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Patch Notes (Ideas/changes/criticism)

Irylia
Irylia
✭✭✭✭✭
PvP~~
Rewards:
1.Geodes - the current geode system should be left as is because it promotes players to pvp even if they are pve or casual. What could use a change so that these masses don’t just ball zerg objectives for their rewards, is ap needs to be distributed differently.

Scoring + AP
1. Resources on home keeps should be worth double their current take value while emp resources are halved from their current amount.

2. Emp keeps should also be halved to 3k Ap base, as the emp ring already provides the benefit of potential emperor, port distance and conquest positioning.

3. Groups earn less ap for every additional player near them that exceeds the group limit.
Note: This won’t deter groups from clumping on important objective takes but will make it more appealing to players to venture out of the large group in order to earn more ap.

4. Towns are worth more scoring tick points and generate higher ap values for kills made there. (additional towns?)

5. Scrolls Increase scoring on the scrolls so that captures are more sought over and the travel between scroll temple and a keep will generate combat over terrain that is hardly used.
Note: Scrolls are generally ran far away from keeps due to enemy access on easy spawns if the scroll is nearby thus the string of fights to ensue over cyrodiils beautiful environment.

6. AP Buff Make the ap buff last twice as long but worth 15%. Add a minor ap buff that is obtainable through completion of quest boards. Complete 3/4 and you earn the minor buff for 2 hours 10% a total of 25% more value if sought after.
Note: Players traveling to delves will enjoy small clashes away from the beaten path and quests with additional value will not only help your faction but encourage players to take and defend odd resources/keeps away from the main fray.

7. Dolmens drop rate for cold fire is increased and they now appear on the map showing as a grey icon that turns blue, red, yellow when cleared by a faction. (Killing blow on boss) the dolmen rewards a faction with 5 scoring points and spawns every 30
Minutes.
Note: By generating more opportunities to score points for your faction and at a considerable amount they will be huge points of interest across the map every time they spawn, resulting in fights on uncommon terrain.

Result = The geodes are now a prize for earning ap by leaving the ball zerg as zerg surfing for ap won’t be as profitable.

6a. An alternative quest board option
Group based missions that have different specifications. 4,8,12 etc in size that have the group escort a wagon from point A to B. If the wagon detects additional players from your faction past the quest amount then it will be deducted from your reward.
Other quests could be but not limited to:
-Intel gathering
-Capture and defend a spawned flag for x duration (abandoned towers, cheydinhal, outlying towns)

The kicker is that enemy factions can see the accepted quest from other factions and a group of similar size can embark on the quest to prevent the escort from reaching its destination by eliminating all players and the wagon. With potentially 2 factions trying to destroy the escort they will also fight one another, potentially first, so as to eliminate the chance of having someone else take the reward.
*Once fully eliminated your group fails the mission and cannot reap rewards for that quest.

Quest Rewards: (idea)
If you accomplish the quest as the faction who took the initiating quest you gain one of
-guards are stronger/additional to one/two selected keeps for x minutes
-siege is 20% reduced cost for x minutes for your entire faction.
-a keeps walls are stronger and take reduced damage from siege for x minutes
Or
One faction of choice
-weaker/less guards in a keep for x min
-siege costs 20% more for x min
-walls weaker on a keep for x min

*Also gain a chunk of ap for completing the quest*

A group from the faction that chose to intercept or stop the initiator has the ability to
-guards are stronger/additional to one/two selected keeps for x minutes
-siege is 20% reduced cost for x minutes for your entire faction.
-a keeps walls are stronger and take reduced damage from siege for x minutes

Campaign:
Lower vivec pop cap by 15% and then make shor a 30 day campaign.
Note: Players have shown a consistent draw to the longer campaign because it allows them to feel as if their contribution has more weight in a large scale war. The population spread along with ap changes will distribute players across the map in a healthier way.

