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ZOS PLEASE READ - The Feedback You Were Looking For - Update 15 PLEASE COMMENT

mzdarsky
mzdarsky
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I spent a couple hours writing this entire thing, computer restarted for an update and now have to write it again.
I have played ESO since Beta, as a hobbiest game developer and an experience competitive gamer I believe you will appreciate these suggestions.
After reading through everyone's comments, it's pretty obvious that this is an amazing update! Lets take this game, to the next level! Remember Everquest, how it inspired imagination. Fighting, with fear of defeat, lost XP and then travelling armorless searching for your body. People didn't worry about Max Level, because of the enjoyment of using other players skills, to travel, resurrect, enchant, and assist. Until the easyness of WoW arrived, creating the endless grind to Max Level, ignoring quest dialogue, scenery, rushing, until you maxed out.
Elder Scrolls Single Player to this MMO, has a stronger foundation and direction than any other MMO, I have played. Which is Why I am taking the time to write all of this. So...

Housing | Crafting | Quality of Life | Guild Store Suggestions:
Ability for guilds to host events, at their houses, kinda like they do when bidding for a guild store, that people could queue for.
Purpose: to motivate players to meet other players, creating more of a community experience. What they can do at the event is up to you.

Battlegrounds Suggestions:
1) Allow players to rank the game modes they enjoy playing (this also will allow you to pull stats on which modes need improvement)
2) Or Change the ratio that deathmatch is selected. Similar to Halo, consider combining Domination and CTF into OBJECTIVE then queue Objectives & Deathmatch equally.
Purpose: This new game mode sounds amazing, but after you add it, you will get a number of people quiting, because they never queue for Deathmatch, I love Objective, but a number of players including streamers like Krotha, hate, absolutely hate objective and may not even go for the objective when playing.

Gameplay Suggestion 1, "Keep the Newcomers & Vets Entertained and Engaged"
Getting to Level 50 or cp160 as a easy, time-consuming grind, gathering obsolete items. Eventhough, the boss mechanics are fun and the options to level are endless, I find myself ignoring the amazing visuals & lore this game has to offer. Instead I travel to the Akir Desert to just left click my way through the Anchored Dolmens, to hopefully reach level 50 as soon as possible.
Suggestions:
-- For levels 1-50, increase the drop rate of training trait to drop 1/3 to 1/2 of all mobs.
-- I would lower the training percentage a bit, but change it to included experience from all types, not just kills, but skills, quests, etc.
-- For all levels, increase the enemy mob difficulty by a lot and the experience gained slightly . (this would not be changed for dungeons or world bosses, only for world enemy NPC's)
-- Restructure the dolmens, to increase in difficulty and experience to scale for each player there. (currently there is no challenge)
-- The difficulty of World Bosses is great, but increase the experience gained from them.
-- The mobs and enemies should chase the player a lot further. (remember in Everquest, where trains of mobs would be so frightening, you would have to run to guards just to stay alive).
-- Increase the damage to items and the repair cost for dying everywhere, except dungeons.
-- After level 50, Even out the drop rate of all traits, including nirnhoned,
-- Increase the dungeon drop rate for Jewelry, since it can't be crafted (which I like), but running the same dungeon over and over, is not what this game is about.
-- Part 1 of Dungeons should take as much time as Part 2 of Dungeons. Part 1 dungeons should have way tougher enemies to compensate for them being smaller.
-- (The time it takes to complete City of Ash I vs the time to complete City of Ash 2, is insane. If the item sets are balanced, then the time to grind it should be balanced as well.)
Overall:
This should create more enjoyment for players leveling and require more skill to level, but leveling will grant a lot more exp from training gear. By the time they are 50 or CP160, they may have cleared 4 zones and the main quest. But this gives them more reason to explore more and actually enjoy creating new characters.
The players should enjoy and all of the things you guys spent the time making, remembering mobs that were tough, and using skill to succeed.

