As its only finally becoming clear to the devs, as it has been clear to anyone who actually plays in cyrodil that [snip], AOE tests and CP tests even with destroying as much of the games core components as possible don’t actually fix anything because ball groups will find a work around. So since it can be concluded no half baked test is fixing it, it may as well be stripped to be as barebones as possible and be brought back from there. It has easily the worst, most inc
I suggest as a starting point Cyrodil have
No guards - guards especially in a keep spam as many aoes and give out as many effects as players, I am of course in PvP aren’t I? Why am I dealing with so many PvE elements who presence is definitely not helping to improve performance.
No large groups - This one is pretty self explanatory, when was the last time you saw a 2 or 3 man group causing your frames to drop to the point where the game became unplayable? Many zerglings will race to defend their easy skill free play mode but how much further will the game change and population decline to accomodate this handful of players? What will be the point of your 14 man radiating regen spamming group when the servers and campaigns are dead. Nearly every balance and change is literally to combat this one issue, why not tackle the issue head on and remove large groups? You are still on a faction and on the same team as everyone else on your faction, there is no need to share the heals and buffs of absolutely every person within your vicinity. I see me unable to fire off an ability or barswap as you spam radiating regen for the 5th time in a row as the greatest problem this game has ever faced.
Health Caps - there has been an ever increasing number of 60k+ health tanks running around cyrodil in sets like thews of the harbinger, which is its on problem in itself. The major issue is that if one of these players decides to sit on a resource they can essentially stop normal players from capping and a group of these can just continue to walk out and burn siege only because of the giant health pool they have, in battlegrounds half the game modes are essentially turned in to death match when these builds just play objective. Health should be hard capped at 30k in CP and 25k in no CP, in order to keep the game fast paced and stop it from devolving amy further in to troll tank cheese build playstyle any further.
Less siege - It is beyond me as to why the siege cap was increased, performance was getting significantly worse at the time, if anything there should be less siege available designed to kill players and more to destroy walls and doors. Half the time I’m getting hit by siege it’s usually from some zergling spamming it on me solo or in a 2 man whilst he fires it on his large group to debuff and damage the players they already outnumber.
[Edited to remove Bashing]
Edited by ZOS_ConnorG on September 29, 2020 3:45PM