AOE CAPS + Sets/Skills~~

The change to aoe caps is amazing but the damage that destro ults have when paired with moving sleet storms and vd/proxy will be enormous. But not in a positive way.
In order to combat this I’m suggesting a modification to destro ult in either damage or function.
Change:
1. Make the eots do another 10% less base while buffing the stationary destro by 10%. This generates a risk and reward. Ults that are stationary provide the most value when executed properly but can be easily countered by negates or moving out of them. This will encourage strategic play when it comes to dropping timed ults. As opposed to casting eots and running around for maximum damage. Especially with eots lack of counters.
2. The other option for a change to destro ult is by making it more tool based for a variety of mag ults
Inferno: lobs a ball of fire at a single target. Can be blocked but not dodged. Inflicts a burn that enraged the caster and increases their damage by 8% (minor beserk)
Ice: slam your staff into the ground sending out ice shards in a 10m aoe radius. Each shard that hits the same target deals 75/50/25% less damage than the first. Each shard roots the target. (Ic ice atro) this can be used in small scale control as well as large group play on chokes to enable ults like shackle/nova/bats.
Lightning: a conal magicka db that shocks the enemies hit for damage and stuns them


3. As a way to make either change more meaningful earthgore needs to see a minor tweak. Earthgore should be a way to heal but not remove ground effects upon activation. Negate already has an important role and should remain that way for countering player ults with active gameplay.

4. Vd/proxy
Vd base damage nerfed by 10% and radius increased by 2m
Proxy starts to increase in damage value after 6 enemies. Dealing subsequently more at 7/8/9/10 etc.

Recap]: As aoe caps are now removed I do believe it is a great thing but that if these ults and tools are too strong it will still encourage players to stack for the benefit of sets/heals/barriers/earthgore. As all of these tools are just as frightening to smaller numbers with the exception that large groups can apply more pressure to whatever is trying to kill them with vd proxy destro ult.

[/b]Outfit and guild tabard[/b]
Provide an option for players to turn guild tabard on/off as visible so that they can wear it over the outfit and or gear without it showing visibly.


Cp needs to stop increasing as it just increases everyone’s ability to spec for things their build doesn’t have as well as adding numerous calculations the server must make while in cyrodiil.
Befoul should be removed as well as healing received cp. This lowers the calculations necessary and provides some counterplay to strong defile/healing without using defile as the main counter to heals when it gimps classes without strong heals in the first place.

Thank you,

Irylia

@ZOS_GinaBruno
  • pauli133
    pauli133
    ✭✭✭✭✭
    Campaign:
    Lower vivec pop cap by 15% and then make shor a 30 day campaign.
    Note: Players have shown a consistent draw to the longer campaign because it allows them to feel as if their contribution has more weight in a large scale war. The population spread along with ap changes will distribute players across the map in a healthier way.
    Those of us who play on Shor like it just the way it is, thank you.
  • Irylia
    Irylia
    ✭✭✭✭✭
    pauli133 wrote: »
    Campaign:
    Lower vivec pop cap by 15% and then make shor a 30 day campaign.
    Note: Players have shown a consistent draw to the longer campaign because it allows them to feel as if their contribution has more weight in a large scale war. The population spread along with ap changes will distribute players across the map in a healthier way.
    Those of us who play on Shor like it just the way it is, thank you.

    Pc na
    I play shor and it’s mainly one faction capping most of the map without effort.
    If you enjoy pvdooring 80% of the time then yea it’s great.
  • asneakybanana
    asneakybanana
    ✭✭✭✭✭
    Irylia wrote: »
    PvP~~
    Rewards:
    1.Geodes - the current geode system should be left as is because it promotes players to pvp even if they are pve or casual. What could use a change so that these masses don’t just ball zerg objectives for their rewards, is ap needs to be distributed differently.

    Scoring + AP
    1. Resources on home keeps should be worth double their current take value while emp resources are halved from their current amount.

    2. Emp keeps should also be halved to 3k Ap base, as the emp ring already provides the benefit of potential emperor, port distance and conquest positioning.

    3. Groups earn less ap for every additional player near them that exceeds the group limit.
    Note: This won’t deter groups from clumping on important objective takes but will make it more appealing to players to venture out of the large group in order to earn more ap.