Gameplay Suggestion 2, "The Endless Zerg Battle Fix":
In PVP the current Meta, heavily favors Tank Builds. Some combinations are unkillable, Blood Spawn, Eyes of Mara, & Akavir Dragonguard, allowing the continuous cast of Resto ultimate, one after the other. Various combinations with Troll King, can make a DK or a Stam Sorc immortal. After leveling to cp160, Players shouldn't have to pick an ability or a Set to feel Viable. If every single STAM build grabs Vigor and Every MAG build grabs Resto Ult, it's an issue. Now after these proc sets and sharpened nerfs(which I agree with), you just made the tank builds a whole lot stronger. People don't ever put attributes in max health, because they can just full heal instantly and focus on resistance instead.
Decrease peoples overall ability to self-heal, while adding some extra health, and this will create better, more fulfilling battles.
Suggestions:
-- Add 80 health gained per level, at a total of 4000 health, when they reach 50.
-- Remove Vigors ability to heal allies -> Vigor should be a Self Heal and Self Defensive Buff and morphs that change the playstyle of buffs.
-- (Unlike Healing Ward, When casting Vigor, especially with Troll King it buffs everyone around you, making the power of the zerg in cyrodil insane. Vigor has created a Zerg syndrome that is so
-- Increase Resto Staff Ultimate cost by double (100 to 200 Ultimate), but increase the time from 5 seconds to 6 seconds.
Purpose:
With many ways to protect yourself, there is no need for everyone to be a healer. This will make TEMPLAR'S and WARDENS much more vital in the game.
In the end, the issue in PVP is that people are not walking around injured or spread out like you would be in real battle. Why be scared of an AOE or a Proc Set, when you can just stand in a zerg of people who all have the ability to heal everyone. So you are either full health, or dead. Not every character should be both healers and DPS, having the distinction between healers, tanks, support, and DPS, is what makes PVP fun. Overwatch for example, would be boring if every character could heal everyone. Diversity is what's fun. Thanks for the Mundus Stone buff, another step in the right direction. Please test this out, increase health and nerf the ability to self-heal & heal nearby allies, it will make for the most epic battles!

Gameplay Suggestion 3, "Balance the Ultimate's Once and For All"
The most balanced way to do this is to go through every ability and every set and make Subtle changes on the PTS, until it feels right, but that takes a while.
So first thing to balance should be the ultimate's, until all the ultimates and morphs are being used and feel right.
Ultimate's should have higher and similar costs, to prevent spamming of ultimates, maybe around 175-250 ultimate and be reworked to be worth that.
Increase the costs |Nerf | or Rework Mechanic of:
|| Resto Ult || Destro Ult || Dragon Leap - >Take Flight || Death Stroke || Soul Assault ||
Reduce the costs | Buff | or Rework Mechanic of:
|| Dark Magic - Negate Magic || Shadow Skills - Consuming Darkness || Duel Wield - Lascrate || Berseker Strike || Vampire - Bat Swarm || Werewolf Ult || Dragonknight Standard ||
**Due to the lack of Wardens and Templars in PVP, and since I don't feel they are to overpowered in PVE, I won't comment on their ultimate's.

Last Gameplay Suggestion, "Overall Tweaks, Changes and Buffs"
Traits:
It seems through PTR testing, Sharpened seems at a really good place right now. It still tends to be the most damage output for PVP against full impen.
For PvE Percise seems to be the best trait for DPS.
There are a lot better options for the back bar now, with these changes.
Nirnhorned: Should Drop Equally, maybe it should be buffed again to 16%, to be the better option for Stam classes.
Powered: Should change to increase spell damage overall instead of bonus to healing (Add the tool-tip that spell damage affects healing).
*Then you have one for each Spell Damage and Weapon Damage.
Sharpened: Shouldn't be buffed anymore, from wear it is at, as it currently does the most damage, in most case scenarios, unless Nirnhoned or something else is buffed.

