101 PvP/Cyro Changes/Ideas/Fixes

Irylia
Irylia
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Based on Joy Division's Thread
Game Changes:

GENERAL:

1. No Stealthing (Crouch stealth) Only invis pots or cloak as means to go stealthed
2. Increase the cost of each succesive roll by another 10% and all gap close abilities get streak treatment
3. Block cost scales after 8 seconds of continuous blocking, starting at 10-50% over the next 5 seconds (8-9 sec 10%, 9-10 20% ETC) Lowering block for 5 seconds resets this penalty counter
4. All slows are halved in duration and effectiveness (IE. Soul assault 70% > 35% / 4 sec > 2 sec)
5. Roots are halved in duration and you gain 4 second immunity after roll dodge
6. Full healing is limited to only members in your group and is halved when healing someone outside of your group
7. Remove aoe caps; instead the more players around you starting at 10+ you begin to take 10% - 70% (40% at 25 players in proximity, increasing in 5 person to 10% intervals)
Note: Hopefully this entices players to spread out on the map as well as location so as to minimize the damage they would take for having non group players near them. Rewards players for capitalizing on more areas of the map and running less numbers as well as reducing large scale fight delays thus minimizing lag from scaling calculations.

CAMPAIGN:
8. Quest Boards (10 min wait period while teams accept/If the objective picks up players w/o the quest that faction is penalized and forfeits their right to win a reward.)
QUESTS:
-8a. Escort missions from point A - B
-8b. Capture a location and hold for x minutes
-8c. Infiltration missions deep into enemy territory (secure enemy faction general war plans)
Note: The option to accept one of these quests provides both enemy factions the option to accept your quest but they are victorious by defeating all enemy players with that quest. (Example: Dc grabs escort mission for a group size of Ad and EP both accept the counter mission to slay the Dc team before they are successful in completing their task. Ad/Ep winner is decided on which team had the most killing blows on dc (they are allowed to wipe the rival team out before fighting Dc)

REWARD: Each mission rewards the ‘Quest initiator’ teams faction with one of the following:
-Minor ap buff 8% for 1 hour
-Reduced siege cost at merchants for 30 minutes by 20%
-Additional guards to all ally keeps for 30 minutes
Ep/Ad ‘Quest Counter’ Team
-minor ap buff
-Guards hp is halved
-Increase siege cost by 20%

9. Reinstate Pelinal boxes in pvp rewards

10. Add additional towns like cropsford but change these towns into keep buffs/debuffs based on who owns it (Ex: Cropsford and BRK are owned by Ep, Sej/Alessia are under Ad control) both enemy keeps are afflicted and take 20% increased siege damage and guards are demoted to level 1 meanwhile ally keeps mitigate 20% more siege damage and guards are promoted to level 5.
Note: Make these towns surrounded by moats/walls like cheydinhal with open gates/entrances

11. IC sewers with entrances into parts of the cyro map outskirts to allow scrolls passing through/easily move “troops/groups” from parts of the map to another and burst keeps”
-Cannot leave sewers into imperial city with the scroll and it has a reduced duration before it resets. 20 minutes. Can be used with faction combat strategies and spreads players across the map by enabling and encouraging travel to attack another keep outside of the emp ring.

12. Make home keeps (farragut, warden, black boot etc) apply a buff to a factions emp ring keeps. Buff applies for owning 1/2/3 keeps with a 5/10/15% buff to guards/wall strength/and increases ally siege damage.

13. Optional: All 3 resources around a keep must be captured to flip the keep flags.
-Spread guild/allies out to coordinate a keep capture and prevent one ball zerg from rolling into a keep uncontested. An opposing small group or another guild could prevent/delay a keep take by forcing the enemy faction to make decisions and choices with how many people to send and how to take all resources while maintaining a siege and defending the resources they have captured. Adds a unique communication process in zone and between group leaders.

14. Remove no cp 7 day campaign

15. Remove Xarxes/Kostav

16. Reduce Vivec pop size cap by 20%

17. Turn Shor into a 30 day campaign with the same pop size as modified vivec

18. Create a 7 day campaign the size of an emp ring inwards. Cap group size at 8 and every group is against one another. Your group runs under a guild name and gains ap to stake a ladder position on the weekly board. Generate new terrain, bridges, runes, gates, towns, open towers to fight on and randomize spawn points for the groups. No siege/guards/keeps
Optional: Place 3 flags on the map that randomly spawn at different locations every 20 minutes. Guilds/groups will play king of the hill on these flags to generate more points for their ladder rank in addition to the ap that they gain. Flag points can only be generated if they are contested.