    4. Towns are worth more scoring tick points and generate higher ap values for kills made there. (additional towns?)

    5. Scrolls Increase scoring on the scrolls so that captures are more sought over and the travel between scroll temple and a keep will generate combat over terrain that is hardly used.
    Note: Scrolls are generally ran far away from keeps due to enemy access on easy spawns if the scroll is nearby thus the string of fights to ensue over cyrodiils beautiful environment.

    6. AP Buff Make the ap buff last twice as long but worth 15%. Add a minor ap buff that is obtainable through completion of quest boards. Complete 3/4 and you earn the minor buff for 2 hours 10% a total of 25% more value if sought after.
    Note: Players traveling to delves will enjoy small clashes away from the beaten path and quests with additional value will not only help your faction but encourage players to take and defend odd resources/keeps away from the main fray.

    7. Dolmens drop rate for cold fire is increased and they now appear on the map showing as a grey icon that turns blue, red, yellow when cleared by a faction. (Killing blow on boss) the dolmen rewards a faction with 5 scoring points and spawns every 30
    Minutes.
    Note: By generating more opportunities to score points for your faction and at a considerable amount they will be huge points of interest across the map every time they spawn, resulting in fights on uncommon terrain.

    Result = The geodes are now a prize for earning ap by leaving the ball zerg as zerg surfing for ap won’t be as profitable.

    6a. An alternative quest board option
    Group based missions that have different specifications. 4,8,12 etc in size that have the group escort a wagon from point A to B. If the wagon detects additional players from your faction past the quest amount then it will be deducted from your reward.
    Other quests could be but not limited to:
    -Intel gathering
    -Capture and defend a spawned flag for x duration (abandoned towers, cheydinhal, outlying towns)

    The kicker is that enemy factions can see the accepted quest from other factions and a group of similar size can embark on the quest to prevent the escort from reaching its destination by eliminating all players and the wagon. With potentially 2 factions trying to destroy the escort they will also fight one another, potentially first, so as to eliminate the chance of having someone else take the reward.
    *Once fully eliminated your group fails the mission and cannot reap rewards for that quest.

    Quest Rewards: (idea)
    If you accomplish the quest as the faction who took the initiating quest you gain one of
    -guards are stronger/additional to one/two selected keeps for x minutes
    -siege is 20% reduced cost for x minutes for your entire faction.
    -a keeps walls are stronger and take reduced damage from siege for x minutes
    Or
    One faction of choice
    -weaker/less guards in a keep for x min
    -siege costs 20% more for x min
    -walls weaker on a keep for x min

    *Also gain a chunk of ap for completing the quest*

    A group from the faction that chose to intercept or stop the initiator has the ability to
    -guards are stronger/additional to one/two selected keeps for x minutes
    -siege is 20% reduced cost for x minutes for your entire faction.
    -a keeps walls are stronger and take reduced damage from siege for x minutes

    Campaign:
    Lower vivec pop cap by 15% and then make shor a 30 day campaign.
    Note: Players have shown a consistent draw to the longer campaign because it allows them to feel as if their contribution has more weight in a large scale war. The population spread along with ap changes will distribute players across the map in a healthier way.

    AOE CAPS + Sets/Skills~~

    The change to aoe caps is amazing but the damage that destro ults have when paired with moving sleet storms and vd/proxy will be enormous. But not in a positive way.
    In order to combat this I’m suggesting a modification to destro ult in either damage or function.
    Change:
    1. Make the eots do another 10% less base while buffing the stationary destro by 10%. This generates a risk and reward. Ults that are stationary provide the most value when executed properly but can be easily countered by negates or moving out of them. This will encourage strategic play when it comes to dropping timed ults. As opposed to casting eots and running around for maximum damage. Especially with eots lack of counters.
    2. The other option for a change to destro ult is by making it more tool based for a variety of mag ults
    Inferno: lobs a ball of fire at a single target. Can be blocked but not dodged. Inflicts a burn that enraged the caster and increases their damage by 8% (minor beserk)
    Ice: slam your staff into the ground sending out ice shards in a 10m aoe radius. Each shard that hits the same target deals 75/50/25% less damage than the first. Each shard roots the target. (Ic ice atro) this can be used in small scale control as well as large group play on chokes to enable ults like shackle/nova/bats.
    Lightning: a conal magicka db that shocks the enemies hit for damage and stuns them


    3. As a way to make either change more meaningful earthgore needs to see a minor tweak. Earthgore should be a way to heal but not remove ground effects upon activation. Negate already has an important role and should remain that way for countering player ults with active gameplay.

