Knootewoot wrote: »The expansion just came out and has just rolled out to the consoles. I doubt that requested features and bugs will be added/fixed at your demand. I am sure they are working on it, but it won't be released at your command. Give them some time please, because rushed fixes/implementations are even worse.
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
@Nordjitsu Completely agreed. One of my guildies wrecked 4 guys with one Flawless Dawnbreaker, having picked up a power sigil on top of clever alchemist and kena proc. It was insane. The power sigil is not needed and completely over the top. Just like proc sets, it inflates the skill of the user which is not what we need in a competitive environment.ParaNostram wrote: »I agree with OP on all EXCEPT FOR the removal of power sigils. A little randomness can go a long way in turning the tides of games and it keeps everyone on their toes.
Yes, because when I think "competitive PvP" the first word that pops into my head is "random".
/s
The outcome of a competitive match should be entirely based on the actions of the players. Randomness is unfair. Reminds me of when Super Smash Bros added "trips." You're winning a match, then you randomly fall over and get launched.
Sigils are a terrible feature.
One does not need to work in the gaming industry to come to the same conclusion as he did. Having worked as a software developer and consultant for bigger companies than ZOS, I can tell you that - just talking about their software developers here - they are doing a *** job. Anyone claiming otherwise is likely not that good at his job either.
Product quality and customer expectations have been lowering each other in turns for the last 10-20 years to a ridiculously low level now.
The goal should be to create the best product and best experience possible, but instead bread and circuses seem to be enough for the majority of people again. Not that much change in the human psyche in the last 2000+ years.
Olupajmibanan wrote: »
ZOS directly stated that they won't balance the two separately as they consider them one and the same - one world, no diferencies.
@Olupajmibanan
Just like many (most?) players on these forums, I also think PvE and PvP should be balanced separately. Thankfully Zenimax does too...they might tell you they dont...but don't listen to what they say, see what they've done to separate the two environments.
1 -- Battle Spirit buff that affects max health, reduced damage done, reduced healing, increased range on many ranged abilities, etc. This is a massive difference between PvE and PvP.
2 -- Sorcerers Negate (stuns in PvE, silences in PvP)
3 -- Stamblade Ambush (stuns in PvE, silences in PvP)
There might be others I can't think of at the moment. But you get my point...Zenimax has already made efforts to balance the two environments separately (which is good).
anitajoneb17_ESO wrote: »Just a few aspects from the top of my head - and fairly theoretical too. I don't have any concrete figures about ZOS business model and customer base. But my point is : product quality, consumer behaviour and customer satisfaction are not necessarily the main goal of any company, they're just a few aspects of the equations when it comes to return on investment and bottom-line profit.
just consider for a moment how much higher the customer satisfaction with Battlegrounds would have been had Zenimax early on tried to get input from as many PvP'rs as possible to get a solid idea of what they were looking for, and provided open Alpha and Beta access to the Battlegrounds to test it throughout its early stages. Even if their resources wouldn't have allowed them to do everything the players asked for (which is likely), Zenimax just making the effort to be connected to their players and saying "Hey, we hear you, this is what you're telling us...this is how much we plan to do now and in the year ahead".
I mean...just some simple friggin communication man...and an earnest desire to connect with the players...it's not friggin rocket science. But they didn't do that...and now we have this buggy Battlegrounds...and still no genuine effort that I see from Zenimax to reach out to the players about it. SMH
Get a chair and a big cup of coffee, in fact, get 1.000 cups of coffee and a bed. Or have you ever seen a Community Manager address a critical issue other than saying "We don't have an ETA yet"?
Get a chair and a big cup of coffee, in fact, get 1.000 cups of coffee and a bed. Or have you ever seen a Community Manager address a critical issue other than saying "We don't have an ETA yet"?
Literally, all they need to do, is say, hey - we like this idea, this idea, and that idea - and we're going to get to work on it right away. Or, better - we're already working on it.
That's it.
The fact no ZoS employee has responded in this thread can only lead us to believe that they don't consider ANY of the content of this post to be of any type of priority. They are in "leave us alone - we're busy building DLC" mode.
Instead, they'll just ignore the problem until either it goes away, or they're finally are worn down into submission. Just like the last minute PTS changes that always occur.
Uncle_Sweetshare wrote: »Your suggestion that procsets should scale of weapon/spell damage isn´t bad, but it has one flaw. Most players in PvP using Heavy armor still put all attributes into stamina or magicka (which increase your weapon and spelldamage) so that might not help. Some people suggest global CD on procsets but that would hurt defensive procsets as well. Best would be to just lower the dmg on some of the procsets.
I elaborate as to which sets I believe need to be modified in the spoiler, but it's quite a long read. TL;DR: Unavoidable burst procs (Viper/ Red Mountain type) need their damage lowered and/or cooldown raised and/or damage changed to DoT, avoidable burst damage procs (Selene/ Widowmaker/ Velidreth type) need their damage slightly lowered and cooldowns equalized, DoT procs (Illambris/ Grothdarr type) are fine, and support procs (Pirate Skeleton/ Lord Warden type) are fine (excluding Troll King which needs its regen slightly lowered).
As you mentioned, I wouldn't consider someone running HA necessarily a tank, nor someone wearing MA necessarily not a tank, and so on. I know most tanks still put all attributes into their primary resource, I was more or less referring to the 70k HP tanks running Tremorscale.
The overall idea would be to have scaling effects on proc sets, not just flat damage/ healing/ etc. This would slightly lower their effectiveness in non-CP PvP and slightly raise their effectiveness in CP PvP and in PvE.
@Wrobel