19. Reduce siege damage in no cp by 20%


20. Add ladder/rope siege for scaling keep walls.
-Requirements: A keep wall must have 15/20 siege on it and the wall must be burst.
-The ropes/ladders can only be used on the burst wall side
-Only 4 total can be used regardless of being destroyed or knocked off.
-A cooldown of 30 minutes to use ropes/ladders to get up
-Rope allows 1 person. Ladder allows 3
-Defenders can interact with the placed siege and break them to stop invaders
Note: Adds a unique combat interaction that allows for a group to send a striker team onto the walls to harass defending siege lines.

21. Guards in no cp are scaled to no cp player strength

22. Delve buffs: Gain less ap vs players with the buff. If you have the buff you gain 25% more ap vs all players even if they have the buff on as well.
Note: Ap makes players happy as we’ve seen from the events (gain ranks/currency). By encouraging players to go into delves and refresh their buff. This will generate more fights off to the side of the emp ring, where most delves reside near the fight and factions can fight for buffs/camp buffs/and draw fights elsewhere consistently. Puts less strain on single points of the map and breaks up player density.

23. Reduce delve boss spawn time to 5 minutes

24. Factionless: You can choose to fight in a factionless group with up to 8 people.
- All factionless fight against other factionless as well as the alliances.
- Factionless players have spawns at the imperial guard camps around cyro.
- Factionless are marked with a grey shield above their head.

25. Emperor: Gained for a faction not a player. The person in first place will gain the strength of emp but when he/she logs off the next person in line will gain emp (not the rewards) so on and so forth until it reaches a player on the ap rank ladder who is online. If a player with more ap logs into that campaign he immediately takes over emp status.

CLASS CHANGES:
SORC:
26. Streak - Delay on back end removed
27. Fury - lasts 2 seconds down from 4
28. Encase - Remove the slow and instead apply minor fracture
29. Pets - Increase cast time to 2 seconds from 1.5 + casting cost increased by 15%
30. Implosion - Removed and instead Lightning abilities do 5% more damage
31. Mines - Each mine hit after the first does reduced damage 85/75/65/55%
32. Reduce Mine cost by 15%
33. Hardened and harness ward cannot stack. Casting one over the other removes the shield beneath. Healing ward can stack. The decision between a larger ward or mag return rather than stacking (even though it isn’t much different than casting 1 over and over)

DRAGONKNIGHT:
34. Cinderstorm - morph 1 the aoe is increased in size by 75%. Morph 2 cinderstorm moves with you
35. Talons - update visual to replicate blood root forge roots from the bosses
36. Chains reworked to boulder roll (sonic). Character movement speed increased by 15% and increases to 30% (major exp) over the next 3 seconds for 8 seconds or until ramming into an opponent and setting them off balance
37. Magic abilities (igenous shield, igneous weapons, wings, talons) reduce cost by 8%
38. Standard - Mighty has an increased size (base of a resource tower size) Shifting puts a banner on your back and moves with you for 20 seconds (cannot enter mistform/Boulder roll)
39. Eruption Passive - ‘implosion’ replica of the sorc passive but procs off of flame damage

TEMPLAR:
40. Shards - stun 1 target, prioritizes the enemy nearest its center
41. Beam - Halved range of current beam. Closer the target is to you the more damage the beam will do up to 30% (down to 0% at max range) more on top of its current damage.
Note: Templars are primarily melee dps and when people spam beam it is generally not because they brought the enemy that low, instead they are spamming an execute to spam and its range is insanely long
42. Toppling charge - fix animation bug
43. Eclipse - Can be broken and gives cc immunity but leaves minor maim

NIGHTBLADE:
44. Shade - range indicator; green(in range), yellow(breaking but still useable), red(broken)
45. Incap - fix floppy fish
46. Consuming darkness - ult cost down from 200 to 180

WARDE:
47. Cliff racer - does 15% less damage to rolling targets
48. Thicket - increase cost to 150
49. Sub assault - Show hitbox via rippling vines
50. Sub assault - Fix going through walls/levels

MAGES GUILD:
51. Using a mage guild skill only empowers magicka abilities by 20%
52. Meteor - fix delay drops and stun through block

