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.
  • Apherius
    Apherius
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    30. wut ? we already have a passif that give 5% more lightning damage ,he is called " Energized " .

    33. i'm ok about the issue with shield stacking ,but hardened is not as larger as you think :/ the difference btw these 2 shield is not so big ... considering that one is a Class skill and that everybody can acess the second ... I don't know if you understand what I mean, it's pretty hard to explain , The sorcerer have a daedric summoning skill line ... and he should be the better shield summoner .. the sorc shield should not be just a bit stronger than a DK with harness... it's nonsense. I just don't fell the difference between these 2 shield.

    26. If they disable shield stacking, they should make us able to run away like the NB ... they should remove the " 50% cost increase " of this abilitie .
    Edited by Apherius on September 2, 2017 4:56PM
  • Zer0oo
    Zer0oo
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    000. get a new pvp dev team
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
  • montiferus
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    Agree with almost all of this. The sad thing is almost none of this will come to pass.

  • SanTii.92
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    Got to appreciate when a sorc main calls for nerfs to his class for the sake of a healthier environment.

    About Warden, i'd remove the ult gen from enchanted forest altogether, since currently both morphs severs for pretty much the same purpose, higher uptime. I'd instead change enchanted to provide some offensive buffs, maybe minor sorcery and minor brutality while on it. Increase cost to 100-125.

    Then shimmering got to be addresed. Close to 100% uptime of major heroism, on top of providing areally strong projectile shield is downright ridiculous. Hard counters are never interesting mechianics and shimmering is one of the worse offenders.
    When the snows fall and the white winds blow,
    the lone wolf dies, but the pack survives.

    Arg | Pc Na | Factionless Mag Warden.
  • 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.
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Lexxypwns
    Lexxypwns
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    I almost stopped at 3. More stacking cost is bad imo. I'm pretty dubious about buffing light armor considering how strong it is at present in pvp.

    Glad I kept reading though as most of this is spot on! I love seeing dedicated pvpers make these lists and hope ZoS at least gives a look to both you and joy's suggestions
    Edited by Lexxypwns on September 2, 2017 9:32PM
  • ak_pvp
    ak_pvp
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    Errrrmmmm....?

    Good ideas for diversifying cyro, and general Qol changes. Take a pass on most of the balance changes.
    Edited by ak_pvp on September 3, 2017 7:26PM
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Irylia
    Irylia
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    ak_pvp wrote: »
    Errrrmmmm....?

    Good ideas for diversifying cyro, and general Qol changes. Take a pass on most of the balance changes.

    Coming from the guy who has a bunch of nerf ideas in every sorc thread, thought you'd like these.
  • paulsimonps
    paulsimonps
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    Like some of the changes to cyrodiil and objectives but most if not all of the combat/balance ideas sound really really really really horrible.
  • ak_pvp
    ak_pvp
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    Irylia wrote: »
    ak_pvp wrote: »
    Errrrmmmm....?

    Good ideas for diversifying cyro, and general Qol changes. Take a pass on most of the balance changes.

    Coming from the guy who has a bunch of nerf ideas in every sorc thread, thought you'd like these.

    My nerf ideas are literally shield defile+stack change. I acc want a buff to streak and don't think sorc is OP unlike many who want to kill every aspect.

    I think these ideas are too heavy hitting and would affect PvE too much. The implosion change would affect sorcs DPS, and hasn't got a good enough replacement. Same with chains change. A pull is needed. Skoria change would hurt in PvE more. Instead make it have a signal+dodgable. No other forms of stealth? Because *** tactics and make NBs the only ones ballsy enough to survey.

    These changes aren't little buffs/tweaks, they are too messy andquite honestly makes no sense, I mean look at the meteor change, as if we don't have enough uncounterable crap.

    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Wrecking_Blow_Spam
    Wrecking_Blow_Spam
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    I only skimmed but it seems you're really against gankers, did someone gank you?
    Edited by Wrecking_Blow_Spam on September 4, 2017 2:51AM
    Xbox one EU
    8 Flawless conquerors on all class specs (4 stam, 4 magicka)
    Doesn't stand in red
  • Joy_Division
    Joy_Division
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    I can get behind most of these!

    I think most of us agree that Cyrodiil needs some love.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • amir412
    amir412
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    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.