Mundus:
I personally believe that all the Mundus's could go up even higher to promote diversity.
Lover: This is the only Mundus, I am afraid of, I think it is currently to powerful for PVP.
Lady: Increase to 3300 Resistance
Lord: Increase to 3000 Health.
Crit:
Possibly redoing the crit system. In dungeons and dragons. A crit is 5% with 2x base damage before modifier. In eso, you have 50% chance at a 1.5x damage including modifier.
-Increase Crit Damage, but Lower Crit Chance
Werewolf: Needs a rework, not going to even begin to suggest.
Cold Damage: Add more cold damage, to make it more viable especially after the nerf. Cold staves have always been the least wanted, but it should be equal.
Sets to Nerf:
Sheer Venom: It's Overpowered, because of poison injection 1) change it to a debuff, activates when enemy is lower than 25% health. 2) Or raise the cooldown to 10 seconds instead of 6.
Selene: Reduce the damage it causes
Troll King: Reduce the Health Recovery to 1300 for 8 seconds and the activate to below 40%
Valkyn Skoria: Reduce the damage it causes
Necropotence: Reduce it from 4000 to 3600 Max Magicka
Sets to Buff: Buffing is better than Nerfing. Run statistics on which sets are never used & buff those.
Spell Power Cure: Increase Weapon and Spell Damage by 350 for 9 Seconds.
Curse Eater: Reduces Duration of Negative Effects by 35%
Light of Cyrodil: Add Max Health Trait
Shadow Dancer's Rainment: Add Increases Sneak Speed by 10%
Syrabane's Grip: Add when you block any type of damage.
Vampire Lord: Reduces the cost of your Vampire Abilities by 15%
Ysgramor's Birthright: Increases Cold Spell Damage by 450. (since there are less sets and abilities that do cold damage compared).
Crusader: Increases from 0.03 to 0.04 Seconds.
Ward of Cyrodiil: Increases damage you block by 10%
Footman's Fortune: Increases damage you block by 10% (set similar to above, may want to change)
Wilderqueen's Arch: Reduces Movement Speed by 50%, but has a 6 second cooldown.
Bastion of the Heartland: Increase from 20% to 30%
NightSilence: Add 200 Weapon Critical.
Assassains Guile: Increases by 7 seconds.
Berserking Warrior: Increase critical by 450 up to 5 times for 6 seconds.
Thews of the Harbringer: Change the third stat from spell damage to max health.
Thunderbug's Carapace: Increase radius to 7 meters.
Footman's Fortune: Increase to 10%
Sorry I wrote so much. I spent hours writing this. Had so much fun doing it though. Hopefully someone over there reads this and comments, would really make my day.

@ZOS_AntonioP @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_GaryA @ZOS_TristanK
  • React
    React
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    "Please change the game to my liking, I spent hours writing this"

    Just kidding. But there are many suggestions in here that contradicts/counteract one another, and a further number I'd say are not your place to even suggest until you've had vast experience with their respective class in pvp and pve.

    And "vigor is overperforming and is the reason for indestructible zerg with troll king" is straight up silly. Compare vigor to the magplar healing kit, warden healing kit, or wards in general, and the reconsider your suggestion.
    Edited by React on July 12, 2017 5:02PM
    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
    Content
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  • Anne_Firehawk
    Anne_Firehawk
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    Liam12548 wrote: »
    "Please change the game to my liking, I spent hours writing this"

    This lol.
    Anne Firehawk | Legate | Bringer of Light | Voice of Reason | Divayth Fyr's Coadjutor | Dro-m'Athra Destroyer | Magicka DK forever
    GUAR SQUAD OP
    All Hardmodes done, WTB content.
    Cancercrates are ruining the game

    DD | Phoenix Reborn
    GM | Tamriels Emporium

    #permabanAPFlippers
  • mzdarsky
    mzdarsky
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    @Liam12548 First, thanks for reading my post.
    What points contradict each other, please provide examples?

    My comments about Vigor are not that it is to strong of a heal. It is that the nature of everyone having a heal. Imagine playing Dota, League, Overwatch, Battlefield and picking any class and then allowing that class to just heal all their teammates, while still dishing out DPS? On top of that ESO is built in a way that abilities don't have cooldowns. Using a potion is one thing, but being able to spam a heal that can heal all of their surrounding allies, while still being a 100% DPS build, makes for a zerg mess and some nearly unstoppable battles.

    Is there anything that you did agree with in my post?
    Edited by mzdarsky on July 12, 2017 5:45PM
  • Dreyloch
    Dreyloch
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    Sorry to break this to ya OP,
    But unless you have some way to convince Wrobel to even bother reading this? None of this will ever come to pass. I've written way too many suggestion threads only to eventually find out the Dev's simply do not care. They will do what they want with the game, and if we don't like it we can quit or go screw ourselves, cause it ain't gonna change. Nothing we write here poring our time and hearts into, will ever get in game.

    I suggest you take your Dev hobby and make it a career. That's the only way you'll see change.

    "The fear of Death, is often worse than death itself"
  • mzdarsky
    mzdarsky
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    @Dreyloch thanks, I feel you. That's why I want to make my own stuff, but convincing friends to become developers and work on a Unity3d project is hard. I think my favorite part about games is their improvements and balance. Blizzard does a very a good job with this and even if Starcraft is not that popular, it is extremely well balanced. Overwatch, will be the same.
    If a MMO, can create the same 1) balance, 2) variety and 3) difficulty, then it will truly surpass all the other games because of the added social community experience you get from it. To be honest, I never understood why MMO's can't have VOIP options, like push to talk.

