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Disable Weapon Enchants & Poisons in PvP Zones

brandonv516
brandonv516
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Just get it over with already. Instead of adjusting the mess you recently made that is spread all over like a Fletcher Infection (and will be for months until it is fixed), please just consider removing Weapon Enchants and Poisons from PvP zones completely. I say Poisons because the two go hand-in-hand.

Discuss.

Would you even be open to seeing what PvP would be like without either?

Do you think people would forget about these?

What kind of impact would it have on crafters?

How would the PvE crowed react?

What if it was Battlegrounds specific?
Edited by brandonv516 on October 27, 2018 4:40AM
  • TheValar85
    TheValar85
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    Em no? :D How about just simply fixing them?
    GM Of The Lusty Argonian ERP
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  • Vapirko
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    Absolutely not. Enchants and poisons play an integral part in many builds and the new stamina sustain enchant has been a much needed change especially considering all the recent mobility nerfs. And no I’m not using torugs.
    Edited by Vapirko on October 27, 2018 5:19AM
  • MaleAmazon
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    We need a new PvP zone. Perhaps a new Cyrodiil campaign - 'Jyggalag' might be an appropriate name. Just disable everything there. Then whenever someone complains about balance you can respond JPJ ('just play Jyggalag').

    I´m not entirely not serious by the way.
  • TheYKcid
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    Of course we'd want the core issue to be fixed, ideally, but a major change like a recode/rollback is likely to be delayed for 3 months til update 21. In true ZOS style.

    In the meantime, this seems like a reasonable stopgap measure to staunch the bleeding (no pun intended... okay maybe a little).

    I'm not abusing any infused/Torug's setup, and I would GLADLY relinquish my glyphs if it means putting a stop to this fiasco. A non-infused stam restore glyph is the equivalent of 142 regen IF you proc it on cooldown. That's trivial in comparison to the benefits of stopping the abusers.

    Poisons are fine though. Completely irrelevant to the infused/Torug's issue since they have a hard cooldown of 10s. Literally the only overperforming aspect of them was the cost increase, and having been nerfed down to 10% makes them entirely reasonable.
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • GreenHere
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    Seems like it wouldn't be so hard to just revert the enchant proc changes to pre-Nerfmire state, slap a simple "Our bad y'all; we're gonna rethink enchants and try again in a few months!" message on the forums, and call it a day.

    This whole debacle could be addressed in like two hours. But instead... Well, we can all see how well it's going so far.
  • Emma_Overload
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    GreenHere wrote: »
    Seems like it wouldn't be so hard to just revert the enchant proc changes to pre-Nerfmire state, slap a simple "Our bad y'all; we're gonna rethink enchants and try again in a few months!" message on the forums, and call it a day.

    This whole debacle could be addressed in like two hours. But instead... Well, we can all see how well it's going so far.

    No, if they revert the changes it could be years before they try to fix enchants again. I don't want to go back to the old enchants which had no logic or consistency for which ones procced with which skills. The new system would be fine if it wasn't possible for Dual Wield builds to double dip.
    #CAREBEARMASTERRACE
  • oxygen_thief
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    Vapirko wrote: »
    Enchants and poisons play an integral part in many builds and the new stamina sustain enchant has been a much needed change especially considering all the recent mobility nerfs.
    so what? l2p and adapt
  • TheYKcid
    TheYKcid
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    GreenHere wrote: »
    Seems like it wouldn't be so hard to just revert the enchant proc changes to pre-Nerfmire state, slap a simple "Our bad y'all; we're gonna rethink enchants and try again in a few months!" message on the forums, and call it a day.

    This whole debacle could be addressed in like two hours. But instead... Well, we can all see how well it's going so far.

    No, if they revert the changes it could be years before they try to fix enchants again. I don't want to go back to the old enchants which had no logic or consistency for which ones procced with which skills. The new system would be fine if it wasn't possible for Dual Wield builds to double dip.

    What inconsistency?

    Direct-damage enchants procced on direct damage dealt through weaves and weapon abilities.

    Buffed-based enchants (zerker, crusher, etc.) procced strictly on weaves.

    This held true regardless of stam/mag, melee/ranged. No one ever complained about the damage. Good weaving and rotations were rewarded with good uptimes—one of the few nuances of skilled play still remaining in PvP.

    I get it if you're enjoying the proc-on-DoT mechanic we have going right now. It's convenient, fire-and-forget and makes combos less APM-intensive. But let's not act like such dumbed-down play is in the interest of healthy, engaging gameplay.
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • Vapirko
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    Vapirko wrote: »
    Enchants and poisons play an integral part in many builds and the new stamina sustain enchant has been a much needed change especially considering all the recent mobility nerfs.
    so what? l2p and adapt

    *** that, you L2P and adapt.
  • TheYKcid
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    I'd also like to add that the old enchant system didn't favour dual-wield as much as people think it did.

    Yes, it had two full-strength enchants, BUT proccing them was not a guarantee. All the DW abilities strictly procced the mainhand, and only Rending procced the offhand.

    Furthermore, abilities couldn't proc the zerker enchant—you had to depend on weaves for this. HOWEVER, weaves had a 50/50 chance of choosing the main or offhand, regardless of glyph cooldown, so you wouldn't reliably proc it one way or another.

    As a result it was generally more effective to run Nirnhoned+precise on the DW frontbar (better raw stats), leaving the infused zerker on the backbar (more reliable activation).

    All these mechanics were well-understood and accepted. Anyone who used DW to any great extent should've been aware of this.
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • Frawr
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    This is the direction of the game generally: remove damage/effects from player control and make them into procs on sets/items.

    As I have ranted many times, had they left the combat system as it was 4 years ago, pre-CP, pre-all-class-nerfs, I would be enjoying the PVP more.

    If they even just opened a pvp server without all of the 'free' damage (proc sets / poisons / enchants) then I'd be there.

    @ZOS please stop implementing 'free' proc chance damage - it is a sh*t mechanic.

  • Lord_Eomer
    Lord_Eomer
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    Dual wield bleeds with weapon enhancement is ruining BG
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