SUPPORT TREE:
53. Purge - reduce cost by 15%
54. Guard - Reworded as major protection

SOUL TREE:
55. Soul assault slows for the first 2 seconds

VAMPIRE:
56. Clouding swarm - The caster has 10 seconds to use up to 4 casts of clouding swarm (ends on 10 sec/4 casts)
57. Increase regen to 15% for both stam/mag (The counter of mistform stopping regen, db increased dmg, and up to 25% more fire damage is enough of a risk to justify 5% more regen)

WEAPON SKILL LINES:
TWO HAND
58. Crit Rush (Any morph) - Increase cost after each successive cast within 4 seconds of each other
59. Fix 2h gap close macro slice/bug
60. Fix gap close stealth gank. All skills are being applied upon hitting the target
SWORD & BOARD
61. Reduce damage by 50% while on this bar and increase the duration of buffs/debuffs by 25%
62. Sb ult - Increased to 150 cost
Note: should be for tanky/buff purposes
BOW
63. Snipe - Reduce damage by 10%
64. Snipe - Increase cast time by 1 second
65. Scatter shot - Remove the double cast awkward stun
DESTRO
66. (Changes based on element type) Ice - creates aoe frost clenches (IC ice atro boss) that roots any enemies when hit and deals damage in 4 ice waves. Each additional ice clench that hits a target does reduced damage 1/2/3/4 100/75/50/25%
67. Inferno - lobs a ball of fire at target (single) undodgeable and leaves a burn that gives minor vulnerability to the target for 6 seconds and gives the caster minor berserk for 6 seconds
68. Lightning - A conal shock (similar to DB) that disorients all targets hit and does damage
69. Decrease destro cost to 150
RESTO
70. Restoration ult - increase the cost to 150

ARMOR LINES
71. Each armor skill is unique to the 5 piece bonus
72. Heavy armor - remove wrath. Replace with ‘hardened’ and stacks resistances by 200 stacks 20 times total 4k resistances
73. Medium armor (agility passive) - increased to 15% from 12
74. Light armor - (5th bonus) 1% max mag for each light armor piece (requires 5 minimum)

SETS
75. Bloodspawn - Resistance proc down to 5k from 6.2
76. Pirate Skeleton - Cool down of 6 seconds up time of 8
77. Trollking - Lose Trollking after 8 seconds down from 10 or once you reach 80% hp. Cooldown of 5 seconds
78. Remove oblivion enchant
79. Remove shieldbreaker
80. Remove knightslayer
81. Skoria - Proc cd to 6 seconds up from 5
82. Engine Guardian stops humping your leg after it’s cancelled

GENERAL
83. Mount speed account wide
84. Mages guild lore books account wide
85. Achievements account wide
86. PvP rank faction wide
87. Fix towns from flipping back before you can cap as a solo player (cropsford etc)
88. Shadow silk gem works in cyro. Either crown store or poly
89. Cyro group size 20 max down from 24
90. Reset IC to old Arb days
91. Update gold vender to actually rotate out gear instead of putting Viper up for the 6th time this year.
92. Group duels out of cyrodiil (Must have equal group sizes to request)
93. Custom match making for Bg’s
94. Ranked Ladder based on W/L vs other teams in BG
95. Team matching in BG’s. Matches premades vs premades and attempts to pair teams close in “skill” which is based off of team performance
96. Can specify game modes for BG’s
97. Reduce stun duration after being knocked off mount
98. Permanently Increase telvar multiplier by 50%
99. Remove resource poisons
100. Fix slow sliding down terrain (remove)
101. Fix rez bug after being killed by enemy player(s) (www.youtube.com/watch?v=PGxEopcjQ3E&lc=z23zzjewrvnouflslacdp4352tbtom2oltml3y33csdw03c010c) 1:50)