    4. Vd/proxy
    Vd base damage nerfed by 10% and radius increased by 2m
    Proxy starts to increase in damage value after 6 enemies. Dealing subsequently more at 7/8/9/10 etc.

    Recap]: As aoe caps are now removed I do believe it is a great thing but that if these ults and tools are too strong it will still encourage players to stack for the benefit of sets/heals/barriers/earthgore. As all of these tools are just as frightening to smaller numbers with the exception that large groups can apply more pressure to whatever is trying to kill them with vd proxy destro ult.

    [/b]Outfit and guild tabard[/b]
    Provide an option for players to turn guild tabard on/off as visible so that they can wear it over the outfit and or gear without it showing visibly.


    Cp needs to stop increasing as it just increases everyone’s ability to spec for things their build doesn’t have as well as adding numerous calculations the server must make while in cyrodiil.
    Befoul should be removed as well as healing received cp. This lowers the calculations necessary and provides some counterplay to strong defile/healing without using defile as the main counter to heals when it gimps classes without strong heals in the first place.

    Thank you,

    Irylia

    @ZOS_GinaBruno

    Some really good ideas here.

    Couple things I disagree w/ though.

    The Geodes I agree should stay but I also think that they should make the PVE sources of geodes stronger as even with these nerfs and hour of pvp will generate at least 2x as many geodes as anything in pve.

    I like the idea of reducing the value of emp keeps and resources but I think across the board the offensive tick values need to be reduced. Think it should be 500 for emp resources and 1k for tri keep resources, and 1500 for emp keep takes and 3000 for home keep takes.

    Love 3, 4, and 5. I think that having a 2 hour ap buff but being worse less is really cool as well. However, the minor buff would swing things too strongly in favor of organized groups imo. As it is organized groups will permanently share their keep and resource quests of choice among their group based off which keeps and resources flip the most so all they would need to do is a kill player quest and they get the buff like this. Pugs, however, do not usually do this or even have it as an option.

    Dolmen idea is very cool as well as the mini group quests. Maybe tying them into the campaign somehow as well, like for completing a 4 person your alliance gets 10 points, an 8 person you get 15 points and a 12 person you get 20 points.

    Adding a 2nd 30 day wont change things, people pack into vivec because that is their home campaign and they home there because there is 24/7 action not just prime time action. Lowering pop caps will just help in frustrating people and make people afk at the gate more so they dont have to wait in queue.

    Reducting EotS damage wont stop people from using it. Whats losing another 500 damage per tick going to do when weve already lost like 3k. EotS is the most used group ult for 3 reasons, duration, PBAoE, and unblockable. It's a 7 second dot which means you can move through multiple waves of players with it running as well as outlast most heal ults. It being a PBAoE means that it is going to move with you as well as the fact that it cannot be negated. And the fact that it is still considered a ground dot which means that it is unblockable and undodgeable makes it extremely hard to counter regardless of how low the damage is. Currently solo EotS bombing is basically dead, youre maybe getting 5-6k a tick on a 4-5k spell damage build. However, in groups running 8 destros where they can pop 3 or 4 at a time thats 20-25k of unblockable damage every second. IDK what you could do to fix EotS but I think a good start would be to make it blockable while leaving the other morph unblockable. As far as buffing the stationary one, as long as earthgore is in the game how it is now, stationary ults will be useless, regardless of how much damage they do. Ground ults being countered by negate is one thing but having a set automatically get rid of them as soon as you start taking serious damage puts them on a whole new level of useless. Personally not a fan of changing EotS into a cheap skill as most classes already have a cheap meh ultimate that they would use.

    I like VD going up in range but if it does you will need to lower base damage more than by 10%. Prox change seems decent, maybe start scaling it up after 4 though since that is the "small group" size.

    I agree with the CP changes as well. In just 2 more patches we'll be at 250 per tree which will allow you to get 2 120 buffs somewhat easy.