    As Elon Musk Defends his Spot to Trump, "At Least Words Were Said".

    @Wrobel @ZOS_KNowak @MSchroeder @ZOS_AntonioP @ZOS_NickKonkle @ZOS_RichLambert @ZOS_GregoryV @ZOS_BrianWheeler @ZOS_DanDunham - Please read
    Dreyloch wrote: »
    Sorry to break this to ya OP,
    But unless you have some way to convince Wrobel to even bother reading this? None of this will ever come to pass.

    I saw Wrobel comment on a graphics post yesterday. I truly believe they do care, but maybe they are just extremely busy.
    I can't begin to make suggestions on how people should run their company, without working at it myself.
    The changes they have made here and recently are good enough, that me and my competitive friends are playing once again.

    Edited by mzdarsky on July 12, 2017 6:47PM
  • Xvorg
    Xvorg
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    I'm gonna focus on this first:
    mzdarsky wrote: »
    Gameplay Suggestion 2, "The Endless Zerg Battle Fix":
    In PVP the current Meta, heavily favors Tank Builds. Some combinations are unkillable, Blood Spawn, Eyes of Mara, & Akavir Dragonguard, allowing the continuous cast of Resto ultimate, one after the other. Various combinations with Troll King, can make a DK or a Stam Sorc immortal. After leveling to cp160, Players shouldn't have to pick an ability or a Set to feel Viable. If every single STAM build grabs Vigor and Every MAG build grabs Resto Ult, it's an issue. Now after these proc sets and sharpened nerfs(which I agree with), you just made the tank builds a whole lot stronger. People don't ever put attributes in max health, because they can just full heal instantly and focus on resistance instead.
    Decrease peoples overall ability to self-heal, while adding some extra health, and this will create better, more fulfilling battles.
    Suggestions:
    -- Add 80 health gained per level, at a total of 4000 health, when they reach 50.
    -- Remove Vigors ability to heal allies -> Vigor should be a Self Heal and Self Defensive Buff and morphs that change the playstyle of buffs.
    -- (Unlike Healing Ward, When casting Vigor, especially with Troll King it buffs everyone around you, making the power of the zerg in cyrodil insane. Vigor has created a Zerg syndrome that is so --> No. It is an already expensive skill. If you turn it into a self heal you should reduce its cost and make it even moar annoying
    -- Increase Resto Staff Ultimate cost by double (100 to 200 Ultimate), but increase the time from 5 seconds to 6 seconds.
    Purpose:
    With many ways to protect yourself, there is no need for everyone to be a healer. This will make TEMPLAR'S and WARDENS much more vital in the game. ---> No, it is gonna kill no temps healers in PvE
    In the end, the issue in PVP is that people are not walking around injured or spread out like you would be in real battle. Why be scared of an AOE or a Proc Set, when you can just stand in a zerg of people who all have the ability to heal everyone. So you are either full health, or dead. Not every character should be both healers and DPS, having the distinction between healers, tanks, support, and DPS, is what makes PVP fun. Overwatch for example, would be boring if every character could heal everyone. Diversity is what's fun. Thanks for the Mundus Stone buff, another step in the right direction. Please test this out, increase health and nerf the ability to self-heal & heal nearby allies, it will make for the most epic battles! --> Instead of the suggestion you give, ask ZoS for a mote reliable free CE environment. Nerfing things has never helped to keep the game healthy.

    Gameplay Suggestion 3, "Balance the Ultimate's Once and For All"
    The most balanced way to do this is to go through every ability and every set and make Subtle changes on the PTS, until it feels right, but that takes a while.
    So first thing to balance should be the ultimate's, until all the ultimates and morphs are being used and feel right.
    Ultimate's should have higher and similar costs, to prevent spamming of ultimates, maybe around 175-250 ultimate and be reworked to be worth that.
    Increase the costs |Nerf | or Rework Mechanic of:
    || Resto Ult || Destro Ult || Dragon Leap - >Take Flight || Death Stroke || Soul Assault || -->
    1)Leap cost is OK. Increasing it's cost it's gonna give moar res back to stamDKs. It just takes a couple seconds to build the extra ulti you suggest as required, besides, there are already 2 sets that reduce its cost.
    2)Death Stroke has increased it's cost from 50 to 75 ulti. Moar than that will kill the skill.
    3) Soul Strike is a niche ulti in niche builds, please, don't go that way. Can reach strong values when you invest time and gold into such build. It cost is well deserved for those who broke their heads making a skill that some patches ago was considered useless.