    SAY NO MORE FAM.
    PC | EU | AD | "@Saidden"| 1700 CP|
  • ManDraKE
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    - The dodge cost increase should only affect people spamming dodge roll, rework the dodge fatigue mechanics.
    - All single target abilities/ultimates should be dodgeable (cliff racer, soult assault). If cfrags, snipe, force pulse, swallow soul, etc are all dodgeable, there is no reason form cliff racer to be undodgeable (and unreflectable...), same with soul assault (incap, 2h ultimate, etc, all dodgeable)
    - Fix stun delay when CC'ed mid dodgeroll
    - Make the vamp CC dodgeable.
    - Fix dk's leap stun bug.
    - Fix CC inmunity
    - Remove curse-stacking in PvP, back to only one active per target.
    - Remove block casting of offensive abilities. Being able to land an entire offensive combo without releasing block is absurd, especially when block makes you inmune to all CC's in the game (with the exception of fear that is only available as a nightblade or a werewolf).
    - Remove major heroism from wardens
    - Fix CLOAK FOR ONCE
    - Reduce the duration of mark target from 20 seconds to 5 seconds. Casting mark target pulls the caster out of cloak (yeah cowards, if you want to mark, you will have to put your ass in the line)
    - Increase the duration of the major expedition buff in quick cloak (DW skill line)
    - Get rid of guard, absurd mechanic for PvP.

    For the rest i mostly agree, changes to root/inmovibilizations are required, and nerfs to 1h&s/resto/tree ultimate are mandatory. The removal of Crouch stealth won't happend, is a "skyrim thing"
    Edited by ManDraKE on September 4, 2017 5:13PM
  • Toc de Malsvi
    Toc de Malsvi
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    Irylia wrote: »
    BOW
    63. Snipe - Reduce damage by 10%
    64. Snipe - Increase cast time by 1 second
    65. Scatter shot - Remove the double cast awkward stun

    So in your world, no one would ever pick up a bow ever. F that business.

    I mean really a 2 second cast time for a skill that would be weaker than EVERY other cast time skill? In what world do you think that is balanced?

    The double cast stun of Scatter Shot is stupid, but Scatter Shot is almost useless as is. Hardly an issue, if you fix the double cast scatter shot would need a buff to have more range and a knock down.
    Edited by Toc de Malsvi on September 4, 2017 5:39PM
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • SlowMetabolism
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    LOL buff soul assault 2K17
    Edited by SlowMetabolism on September 4, 2017 6:45PM
    Day one Xbox player
  • davey1107
    davey1107
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    I can get behind most, but reduce nightblade's consuming darkness cost to 180 from 200?? How dare you sir. How. Dare. You. Ha, no idea why that stuck out. It felt like a non-NB player searching for something non-controversial.

    51. Empower: no way, we're not going to take yet another magic boosting ability that isn't available for stamina. Stam builds don't get bomb capability, we don't get resource return spam abilities...and expert/cammo hunter simply do not work as a stealth detect ability...they stink. So empower needs to stay unless fighters guild abilities get an equivalent.
  • olsborg
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    Master weapons on pvp vendor. 1 million ap.

    PC EU
    PvP only
  • Chilly-McFreeze
    Chilly-McFreeze
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    Just nitpicking a bit here:

    1. Why?
    2. Reducing MA defense capabilities even further... sure

    6. Why tho? Already sucks that Rapid Maneuver is group only.

    8. Notes: Killing Blow scoring is a bad idea, take a look at BG. Also, if the other two factions only can win by killing every other player with that quest, what happens if someone of that team decides to stay in the safe hub?

    9. Yes, the rewards of the worthy aren't worthy at all. I can make more gold + loot in a minute in PvE than I get from these mails.

    13.+ 1. Why not firing up a signal flame whenever a group heads in the direction of an enemy keep? Remove of crouch stealth, having to flip resources first... by that time the whole alliance will be there. Some times it's more strategical to head for the MG and flip keeps fast. Especially if you're on the low pop faction.

    14. Why?
    15. Fine.
    16. Why?
    17. Why? What's wrong with 7 day campaigns? Some people don't have the time to keep going for 30 days. One option for 30 days, one for 7. Each with cp and no cp. Seems fine for me.

    19. + 21. So take away the different feel for cp and no cp pvp? Personally, I don't like no cp for it's own imabalances but each to their own. However, what I read that most people like about no-cp is that you can't faceroll resources solo or that siege doesn't really affect enemies to the point they rather stand in stupid than avoid dmg.

