1. Level/ Gear Brackets [High Priority]
Currently there is no level/ gear brackets, despite the fact that on the Battlegrounds page on ESO's website states there are two brackets (levels 10-49 and levels 10-50).
2. Competitive Queue/ MMR [High Priority]
In addition to level/ gear brackets, we need a separate competitive queue for players level 50, CP160 and above with an MMR system (I know CP is disabled, but for the sake of players having CP160 gear).
3. Team Balancing [High Priority]
Related to number 4, there are a lot of matches starting with 2 players on two of the teams, and 4 on the third. Games should not start until there are 4 players on each team.
4. Proc Set Changes [High Priority]
As users have suggested in other threads, I think proc set damage needs to scale off of Weapon Damage/ Spell Damage and the relevant attribute (so tanks aren't stacking proc sets and still doing massive amounts of damage), and in addition to that burst proc sets need to be tweaked. Quoting myself from another post (it's a doozey):I think the issue with proc sets comes from multiple players on same teams running multiple unavoidable burst damage procs (Such as Viper, Red Mountain, etc.), and the fact that these sets deal damage outside of your rotation. By that, I mean they can go off during other animations, and don't require an additional key to be pressed or skill to be slotted. Because they're all unavoidable damage that happens outside of your normal rotation, nothing has to be sacrificed in order for them to work. For those reasons I believe that the damage for these sets need to be lowered, the cooldown extended, or the damage changed from DD to DoT.
Next in line would be burst procs that are avoidable, such as Velidreth, Selene, or Widowmaker (which surprisingly hasn't been brought up often here). These sets aren't always avoidable due to CC, no Stamina to dodge, etc., but they are avoidable. Now, let's take Velidreth and compare it to Selene. Velidreth is easily avoidable (the center ball not so much, but for sake of argument) and has a long cooldown, so there's not too much hate on it in here. Selene is also avoidable, but because it hits hard and is on a short cooldown, it gets lots of hate here. Personally, I think the damage on these sets should be slightly lowered, and the cooldowns semi-equalized (so there isn't a clear BiS).
Then we have the DoT procs, and to no one's surprise, there's not a lot of hate on these. Grothdarr procs? Walk away, but if you don't it's okay because you can pop Vigor to out heal the damage. Illambris procs? Get out of the circle, or stand in it and pop Vigor to out heal the damage. Scourge Harvester procs? Stand there in bewilderment that someone is running Scourge Harvester, and pop Vigor to out heal the damage. These sets just aren't very effective in PvP, and I think that they fine in terms of numbers, but would be more viable if the burst set numbers were lowered.
Lastly, we have support proc sets. These also don't get a lot of hate because they all complement builds instead of being the build. You can't exactly make a build that revolves entirely around Pirate Skeleton or Lord Warden (Troll King is the rare exception here), but they're great additional effects to have. On the other hand, there are plenty of builds that revolve around Selene/ Viper/ Widowmaker, where the rest of the build doesn't matter as long as you have a gap closer and CC. Personally I think the support sets are fine where they are, numbers wise.
Long story short, the issue with proc sets isn't proc sets as a whole, but the burst damage procs and the fact that they do massive amounts of damage outside your rotation. I think any time there are clear, across-the-board BiS items for anything (tanking, DPS, healing, etc.), those items need to be reevaluated and tweaked so there isn't a clear BiS.
5. Option to Reconnect if DC'd/ Crashed [High Priority]
Players should have up to 3 minutes to get back into the game if they DC or crash before the game removes them from Battlegrounds and gives them the 20 minute leaver's penalty. Players that choose to leave manually via the UI should still be able to do so and incur the leaver's penalty.
6. Solo/Duo/Trio and 4 Man Team Queues [Medium Priority]
Separate matches so those that are queuing with less than 4 players only play with/ against others that queued with less than 4 players, and those queuing with 4 players only play against other 4 player groups.
7. Choice of Game Mode [Medium Priority]
A lot of players have their preferred game mode and shouldn't be forced to play on 'random.'
8. Improved Rewards [Medium Priority]
You can currently gain more AP by capping a few resources in Cyrodiil than in a Battlegrounds match, and in a quarter of the time. End of match XP and AP rewards need to be greatly increased.
9. Token System [Medium Priority]
Initially I came up with a token system to exchange for goods at a Battlegrounds Vendor, however I soon realized there was a much simpler solution; use AP. If we were earning more appropriate amounts of AP per match (see #8), we could have a separate Battlegrounds AP vendor (at the numerous Battlegrounds 'camps' in Vvardenfell), which could include poisons, potions, gear boxes, and more.
10. Remove Power Sigils [Medium Priority]
There's no need for additional RNG in ESO's combat, especially in an enclosed arena.
11. Leaderboards [Medium Priority]
Currently the leaderboards reflect those who play the most, and end-of-season rewards should not be based off time played, but rather performance. With an MMR system in place, leaderboards could be based on said MMR to reflect individual skill over time played.
12. Players Start Match with 0 Ultimate [Low Priority]
Ultimates can be used to gain a massive advantage over opponents in the first few seconds of a game (ie. massive burst damage to grab sigil at the start of a match), and to improve fluidity each player should start match with 0 Ultimate.
13. Non-CP and CP Competitive Queue [Low Priority]
Casual (non-Competitive) Queue can remain non-CP, however the competitive players should be given the choice between non-CP and CP matches, with separate MMRs (this is a debatable change, I'm just listing it for solidarity).
