1) completely remove the befoul cp: major defile is already strong, no need to make it even stronger.
2) completely remove cost poisons: there's no reason for them to be in the game, i genuinely don't understand why they are still a thing, anyway this is kind of a dead horse so I won't expand on it.
3) put a hard cap on health at 30k hp (or even a bit less): there's no reason to have more hp than that, it just doesn't make any sense and it's out of place; why are people allowed to get 60k +
health in cyrodiil ? i mean in pvp the objective is to kill people, if you don't want to fight don't go in there. 30k is more than enough for any build to survive if the player is somewaht decent, you
don't need more than that.
Some may say "players with a lot of health deal no damage so just ignore them" but there's still a problem: really tanky players can easily (and often do) make support builds and spam healing
ultimates/abilities on their allies or put strong debuffs on you and you end up with these long boring fights where no one dies becouse people are kept alive by these tanks and the only solution
would be to kill them, but since they are so tanky it's almost impossible.
Don't get me wrong I don't think people shouldn't be allowed to steer their build in different directions (more aoe/st damage, providing buffs/debuffs, being a bit tankier or a bit more squishy,
etc.), all I'm saying is that at the end of the day in pvp everyone should be killable (without needing a lot of people hammering on them) and atm this is not the case.
I understand that devs may be reluctant to implement a hard cap but still, I think it's a good change worth considering.
4) some sets should really be looked at, in particular:
- sload's semblance
- shield breaker
- wizard's riposte
- durok's bane
- earthgore
The reasons why they are too strong have already been discussed long enough on other threads, so I won't expand on this.
5) healing done to other players. This is a big topic and I expect a lot of people to disagree (to say the least) but whatever: imo right now healing in pvp is out of control and this leads to a lot of
problems:
- zergs are too strong; yes, i know that cyrodiil is intended for groups and i'm not trying to change that, but numbers make too big of a difference and the main reason is indeed healing. let me
explain: with good aoe damage/sieges you should be able to deal with them since self healing only goes so far, the problem is that a lot of them are litterally kept alive by stacking hp, using
broken sets and healbots and they end up surviving a lot longer than they should, representing a bigger threat than what they really are.
People should be allowed to zerg if they want to but there should be a risk/reward in this: you can stack a lot of players and still end up being wiped by a small group if it plays correctly, but at
the same time the small group needs to pay more attention too since it can be wiped faster.
So if the problems in point 3 and 4 and healing done to other players get fixed (i'll explain how at the end) the result would be that numbers wouldn't be that big of a problem and big fights
would flow much better and they would be much more anjoyable.
- coordinated groups: again, don't get me wrong, of course they should be stronger than uncoordinated ones but, since healing done to other players is so strong, people can specify their builds
too much in one directions without thinking much about survivability and this leads them to be too strong and as a consequence the uncoordinated groups are forced to call even more players
otherwise they don't have a chance and the result is an unenjoyable laggy mess.
The end result would be that coordinated groups don't need many players anymore becouse a good cordinated aoe burst would be enough to kill enemies and at the same time uncoordinated
groups would have an easier time too becouse coordinated groups would have less healing too. Same situation for attacking/defending keeps, smaller groups would have a better chance
when outnumbered if they play correctly.
So, how do we solve this healing problem ? i thought about 2 ways:
- simply further reducing healing done to other players in battlespirit (by 50% or something significant like that) so it would end up being half (or whatever) than what it is right now.
- (harder but better option) distinguishing 2 cases: "smaller heals" such as vigor or rapid regen are not affected becouse they are fine as they are (they don't heal allies for much); "big heals"
such as resto ulti, secluded grove, breath of life, etc. are affected and they no longer heals allies too but only yourself or something of this sort.
This is what I personally think, but I'm not a game dev or anything like that, so my knowledge is limited and I may not consider all the implications of this changes, so please let me know what
you think.
Edited by BoiledEgg on June 4, 2018 4:46PM