    23. Yes, please. Or at least make it somewhat predictable. Can't count how many hours I've spend in those delves bc some boss wouldn't spawn.

    24. Nice

    25. Why?

    26. Nice
    30. You know that passive called "Energyzed", that already grants +5% shock dmg? Also, stam sorcs have no use for many of the class passives. Taking away even more would be a real letdown. Plus this would touch PvE DPS in the sensitive parts.

    33. Forcing the max mag meta even more.

    37. DK won't be happy about loosing one of their identity skills. Also DK aren't made to be mobile. They harmonize rather well with HA and the stand and fight mentality. Also I wouldn't want to loose the ability to drag some bold players out of their zergy safe space.

    38. Resource Tower size? Really?
    39. Implosion is bad but implosion replica is not? Interesting.

    47. How about not having a good dmg spam that is undodgeable? Give the stam more something but make them all dodgeable. It's not a channel and all other cast time single target abilites (frags, flare, snipe) are dodgeable as well.

    51. Gutting stamina toons much?
    52. Unavoidable stun. Sure.

    54. More major protection? I kinda like the mechanic of the current skill. It's not the usual and boring fire and forget buff.

    57. 10% is fine. There is not much incentive to not be a vampire. After all, they could use more active skills bc frankly being a vampire feels very boring. But that's a topic of it's own.

    61. Uh, 50%? Ya sure?

    63. + 64. Do you have any problem with stamina?

    66.-68. What is that the replacement for?

    69. Ah, I start to understand where you are coming from. Gut stam and empower zergy destro trains.

    71. Sure. Make the skill redundant for sorcs (#33) and leaving HA with the most useless skill. This would also do PvE Tava Tanks no favour.
    72. Since when is Wrath a problem? But sure, remove it as long as you think it's fine that you can get 600-750 weapon dmg from sets ;) Maybe treat the cause at it's root instead?

    78. Oblivion dmg is still an issue after the nerf? I haven't hat it on a death recap since the update.
    79. Would be better to rework shieldbreaker into something like "skills do x% more damage TO shields"
    80. Knight slayer is an issue on it's own?
    81. Again, touches PvE DPS at the jewels more than it helps PvP. It already doesn't proc on cooldown.

    83.-85. Why? Too lazy for the grind?
    88. Sure, if they make it work so that it doesn't hide certain anymations.
    89. Why? Is it really a difference if there are 5x24 man groups or 6x20? Wouldn't hurt any pvp guild at all since they already use means to communicate easily with other groups. However, it may weaken those pug zergs.

  • Irylia
    Irylia
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    davey1107 wrote: »
    I can get behind most, but reduce nightblade's consuming darkness cost to 180 from 200?? How dare you sir. How. Dare. You. Ha, no idea why that stuck out. It felt like a non-NB player searching for something non-controversial.

    51. Empower: no way, we're not going to take yet another magic boosting ability that isn't available for stamina. Stam builds don't get bomb capability, we don't get resource return spam abilities...and expert/cammo hunter simply do not work as a stealth detect ability...they stink. So empower needs to stay unless fighters guild abilities get an equivalent.

    It's a good skill for group play and Magnbs are very seldom seen in open world unless they are destro bombing in an organized raid. The small cost change would help them in a utility group build drop consuming more frequently
  • Irylia
    Irylia
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    The point of this isn't to say these changes should be made 100%. It's to get people's ideas flowing, spin off ideas and to continue presenting changes which can be refined. It seems everyone would rather say no to everything instead of providing some of their own ideas.
  • paulsimonps
    paulsimonps
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    Irylia wrote: »
    The point of this isn't to say these changes should be made 100%. It's to get people's ideas flowing, spin off ideas and to continue presenting changes which can be refined. It seems everyone would rather say no to everything instead of providing some of their own ideas.

    If that was your intention then you should have made that more clear, as it stats you simply put in your suggestions and people commented on said suggestions. You never said anything about waking ideas in the minds of others or anything of sorts. Sure you said comment with your ideas down below but after 100 lines of stuff that was most likely glossed over, again, it should have been more clear if that was the purpose of the thread.
  • Irylia
    Irylia
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    Irylia wrote: »
    The point of this isn't to say these changes should be made 100%. It's to get people's ideas flowing, spin off ideas and to continue presenting changes which can be refined. It seems everyone would rather say no to everything instead of providing some of their own ideas.