14. Role Based Queues [Low Priority]
There's no role selection for Battlegrounds groups; one group could have 4 healers, then next 4 tanks, etc.
15. Custom Games [Low Priority]
Custom games/ lobbies where you can queue as 12 players and be placed into a match with all 12 players (teams being separated by their small groups).
If anyone has anything they wish to have added to the list feel free to comment and I will add it when I can. Thank you for reading.
@ZOS_GinaBruno @ZOS_JessicaFolsom @Wrobel @ZOS_RichLambert @ZOS_BrianWheeler
and also pls add at least 5Vs5VS5 with PVE monsters, such as 5 trolls or at least so, similar to blessed crucible pledge (pve arena)
Uncle_Sweetshare wrote: »
4. Proc Set Changes [High Priority]
As users have suggested in other threads, I think proc set damage needs to scale off of Weapon Damage/ Spell Damage and the relevant attribute (so tanks aren't stacking proc sets and still doing massive amounts of damage), and in addition to that burst proc sets need to be tweaked. Quoting myself from another post (it's a doozey):I think the issue with proc sets comes from multiple players on same teams running multiple unavoidable burst damage procs (Such as Viper, Red Mountain, etc.), and the fact that these sets deal damage outside of your rotation. By that, I mean they can go off during other animations, and don't require an additional key to be pressed or skill to be slotted. Because they're all unavoidable damage that happens outside of your normal rotation, nothing has to be sacrificed in order for them to work. For those reasons I believe that the damage for these sets need to be lowered, the cooldown extended, or the damage changed from DD to DoT.
Next in line would be burst procs that are avoidable, such as Velidreth, Selene, or Widowmaker (which surprisingly hasn't been brought up often here). These sets aren't always avoidable due to CC, no Stamina to dodge, etc., but they are avoidable. Now, let's take Velidreth and compare it to Selene. Velidreth is easily avoidable (the center ball not so much, but for sake of argument) and has a long cooldown, so there's not too much hate on it in here. Selene is also avoidable, but because it hits hard and is on a short cooldown, it gets lots of hate here. Personally, I think the damage on these sets should be slightly lowered, and the cooldowns semi-equalized (so there isn't a clear BiS).
Then we have the DoT procs, and to no one's surprise, there's not a lot of hate on these. Grothdarr procs? Walk away, but if you don't it's okay because you can pop Vigor to out heal the damage. Illambris procs? Get out of the circle, or stand in it and pop Vigor to out heal the damage. Scourge Harvester procs? Stand there in bewilderment that someone is running Scourge Harvester, and pop Vigor to out heal the damage. These sets just aren't very effective in PvP, and I think that they fine in terms of numbers, but would be more viable if the burst set numbers were lowered.
Lastly, we have support proc sets. These also don't get a lot of hate because they all complement builds instead of being the build. You can't exactly make a build that revolves entirely around Pirate Skeleton or Lord Warden (Troll King is the rare exception here), but they're great additional effects to have. On the other hand, there are plenty of builds that revolve around Selene/ Viper/ Widowmaker, where the rest of the build doesn't matter as long as you have a gap closer and CC. Personally I think the support sets are fine where they are, numbers wise.
Long story short, the issue with proc sets isn't proc sets as a whole, but the burst damage procs and the fact that they do massive amounts of damage outside your rotation. I think any time there are clear, across-the-board BiS items for anything (tanking, DPS, healing, etc.), those items need to be reevaluated and tweaked so there isn't a clear BiS.
mihaiisraging wrote: »I am not getting how devs answer on stupid questions (about prices and eso+ and bla bla wich were stated for 100 times) and just keep avoiding the important threads.
Uncle_Sweetshare wrote: »mihaiisraging wrote: »I am not getting how devs answer on stupid questions (about prices and eso+ and bla bla wich were stated for 100 times) and just keep avoiding the important threads.
It does bother me, to be honest. The CMs do occasionally respond to bug report threads, as Gina did today, but considering the amount of times CMs and devs have been tagged in this thread, they've read it, they just don't have a response.
This tells me that either A - they have no intention of ever implementing any of the aforementioned features (none of which are original ideas, they're all features already implemented in every other arena style PvP game), or B - the right people haven't read it, and the CMs haven't been given a response by the leads, and therefore don't want to give false information.
All I've asked for in my Tweets, support tickets, and emails is some semblance of acknowledgement of this thread. If @ZOS_RichLambert has no intention of finishing Battlegrounds, please just let us know, so the players that want competitive PvP can move to another game already.
mihaiisraging wrote: »
Just check this thread for example.
https://forums.elderscrollsonline.com/en/discussion/345955/contest-winner-did-not-recieve-prize#latest
mihaiisraging wrote: »1more open minded thread wich will die
https://forums.elderscrollsonline.com/en/discussion/350070/pvp-battlegrounds-weapons-gladiator-weapons#latest
WHAT??! you are expecting zos to implement something that actually requires developing??! Haven't you gotten the memo yet? zos is in the band aid fixes business not the developing fixing business.
There should only be 2, possibly 3 queues IMO. First queue would be for low level characters if the population is there to support it, second should be normal queue only allowing solo/duo's to queue for it, lastly the group queue should be the ranked queue with a requirement of CP160(For Gear) it would also have a MMR system and special rewards attached to top players. Nobody wants to play lopsided matches and those will continue to happen when low level players are mixed with higher ones and when premades are put vs pugs.