    Reduce the costs | Buff | or Rework Mechanic of:
    || Dark Magic - Negate Magic || Shadow Skills - Consuming Darkness || Duel Wield - Lascrate || Berseker Strike || Vampire - Bat Swarm || Werewolf Ult || Dragonknight Standard ||
    Boy, those are some the strongest ulti in this game (with the exception of elemental storm). Currently Negate cost 170 ulti due to the power stone passive, and you want to decrease it cost EVEN MOAR!!! Bat swarm cost was already increased because it was spammed too easily and you want to go back to it? Decrease berserk strike, so it cost less to get the Onslaught threshold?

    **Due to the lack of Wardens and Templars in PVP, and since I don't feel they are to overpowered in PVE, I won't comment on their ultimate's.

    Edited by Xvorg on July 12, 2017 6:52PM
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • mzdarsky
    mzdarsky
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    @Xvorg Thanks for your comments.
    Xvorg wrote: »
    No. It is an already expensive skill. If you turn it into a self heal you should reduce its cost and make it even moar annoying
    I think Vigor, should be reworked into more of a self buff than a self heal. For one it is an assault ability not a support. It can easily be reworked, without being annoying or overpowered.
    Xvorg wrote: »
    No, it is gonna kill no temps healers in PvE
    Not, really there are many sets that a player can stack that help healing a ton. Buffing / Changing other resto staff abilities, while increasing the ultimate cost, would be my suggestion.
    Xvorg wrote: »
    Instead of the suggestion you give, ask ZoS for a mote reliable free CE environment. Nerfing things has never helped to keep the game healthy.
    I just think people should benefit from spreading out, Imagine playing any RTS or FPS, if everyone is grouped up they will be killed by AOE's Like Grenades or Sieges, thus changing this will resolve the Zerg issue in Cyrodil and create more strategic battles.

    As far as your ultimate comments, I don't think the cost of an Ultimate should be increased or decreased, without changing other elements, I just think the mechanics and costs of the Ultimate's should be re-balanced next.

    Thanks for your comments.
  • Xvorg
    Xvorg
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    mzdarsky wrote: »
    @Xvorg Thanks for your comments.
    Xvorg wrote: »
    No. It is an already expensive skill. If you turn it into a self heal you should reduce its cost and make it even moar annoying
    I think Vigor, should be reworked into more of a self buff than a self heal. For one it is an assault ability not a support. It can easily be reworked, without being annoying or overpowered.
    Xvorg wrote: »
    No, it is gonna kill no temps healers in PvE
    Not, really there are many sets that a player can stack that help healing a ton. Buffing / Changing other resto staff abilities, while increasing the ultimate cost, would be my suggestion.
    Xvorg wrote: »
    Instead of the suggestion you give, ask ZoS for a mote reliable free CE environment. Nerfing things has never helped to keep the game healthy.
    I just think people should benefit from spreading out, Imagine playing any RTS or FPS, if everyone is grouped up they will be killed by AOE's Like Grenades or Sieges, thus changing this will resolve the Zerg issue in Cyrodil and create more strategic battles.

    As far as your ultimate comments, I don't think the cost of an Ultimate should be increased or decreased, without changing other elements, I just think the mechanics and costs of the Ultimate's should be re-balanced next.

    Thanks for your comments.

    1- The purposse of vigor was to give any stam skill a reliable heal, a self buff on stam is quite of redundant having access to almost any self buff
    2- The cost of the skill is OK. It doesn't kill anyone by using it, besides, it is designed to save mainly your tank in PvE. There's no other skill (besides templar) with such utility. The sets you mention imply pigeonholing any healer into healing instead of the defensive/offensive healer we currently have and that's needed on trials
    3- This game promise was huge battles between zergballs. Currently we have them but we also have lag, which is the most frutrating part of zergs. RTS and FPS can be a point of comparisson with ESO for the sole fact that those are different genres and follow different rules. Yes, you can bend current ESO rules to play on your benefit (proving it is not done through cheating), but changing rules to follow another kind of games seems the wrong path to me.
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • NyassaV
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  • mzdarsky
    mzdarsky
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    Hollery wrote: »

    I read that thread, I think with abilities in general, it will be very tricky to balance. The biggest thing is that there are so many morphs that are just never used. I think if the morphs were adjusted on the morphs that are never used, it could be very good.