    If that was your intention then you should have made that more clear, as it stats you simply put in your suggestions and people commented on said suggestions. You never said anything about waking ideas in the minds of others or anything of sorts. Sure you said comment with your ideas down below but after 100 lines of stuff that was most likely glossed over, again, it should have been more clear if that was the purpose of the thread.

    Regardless of what I wrote should it not generate ideas for other people?
    Do you not see ideas that you didn't think of, think it's cool and then try to spin off on it?



  • montiferus
    montiferus
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    I also think the ressurection process needs to be changed. These larger groups live off ( no pun intended) rezzing the dead. Makes it really hard to actually wipe a bigger group. Maybe some kind of cooldown like with forward camps?

    1st res - standard
    2nd res - 1 min cooldown
    3rd res - 3 min cooldown
    4th res - u suck so you stay dead

    Just a thought. Im sure someone will crap all over this idea but I think it is worth discussing.

    Also anything to remove these perma block unkillable tanks would be nice too.

    Oh yeah and while we are at it how about a server that doesn't lag out and isnt riddled with glitches. I swear I'm at like 25% chance when it comes to an invasion into a load screen into the eso nether world into a dead corpse because I got lit up by an enemy who is probably wondering why my character is just stamding there.
  • Chilly-McFreeze
    Chilly-McFreeze
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    Problem with the rez cooldown is that it hurts outnumbered/ small groups more than large Zergs and therefore reinforcing the numbers>everything meta.

    Permablock could be handled by inverting the block costformula to Substracting flat numbers (glyphs) before they reduce costs by percentages.
  • Lexxypwns
    Lexxypwns
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    montiferus wrote: »
    I also think the ressurection process needs to be changed. These larger groups live off ( no pun intended) rezzing the dead. Makes it really hard to actually wipe a bigger group. Maybe some kind of cooldown like with forward camps?

    1st res - standard
    2nd res - 1 min cooldown
    3rd res - 3 min cooldown
    4th res - u suck so you stay dead

    Just a thought. Im sure someone will crap all over this idea but I think it is worth discussing.

    Also anything to remove these perma block unkillable tanks would be nice too.

    Oh yeah and while we are at it how about a server that doesn't lag out and isnt riddled with glitches. I swear I'm at like 25% chance when it comes to an invasion into a load screen into the eso nether world into a dead corpse because I got lit up by an enemy who is probably wondering why my character is just stamding there.

    They're not wondering why you're standing there. They're too busy self congratulating themselves for wrecking you so hard you couldn't respond.
  • SanTii.92
    SanTii.92
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    Permablock could be handled by inverting the block costformula to Substracting flat numbers (glyphs) before they reduce costs by percentages.
    Albeit a bit extreme, and disregarding pve implications, I like irylia's solution for perm blockers.
    When the snows fall and the white winds blow,
    the lone wolf dies, but the pack survives.

    Arg | Pc Na | Factionless Mag Warden.
  • montiferus
    montiferus
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    Lexxypwns wrote: »

    They're not wondering why you're standing there. They're too busy self congratulating themselves for wrecking you so hard you couldn't respond.

    Lol you are probably right.

    I don't understand with this many years into the game there is still an issue with gap closers. Is it really that hard to fix?
  • montiferus
    montiferus
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    Problem with the rez cooldown is that it hurts outnumbered/ small groups more than large Zergs and therefore reinforcing the numbers>everything meta.

    You really think so? The groups I run in are so small once one guy goes down its almost impossible to get the rez. Seems like it would be a bigger nerf to the larger groups. I'm not saying for sure since it would have to be tested but in theory it seems like it would be a benefit.
  • Chilly-McFreeze
    Chilly-McFreeze
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    montiferus wrote: »
    Problem with the rez cooldown is that it hurts outnumbered/ small groups more than large Zergs and therefore reinforcing the numbers>everything meta.

    You really think so? The groups I run in are so small once one guy goes down its almost impossible to get the rez. Seems like it would be a bigger nerf to the larger groups. I'm not saying for sure since it would have to be tested but in theory it seems like it would be a benefit.

    You are right about such smallish groups, but you dismiss ressurections as a whole due to your group size.

    There is something in between a 4-man group and a large 24-50 man zerg. A Range in which ressurections have an use.

    E.G. if you fight 12 vs 20 - who do you think will suffer here? Always the group with the smaller numbers. It would be just another zerg enforcing mechanic.
This discussion has been closed.