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Alessia bridge to be destroyed!

  • Gilvoth
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    picgifs-thank-you-3517.gif


    enthusiastic-wrestling-fans-gifs-of-wrestling-fans-being-wrestling-fans.gif
    Edited by Gilvoth on September 16, 2018 5:21PM
  • LonePirate
    LonePirate
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    Another option would be to expand the map ever slightly by roping Bravil into the map officially and making it a capturable town along with Cheydinhal and Chorral. That would give each faction a second capturable town near a home keep and/or gate. It surely wouldn't take much work to add Bravil to the map given how players have already visited it. Fix the entry points to the town and add some NPCs like an innkeeper or two.
  • Jameliel
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    Why does an image of a bunch of clowns jumping up and down on a table enter my mind everytime I read posts by this Wheeler guy and other staff? I'd appreciate a step by step account of how they reach some of these decisions. No ap to repair something that costs ap. Widen rivers and double slaughterfish damage, forcing people to encounter those annoying little groups that spam speed pots, try to focus down anyone they can, and if they cant, then they run around rocks until you get bored.
  • JumpmanLane
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    I think the bridges and mile gates will stay up forever. We’ll probably all crash as soon as we get near one lol.
  • angeleda
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    red_emu wrote: »
    You do not get AP for repairing bridges or milegates.

    My prediction confirmed then. Permanently destroyed bridges, since nobody will want to spend AP to repair them.


    yeah because otherwise you have a lot of usage for AP other than a lucky descent drop from Golden
  • Darkhorse1975
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    DaveMoeDee wrote: »
    DocFrost72 wrote: »
    You do not get AP for repairing bridges or milegates.

    Thank you for the clarification. While I worry about a lack of incentive to repair bridges, infinite AP is worse by far.

    Meh. Bridges ceasing to exist due to never being repaired actually impacts the gaming experience.

    Then again, people serious about getting their zerg across will repair the bridge.

    Ebonheart Pact Corps of Engineers will be there in our time of need.

    Hail! The Skald King's Royal Goat Dragoons will surmount any impending goat path!

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    Master Craftsman!
  • WrathOfInnos
    WrathOfInnos
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    Universe wrote: »
    red_emu wrote: »
    Prepare for permanently destroyed bridges and gates and everyone using the goat paths (is that what they called it?) across the Nibben, and tunnels between Nikel -> Ash, Chal -> BLK.
    Tunnels & small paths... hmm... tight spots... all in favour of destro-ult farming groups that every one is already sick of.... :*

    Maybe this will finally convince @ZOS_Wrobel to change Eye of the Storm.
    This ability shouldn't be allowed to stack or if it can stack, only up to maximum of 2X eye of the storm.

    That would break PVE. It would also be annoying in PVP. For uncoordinated groups, would you really want your 250 ultimate to go to waste because one or two nearby allies had the same idea? Nothing an ally does should remove your ability to use (or deal damage with) a skill, much less an ultimate.
  • Darkmage1337
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    LonePirate wrote: »
    Another option would be to expand the map ever slightly by roping Bravil into the map officially and making it a capturable town along with Cheydinhal and Chorral. That would give each faction a second capturable town near a home keep and/or gate. It surely wouldn't take much work to add Bravil to the map given how players have already visited it. Fix the entry points to the town and add some NPCs like an innkeeper or two.

    100% this. :smiley:
    ESO Platform/Region: PC/NA. ESO ID: @Darkmage1337
    GM of Absolute Virtue. Co-GM of Absolute Vice. 8-time Former Emperor, out of 13 characters. 3 Templars, 3 Sorcerers, 2 Nightblades, 2 Dragonknights, 1 Warden. 1 Necromancer, and 1 Arcanist. The Ebonheart Pact: The Dark-Mage (Former Emperor), The Undying Nightshade, The Moonlit-Knight, The Killionaire (Former Emperor), Swims-Among-Slaughterfish (Former Emperor), The Undead Mage, and The Dark-Warlock. The Aldmeri Dominion: The Dawn-Bringer (Former Empress), The Ironwood Kid (Former Emperor), and The Storm-Sword. The Daggerfall Covenant: The Storm-Shield (Former Empress), The Savage-Beast, and The Burning-Crusader CP: 1,999.
  • Lord_Etrigan
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    Patch note spoiler...since this has come up several times in several different threads...Niben River has been widened in various locations and the shore lines adjusted so there are no ways out of the river. Also Slaughterfish damage has been doubled in Cyrodiil.

    Lol, drops mic!
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  • Universe
    Universe
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    Universe wrote: »
    red_emu wrote: »
    Prepare for permanently destroyed bridges and gates and everyone using the goat paths (is that what they called it?) across the Nibben, and tunnels between Nikel -> Ash, Chal -> BLK.
    Tunnels & small paths... hmm... tight spots... all in favour of destro-ult farming groups that every one is already sick of.... :*

    Maybe this will finally convince @ZOS_Wrobel to change Eye of the Storm.
    This ability shouldn't be allowed to stack or if it can stack, only up to maximum of 2X eye of the storm.

    That would break PVE. It would also be annoying in PVP. For uncoordinated groups, would you really want your 250 ultimate to go to waste because one or two nearby allies had the same idea? Nothing an ally does should remove your ability to use (or deal damage with) a skill, much less an ultimate.


    Eye of the Storm ability morph is rarely used in PVE.
    The preferred ultimate for PVE is Elemental Rage.