Cyro improvements please. Comment with your favorite ideas down below.
@ZOS_GinaBruno I know you know that we know that you know goblin in cyro is a good idea.
Edited by Irylia on September 2, 2017 7:21AM
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    ..... Im guessing you play a magica class in PvP..... Vampire buff 15% regen (st am and magica). That would make the Werwolf utterly pointless.... Also Mistform should disable ALL methods of gaining magica since everyone seems to be able to permamistform for unlimited time.... Also give Werwolves reduced snare effectiveness, we don't have Mist form/shuffle to slither away, not to mention making the Hircines fortitude cost stam and scaling if Max stamina/ weapon damage
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • Irylia
    Irylia
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    ..... Im guessing you play a magica class in PvP..... Vampire buff 15% regen (st am and magica). That would make the Werwolf utterly pointless.... Also Mistform should disable ALL methods of gaining magica since everyone seems to be able to permamistform for unlimited time.... Also give Werwolves reduced snare effectiveness, we don't have Mist form/shuffle to slither away, not to mention making the Hircines fortitude cost stam and scaling if Max stamina/ weapon damage

    I play Sorc and I had the most nerfs for that class. Mistform cuts off that regen and people can slot ww back bar and still benefit from the regen without taking the risk of increased damage. Could go ahead and buff ww regen as well
  • Rianai
    Rianai
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    Vampires are already very common, even considered mandatory for many builds, because the benefits outweight the disadvantages. Buffing it would force even more players to play ugly characters. Why would you do that? Also your argument about mistform is moot, because you don't have to slot or use it in order to gain advantages from being a vampire.
  • Ragnaroek93
    Ragnaroek93
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    I agree with most of the changes but I think there are too many changes for one patch.

    What I not agree with:
    • The increase cost on dodgeroll. I don't think dodgeroll cost needs to increased even further, I would buff medium armor a bit while nerfing cloak a bit at the same time.
    • Vampire buff. I think vampires are already too strong as soon as you use them on tanky builds. You can stay in stage 3 just for the passives (undead is in my opinion the strongest passive in the game) and don't get the downsides which you would have in stage 4.
    • Sword and board changes. I see the reason behind this and I partly agree on that, but some classes don't have a spammable single target damage ability (stam Dk and stam Sorc). The skill lines other than SnB only offer flurry or wrecking blow as spammable, both skills are casts and many people (including me) don't like to play with casts, it just doesn't feel smooth. If we give stam Dk and stam Sorc a spammable skill (or give it to 2h and dw skill line) we can change SnB into a tank skill line. This would also be a huge buff to builds who just use SnB as buff bar while swapping to 2h for offense which is slightly becoming meta on my server (PC EU).
    • Not sure about the sorc changes. I think the shield mechanic is messed up and your changes would most likely improve the game (Harness Magicka sustain even if you hit Hardened Ward needs a fix) but with the changes I think you would just force sorcs to run high max magicka builds. I would maybe reduce shieldscaling with max magicka but buff the base value a bit.
    • Also not sure about the root changes. Mag dk is pretty root based and as much as I'm annoyed by them I have to admit that they simply lack the tools to play without. I would maybe let people allow to turn around while they are rooted.

    Things I would add:
    • For stamina currently I see that swords are underperforming (5% damage bonus is now additive) while I'm performing much better with an axe. I would suggest to slighty buff swords and make the bleed from 2h and dual wield axes not stackable and also don't let surprise attack proc the bleed - only light/heavy attacks and skills out of the skill line should proc it.
    • Major Defile should get some kind of rework. For example increases the cost of heals (and maybe shields?) by 20%, this way it would be way easier to balance heals. Heals were just broken during the Malubeth + Major Vit pot time and are laughable weak right now once Defile hits you.
    • Soul Strike should get some kind of rework too, this skill just hardcounters medium armor builds (even on a nightblade I struggle against it if the opponent builds around this skill).

    In general I would like to see the game becoming more offensive, the TTK between good players is far too high in my opinion.
    Edited by Ragnaroek93 on September 2, 2017 8:37PM
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Munavar
    Munavar
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    For one response ...

    GENERAL:
    1. No Stealthing (Crouch stealth) Only invis pots or cloak as means to go stealthed
    • No, just no. The stealth damage multiplier is the concern. Any group with any amount of experience will have outriders sweeping for that group in stealth waiting to back cap.
    ]2. Increase the cost of each succesive roll by another 10% and all gap close abilities get streak treatment
    • Gap closers should be changed to only do one thing; close the distance. Damage\stuns should be removed from them.
    3. Block cost scales after 8 seconds of continuous blocking, starting at 10-50% over the next 5 seconds (8-9 sec 10%, 9-10 20% ETC) Lowering block for 5 seconds resets this penalty counter
    • What is the intent here? Is the change to affect the ‘perma-blockers’? If so, you will only harm everyone else.
    7. Remove aoe caps; instead the more players around you starting at 10+ you begin to take 10% - 70% (40% at 25 players in proximity, increasing in 5 person to 10% intervals)
    • Similar ideas have been tossed around but the PvP game is designed to have lots of players funneling into tight spaces (keeps & resources). This would only reduce ‘Time-to-Kill’. Not change anyone’s play style. People still congregate to the bridge with no incentive to be there beyond the short ride back.