    Overall I think you're on the right path and think there are some amazing ideas in here. @ZOS_GinaBruno definitely worth the read.
    Asneakybanana AD DK Former emperor of Chrysamere and Chillrend. World first hardmode Hel'ra and Quake con winner (Alliance rank 25)
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  • xenowarrior92eb17_ESO
    xenowarrior92eb17_ESO
    ✭✭✭✭✭
    ✭✭
    interesting ideas... but nothing will ever happen...why? needs time and investment for something that might not bring any profit...so ofc it just wont happen.
  • Mephilis78
    Mephilis78
    ✭✭✭
    Irylia wrote: »

    4. Towns are worth more scoring tick points and generate higher ap values for kills made there. (additional towns?)
    Speaking of towns, I was really disapointed the first time I got to cyrodiil and realised that there was no Skingrad. It was the very coolest looking city in TES IV in my opinion, with Cheydenhall being a close second.
    "'You have suffered for me to win this throne, and I see how you hate jungle. Let me show you the power of Talos Stormcrown, born of the North, where my breath is long winter. I breathe now, in royalty, and reshape this land which is mine. I do this for you, Red Legions, for I love you.'" The Many Headed Talos - Michael Kirkbride
  • Kuramas9tails
    Kuramas9tails
    ✭✭✭✭✭
    Provide an option for players to turn guild tabard on/off as visible so that they can wear it over the outfit and or gear without it showing visibly.
    ^ agree
      Your friendly neighborhood crazy cat lady of ESO
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      PS4/NA
    • Irylia
      Irylia
      ✭✭✭✭✭
      Mephilis78 wrote: »
      Irylia wrote: »

      4. Towns are worth more scoring tick points and generate higher ap values for kills made there. (additional towns?)
      Speaking of towns, I was really disapointed the first time I got to cyrodiil and realised that there was no Skingrad. It was the very coolest looking city in TES IV in my opinion, with Cheydenhall being a close second.

      There are so many towns that they could involve in the campaign towards a factions scoring. Would be neat to travel outwards to these locations and find fights during the trek and at the town.
      Cheydinhal being one of them.
      I especially like the lava split town south of rayles as it has some divine plank bridge chokes crossing lava.
    • zyk
      zyk
      ✭✭✭✭✭
      ✭✭✭✭✭
      Irylia wrote: »
      PvP~~
      Rewards:
      1.Geodes - the current geode system should be left as is because it promotes players to pvp even if they are pve or casual. What could use a change so that these masses don’t just ball zerg objectives for their rewards, is ap needs to be distributed differently.
      The reason I agree with this is that the availability of crystals via PVP has made the PVE grind less of a burden for PVP focused players and has been a factor in the return of players I know.

      Players who enjoy open world AvA aren't necessarily going to enjoy 4-12 player instances. Personally, I hate doing pledges. I do not enjoy repetition. It's actually painful for me to level undaunted when preparing a new AvA character. My Warden created the first week of 3.0 still doesn't have max undaunted. This is a common feeling among PVP players I know.

      Considering the population struggles AvA has, I think this change is a big mistake.
    • Irylia
      Irylia
      ✭✭✭✭✭
      zyk wrote: »
      Irylia wrote: »
      PvP~~
      Rewards:
      1.Geodes - the current geode system should be left as is because it promotes players to pvp even if they are pve or casual. What could use a change so that these masses don’t just ball zerg objectives for their rewards, is ap needs to be distributed differently.
      The reason I agree with this is that the availability of crystals via PVP has made the PVE grind less of a burden for PVP focused players and has been a factor in the return of players I know.

      Players who enjoy open world AvA aren't necessarily going to enjoy 4-12 player instances. Personally, I hate doing pledges. I do not enjoy repetition. It's actually painful for me to level undaunted when preparing a new AvA character. My Warden created the first week of 3.0 still doesn't have max undaunted. This is a common feeling among PVP players I know.

      Considering the population struggles AvA has, I think this change is a big mistake.

      I think all players can appreciate the ease of geode farming by pvp’ing Even if they predominantly pve or quest.
      It’s a way to get your player base involved in cyro and start growth.
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