    The coordinated ball/farming groups in Cyrodiil who use Eye of the Storm are OP since aoe caps were removed.
    Many of those groups have 6+ storms going at any time in the same area, this is not balanced.
    Something needs to be done to make Eye of the Storm more balanced.
    It can be done in a number of ways:
    1. Nerf to it's overall damage or making this ability morph duration shorter.
    2. This ability can not be stacked or it can only be stacked twice.
    3. Reducing this ability's area of effect by a few meters.
    4. Adding major defile to the caster(self) so it reduces his healing taken by 30%.
    5. Adding aoe caps for this specific ability morph, so it's damage is reduced if more than 6 enemies are affected.


    *This post is related to this discussion's topic since there will be more tight places in which Eye of the Storm will make a difference, making it more balanced is crucial so players won't get significant edge over their enemies from using it.

    @ZOS_Wrobel It will be great if you could adjust Eye of the Storm in Update 20 :)
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  • JumpmanLane
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    Jameliel wrote: »
    Why does an image of a bunch of clowns jumping up and down on a table enter my mind everytime I read posts by this Wheeler guy and other staff? I'd appreciate a step by step account of how they reach some of these decisions. No ap to repair something that costs ap. Widen rivers and double slaughterfish damage, forcing people to encounter those annoying little groups that spam speed pots, try to focus down anyone they can, and if they cant, then they run around rocks until you get bored.

    Funny thing is a lot of those annoying little groups are friends of mine who mostly play Shor and think I’m an idiot for wanting to play Vivec (due to the horrible performance there). Might have to join them and hug towers and craft some speed pots. I got this damage-able bridge thing worsening performance even more.

    I suppose these ZOS devs craft these things on some private in house server with 10 folks on it at any given time tops.

    Unrepairable bridges? Who wants it (much less asked for it). I suppose ball Zergs will be 10 templars, 10 Wardens, 2 StamDK’s, 2 NBs all with 5 stacks of crap to repair mile gates and bridges with Lol.
  • Darkmage1337
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    Update 20 PTS Patch Notes: https://forums.elderscrollsonline.com/en/discussion/435633/pts-patch-notes-v4-2-0

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    Cyrodiil
    General
    -Niben River is now slightly wider in various locations, and safe shorelines have been removed.
    -Crafters take note: Many resource nodes have been moved that were previously in areas where new structures or structures have been placed.
    -Doubled the damage from Slaughterfish. Nom nom!
    -Lunarfang Docks now has a makeshift pontoon bridge which cannot be destroyed.
    Added new tunnels South of Weynon Priory, which leads into “Aldmeri Territory”, and West of Kingscrest Keep, which leads into “Daggerfall Territory”.
    -Added new fishing locations near Bravil and Niben Bay, and the fishing locations on the north side of Bravil have been moved.
    -Moved the book in Chalman Keep to Zimmeron’s war table.
    -Town Guards at Bruma will no longer attack Alliance Guards.
    Keeps
    -Keep walls now have 410,000 HP when upgraded instead of 305,000 HP.
    -Reworked the postern house to be a platform more conducive to siege deployment. This platform also shields the Keep Wall it’s built upon from taking damage until it’s destroyed.
    Milegates & Bridges
    -Bridges are now slightly more elongated compared to their non-destructible cousins.
    Slightly adjusted the terrain around all Milegates and Bridges to aid in deployment of Siege weaponry.
    The following structures have been moved so the impact from Siege weaponry is more accurate:
    -Ash Milegate has moved South
    -Alessia Bridge has moved Northwest
    -Niben Bridge (the second bridge in Niben River) has been moved North
    -Weynon Milegate has moved to the West
    Outposts
    -Added three new Outposts to Cyrodiil: Winters Reach, Harlun’s Outpost and Carmala Outpost
    -These Outposts have been added to the Keep transit network via Dragonclaw, Drakelowe and Brindle respectively.
    Siege
    -Siege damage will no longer critically hit against players. This applies to initial damage and secondary damage effects.
    Towns
    -Added Cyrodiil Towns (Bruma, Cropsford and Vlastarus) to the Keep transit network from Dragonclaw, Drakelowe and Brindle respectively.
    -Placed new Alliance Guards in respawn locations of capturable towns, which can be accessed after jumping down from the safe platform via doors on their associated structures.
    -Cropsford’s “Outlier flag” is now better defended and reinforced with some structures.
    -Updated the respawn points for Vlastarus and Bruma.

    :)
    Edited by Darkmage1337 on September 17, 2018 6:18PM
    ESO Platform/Region: PC/NA. ESO ID: @Darkmage1337
    GM of Absolute Virtue. Co-GM of Absolute Vice. 8-time Former Emperor, out of 13 characters. 3 Templars, 3 Sorcerers, 2 Nightblades, 2 Dragonknights, 1 Warden. 1 Necromancer, and 1 Arcanist. The Ebonheart Pact: The Dark-Mage (Former Emperor), The Undying Nightshade, The Moonlit-Knight, The Killionaire (Former Emperor), Swims-Among-Slaughterfish (Former Emperor), The Undead Mage, and The Dark-Warlock. The Aldmeri Dominion: The Dawn-Bringer (Former Empress), The Ironwood Kid (Former Emperor), and The Storm-Sword. The Daggerfall Covenant: The Storm-Shield (Former Empress), The Savage-Beast, and The Burning-Crusader CP: 1,999.
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