    After this patch, I just think they need to start making incremental changes weekly to adjust balancing.
  • GreenSoup2HoT
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    I'm sorry but i disagree with A LOT of your suggestions. All health regen builds, including troll king can now be debuffed by defile. Which means Wardens AoE defile can counter AoE healing and health regen.

    ESO is a very delicate thing to balance. You have suggested way to many suggestions in comparison to how little amount of time the pts has been released. We need time to adjust to these new changes and test things. You can't base your feed back after only 3-4 days.


    I'll show case what in my opinion are the current issues inside cryodill (pvp) that stick out to me at the moment.

    Ultimate's that need changes.

    Nerfs:
    Resto + 1H+S Ultimate:
    • Ultimate is no longer generated while being channelled. This prevents ultimate regen builds from using these ultimates "invulnerability time" in tandom with lots of ultimate generation/cost reduction sets and mechanics to obtain such frequent casts in short periods of time. This also prevents nerfs to ultimate regeneration sets while making it much more balanced in the sense that you can't relie on the "invulnerability time" to generate ultimate and cast another quick resto/1h+s ultimate in quick succession.
    Eye of the Storm:
    • Damage reverted to pts damage model. Due to the strength of mobility and gap closers... keeping players inside the radius is a much easier task to gain full value over the duration. This change lowers the ultimates burst damage but increases its sustained damage. Group-play remains uneffected while stacked but solo bombers will not be griefing players due to its insane dps combined with proxi detonation.
    • The other morph of Destruction ultimate remains unchanged and provides higher dps but is static and avoidable by leaving the area of effect.

    Buffs:
    Consuming Darkness + morphs, Nova + morphs, Standard + Morphs
    This is all im going to touch on for the moment.
    PS4 NA DC
  • mzdarsky
    mzdarsky
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    ESO is a very delicate thing to balance. You have suggested way to many suggestions in comparison to how little amount of time the pts has been released. We need time to adjust to these new changes and test things. You can't base your feed back after only 3-4 days.

    My feedback was commenting on expanding these great changes, and getting to a solid point.
    For example, adding chaos ball, which sounds amazing, will ultimately lower the queue for deathmatch.
    Example two, nerfing the proc sets is great, but the advert effects of making tanks a lot stronger.
    Example three, the balancing of a couple dungeons is nice, but how about increasing the experience given and the difficulty of the world. Farming dolmens until your 50, with obsolete gear does not keep new players around.

    So you can complain about the ultimate part of my thread, but I was just saying make some adjustments to ultimates with this patch, that's all.

    Suggestions are only suggestions, just putting my thoughts out there, from an experienced competitive players point of view. From a programmers prospective they are easy changes that could really improve the dynamic.

    Lastly, the only reason I make this thread is because I want new players to stay once they come, so that eso can make more money and keep releasing new content while polishing the game.
  • Morgul667
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    Lot of nice feedback in here

    I dont agree with the vigor point but well nice of you to share
  • Maryal
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    I'm not going to add to the length of this post by quoting OP. I can tell you put a lot of time and effort into your many suggestions, all of which are very much appreciated. However, in all honesty I can't get behind any of them. I don't know how long you have been playing this game, but in all honesty, your comments seem to indicate not that long. This is a beta forum, yet it seems the bulk of your post really belongs in the regular forums.
    Edited by Maryal on July 13, 2017 2:08AM
  • Maryal
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    I just wanted to add that I do like your enthusiasm for the game. Perhaps, in the future, one thing you could do would be to break down you suggestions into shorter posts to make it easier for others to comment on. You will have to weed out the troll / toxic responses (no way to avoid that), but you will also get some constructive responses. :)
    Edited by Maryal on July 13, 2017 2:23AM
  • Vercingetorix
    Vercingetorix
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    Those are things YOU want - I can tell you most of those proposals are literally things people have posted in the past as NOT wanting, FYI. There are very few things I agree with, but I disagree with most of the post. Also, the post is way too long to read though for most forum people.

    Also, nerfing Destro Ult will only result in MORE zerging. It is the only thing keeping zergs slightly down. Frankly, Destro Ult needs a re-buff. After a zerg gets wiped instantly enough times, people will start to get the hint to stop stacking on one another. Having 20+ players at a keep firing at another 20+ defending players at that keep is what is ruining the stability for Cyrodiil. More focus needs to be placed on small-scale. Destro Ult is a necessary prevention measure for zerg activity.

    Oh, and making mobs chase you further is ANNOYING for people looking to turn in quests, farm nodes, or travel to crafting stations. No one wants that inconvenience, except perhaps you.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
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