    CAMPAIGN:
    8. Quest Boards (10 min wait period while teams accept/If the objective picks up players w/o the quest that faction is penalized and forfeits their right to win a reward.)
    • What does this penalty achieve? A player that signs in later cannot join the group because they are on a quest?

    QUESTS:
    -8a. Escort missions from point A – B
    • No. Escort missions are annoying. Scroll escorts are enough.
    -8b. Capture a location and hold for x minutes
    • Will probably get abused if the time interval is too short or ignored if the time interval is too long.
    -8c. Infiltration missions deep into enemy territory (secure enemy faction general war plans)
    • No, outpost are easily taken now, why make them weaker? Groups already try to set up AP farms by taking ‘out of the way’ objectives.
    9. Reinstate Pelinal boxes in pvp rewards
    • I like the free stuff to, but there is already too much cold fire floating around from the last event. The boxes are not what brought the PvEers in to Cyrodiil.
    10. Add additional towns like cropsford but change these towns into keep buffs/debuffs based on who owns it (Ex: Cropsford and BRK are owned by Ep, Sej/Alessia are under Ad control) both enemy keeps are afflicted and take 20% increased siege damage and guards are demoted to level 1 meanwhile ally keeps mitigate 20% more siege damage and guards are promoted to level 5.
    • Again, do not make outposts weaker. More towns would balance out the annoyance AD faces with town placement.
    11. IC sewers with entrances into parts of the cyro map outskirts to allow scrolls passing through/easily move “troops/groups” from parts of the map to another and burst keeps”
    • No, prevents catching up to a scroll run and open field fights. Not everyone has IC DLC are those players locked out of recapturing the scroll?
    12. Make home keeps (farragut, warden, black boot etc) apply a buff to a factions emp ring keeps. Buff applies for owning 1/2/3 keeps with a 5/10/15% buff to guards/wall strength/and increases ally siege damage.
    • Maybe do this in CP campaigns. Siege damage is over tuned other-wise. It sounds like the CP guards would then equivalent to non-CP guards.
    13. Optional: All 3 resources around a keep must be captured to flip the keep flags.
    • This will not lead to the result you intend until a resource is set to a difficulty of requiring more than a single player to capture. Also, this would lead to more player-stacking as more players are required as some are needed to sit on their thumbs on a resource (to ensure it does not get flipped back) and miss out on the actual PvP
    22. Delve buffs: Gain less ap vs players with the buff. If you have the buff you gain 25% more ap vs all players even if they have the buff on as well.
    • Do players actively go after this buff? <shrug>

    CLASS CHANGES:
    I cannot comment on other classes.
    TEMPLAR:
    41. Beam - Halved range of current beam. Closer the target is to you the more damage the beam will do up to 30% (down to 0% at max range) more on top of its current damage.
    • No, just no. In fact, the damage needs to be buffed. I do not know the last person that I have actually killed with this skill (even at a sliver of health {forget actually hitting the intended target}) and have seriously considered removing it from the bar (it was THAT nerfed).

    VAMPIRE:
    57. Increase regen to 15% for both stam/mag (The counter of mistform stopping regen, db increased dmg, and up to 25% more fire damage is enough of a risk to justify 5% more regen)
    • No, it is intended to be a drawback. As others have stated, the drawbacks are not that severe as many people choose to use the line. Many make the choice due to how out of control cc is. In fact, I would like a skill added that was a reskin of mist form that did not require vampire skill line.
    Dae - TM
  • wazzz56
    wazzz56
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    Munavar wrote: »
    For one response ...

