Knootewoot wrote: »Capturing resources should just have a bigger benefit then it has now. Mine should mean better protected walls then it does now. Maybe 150%.
Right now the best way to take a keep is put a ram and some ballista's in front in you are in in no time if nobody spots you before 50%. The door should be heavier protected when the lumbermill is active. Maybe even add a portcullis for extra protection with spikes or something when both farm and mine are active.
And a farm should buff the friendly players of that keep with 20% extra healh if near the keep if farm is active. So taking the farm is necessary to even the odds.
Numbers must be adjusted for balance, but you get the idea.
Knootewoot wrote: »Capturing resources should just have a bigger benefit then it has now. Mine should mean better protected walls then it does now. Maybe 150%.
Right now the best way to take a keep is put a ram and some ballista's in front in you are in in no time if nobody spots you before 50%. The door should be heavier protected when the lumbermill is active. Maybe even add a portcullis for extra protection with spikes or something when both farm and mine are active.
And a farm should buff the friendly players of that keep with 20% extra healh if near the keep if farm is active. So taking the farm is necessary to even the odds.
Numbers must be adjusted for balance, but you get the idea.
Cool ideas.
Revelzdevelz wrote: »Instead of nerfing classes and abilities to try and even out pvp and the zerg can we try to make natural zerg splitting mechanics? Perhaps making keeps more then just linked for transporting, buffs purposes? Why can we take keeps without touching the resources? Make the keeps unable to be captured unless the faction attacking owns all three resources. This will allow two factions fighting each other to have to split up. Attacking factions will need teams to take and maintain a resource. The defending zerg can defend a resource or two.
It even allows a third faction to come annoy everyone and try and hold the other two from getting anywhere by holding a resource, further making the zerg to split up a little. Obviously this wont solve the zerg issue but it is an open world pvp area, so it is natural for saftey in numbers. Id love to see PvEvP but I understand that ppl dont want it mixed, but it would be awesome to see World boss lvl mobs guarding gate keep resources and trial lvl bosses guarding the keeps with easier 4 man boss lvl guarding the farther keeps. Im rambling =P But really I would love to see more thought put into how open world world pvp works in ESO. There is such a good base to it and the zone is so big it seems like such a waste that its just a giant zerg fest with steamroller mechanics.
There needs to be 2 towns behind EP/DC lines like there is for AD
Exactly. I'm not sure lorewise what cities should be where @Xvorg I just know that the current map puts AD at a disadvantage.
Knootewoot wrote: »Capturing resources should just have a bigger benefit then it has now. Mine should mean better protected walls then it does now. Maybe 150%.
Right now the best way to take a keep is put a ram and some ballista's in front in you are in in no time if nobody spots you before 50%. The door should be heavier protected when the lumbermill is active. Maybe even add a portcullis for extra protection with spikes or something when both farm and mine are active.
And a farm should buff the friendly players of that keep with 20% extra healh if near the keep if farm is active. So taking the farm is necessary to even the odds.
Numbers must be adjusted for balance, but you get the idea.