    GENERAL:
    1. No Stealthing (Crouch stealth) Only invis pots or cloak as means to go stealthed
    • No, just no. The stealth damage multiplier is the concern. Any group with any amount of experience will have outriders sweeping for that group in stealth waiting to back cap.
    ]2. Increase the cost of each succesive roll by another 10% and all gap close abilities get streak treatment
    • Gap closers should be changed to only do one thing; close the distance. Damage\stuns should be removed from them.
    3. Block cost scales after 8 seconds of continuous blocking, starting at 10-50% over the next 5 seconds (8-9 sec 10%, 9-10 20% ETC) Lowering block for 5 seconds resets this penalty counter
    • What is the intent here? Is the change to affect the ‘perma-blockers’? If so, you will only harm everyone else.
    7. Remove aoe caps; instead the more players around you starting at 10+ you begin to take 10% - 70% (40% at 25 players in proximity, increasing in 5 person to 10% intervals)
    • Similar ideas have been tossed around but the PvP game is designed to have lots of players funneling into tight spaces (keeps & resources). This would only reduce ‘Time-to-Kill’. Not change anyone’s play style. People still congregate to the bridge with no incentive to be there beyond the short ride back.

    CAMPAIGN:
    8. Quest Boards (10 min wait period while teams accept/If the objective picks up players w/o the quest that faction is penalized and forfeits their right to win a reward.)
    • What does this penalty achieve? A player that signs in later cannot join the group because they are on a quest?

    QUESTS:
    -8a. Escort missions from point A – B
    • No. Escort missions are annoying. Scroll escorts are enough.
    -8b. Capture a location and hold for x minutes
    • Will probably get abused if the time interval is too short or ignored if the time interval is too long.
    -8c. Infiltration missions deep into enemy territory (secure enemy faction general war plans)
    • No, outpost are easily taken now, why make them weaker? Groups already try to set up AP farms by taking ‘out of the way’ objectives.
    9. Reinstate Pelinal boxes in pvp rewards
    • I like the free stuff to, but there is already too much cold fire floating around from the last event. The boxes are not what brought the PvEers in to Cyrodiil.
    10. Add additional towns like cropsford but change these towns into keep buffs/debuffs based on who owns it (Ex: Cropsford and BRK are owned by Ep, Sej/Alessia are under Ad control) both enemy keeps are afflicted and take 20% increased siege damage and guards are demoted to level 1 meanwhile ally keeps mitigate 20% more siege damage and guards are promoted to level 5.
    • Again, do not make outposts weaker. More towns would balance out the annoyance AD faces with town placement.
    11. IC sewers with entrances into parts of the cyro map outskirts to allow scrolls passing through/easily move “troops/groups” from parts of the map to another and burst keeps”
    • No, prevents catching up to a scroll run and open field fights. Not everyone has IC DLC are those players locked out of recapturing the scroll?
    12. Make home keeps (farragut, warden, black boot etc) apply a buff to a factions emp ring keeps. Buff applies for owning 1/2/3 keeps with a 5/10/15% buff to guards/wall strength/and increases ally siege damage.
    • Maybe do this in CP campaigns. Siege damage is over tuned other-wise. It sounds like the CP guards would then equivalent to non-CP guards.
    13. Optional: All 3 resources around a keep must be captured to flip the keep flags.
    • This will not lead to the result you intend until a resource is set to a difficulty of requiring more than a single player to capture. Also, this would lead to more player-stacking as more players are required as some are needed to sit on their thumbs on a resource (to ensure it does not get flipped back) and miss out on the actual PvP
    22. Delve buffs: Gain less ap vs players with the buff. If you have the buff you gain 25% more ap vs all players even if they have the buff on as well.
    • Do players actively go after this buff? <shrug>

    CLASS CHANGES:
    I cannot comment on other classes.
    TEMPLAR:
    41. Beam - Halved range of current beam. Closer the target is to you the more damage the beam will do up to 30% (down to 0% at max range) more on top of its current damage.
    • No, just no. In fact, the damage needs to be buffed. I do not know the last person that I have actually killed with this skill (even at a sliver of health {forget actually hitting the intended target}) and have seriously considered removing it from the bar (it was THAT nerfed).

    VAMPIRE:
    57. Increase regen to 15% for both stam/mag (The counter of mistform stopping regen, db increased dmg, and up to 25% more fire damage is enough of a risk to justify 5% more regen)
    • No, it is intended to be a drawback. As others have stated, the drawbacks are not that severe as many people choose to use the line. Many make the choice due to how out of control cc is. In fact, I would like a skill added that was a reskin of mist form that did not require vampire skill line.

    you echoed the same sentiments I had in regards to the op's proposed changes..

    GM Tig Ole Critties ps5 NA small scale PvP guild


    "After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
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