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Random BG's and playing the objective.

  • ArchMikem
    ArchMikem
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    I solo queued into the Ball mode and it was pretty funny. It was the arena map and our team took the ball and ran back to our spawn alcove and sat there. We could see through the hallway the other two teams duking it out for several minutes before they finally came for us.
    CP2,200+ Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Scardan
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    Qbiken wrote: »
    You´re essentially avoiding PvP in a PvP mode, which is just horrible design.

    PvP only means that you are playing against players. Players Vs Players. This does not say anything about the gameplay in PvP mode, so I think that you made wrong assumption. They are avoiding killing in a mode, which is not centered around killing, which is totally fine and they are in PvP because they play against another players. Design is absolutely fine at this point.

    Let's be extremely precise in our use of terms.
  • manny254
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    ESO BGs have suffered from 2 core issues since their introduction.

    1. They fail to be competitive, but they also fail to be casual.
    This mostly comes down to the the poor game balance, 3 team system, and the poor Q system.

    2. Lack of player choice.
    ZoS limited options in fear of a low BG player base, but ironically this prevented BGs from ever having a real player base.
    Everyone has their preferences, but in ESO BGs you are limited to no CP and whatever random game mode you get.

    Don't enjoy most of the game modes or non CP? Well you are SoL.
    Edited by manny254 on January 11, 2021 3:32PM
    - Mojican
  • Sarannah
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    Sarannah wrote: »
    Artorias24 wrote: »
    We can all agree that Deathmatch is the most popular game mode i guess.
    Maybe among pure PvPers, but not to everyone else. Anyone else includes: PvE'ers, less skilled players, older players, more tactical players, players new to PvP, etc.

    Strangely, getting killfarmed is not appealing to some of us.

    Can you stop calling "avoiding every Player versus players" "tactical" your essential framing/bashing the entire player Vs player community
    When all teams go for objectives in objective based BG's, a PvP battle breaks out. So tactical is not avoiding PvP.

    When one team is killfarming another team far away from objectives, the third team at the objective will be winning. Yet not while avoiding PvP in any way.

    Calling tactical avoiding PvP is a weird saying, as it happens in a BATTLEGROUND. Technically it is those who do not go for objectives that are avoiding PvP, as they are less likely to encounter enemy players.

    Edit: Been thinking about PvP fairness some more. What if instead of MMR, we used alliance rank for groupforming? Alliance ranks range from 1-50, so different ranges for alliance ranks 1-10 / 11-20 / 21-30 / 31-40 / 41-50. Similar to the way low level BG's are formed. Alliance ranks seem to most accurately show a persons experience in PvP.
    Edited by Sarannah on January 11, 2021 3:44PM
  • caperb
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    Sarannah wrote: »
    Sarannah wrote: »
    Artorias24 wrote: »
    We can all agree that Deathmatch is the most popular game mode i guess.
    Maybe among pure PvPers, but not to everyone else. Anyone else includes: PvE'ers, less skilled players, older players, more tactical players, players new to PvP, etc.

    Strangely, getting killfarmed is not appealing to some of us.

    Can you stop calling "avoiding every Player versus players" "tactical" your essential framing/bashing the entire player Vs player community
    When all teams go for objectives in objective based BG's, a PvP battle breaks out. So tactical is not avoiding PvP.

    When one team is killfarming another team far away from objectives, the third team at the objective will be winning. Yet not while avoiding PvP in any way.

    Calling tactical avoiding PvP is a weird saying, as it happens in a BATTLEGROUND. Technically it is those who do not go for objectives that are avoiding PvP, as they are less likely to encounter enemy players.

    Even when all teams decide to go for objectives, the team that avoids PvP will win. I mean, when two teams are fighting for a flag usually the third team will get away with all the points while effectively avoiding combat.

    When two teams decide to fight eachother instead of mindlessly running for the flags the third team has a choice: either communicate and use tactics to participate in the fight or go for the empty flags and "win" the game.

    Point is that you don't need tactics in flag games as it is just taking static objectives, while you will only be able to kill other players in a deathmatch when actually using tactics.
  • FENGRUSH
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    Sarannah wrote: »
    Sarannah wrote: »
    Artorias24 wrote: »
    We can all agree that Deathmatch is the most popular game mode i guess.
    Maybe among pure PvPers, but not to everyone else. Anyone else includes: PvE'ers, less skilled players, older players, more tactical players, players new to PvP, etc.

    Strangely, getting killfarmed is not appealing to some of us.

    Can you stop calling "avoiding every Player versus players" "tactical" your essential framing/bashing the entire player Vs player community
    When all teams go for objectives in objective based BG's, a PvP battle breaks out. So tactical is not avoiding PvP.

    When one team is killfarming another team far away from objectives, the third team at the objective will be winning. Yet not while avoiding PvP in any way.

    Calling tactical avoiding PvP is a weird saying, as it happens in a BATTLEGROUND. Technically it is those who do not go for objectives that are avoiding PvP, as they are less likely to encounter enemy players.

    Edit: Been thinking about PvP fairness some more. What if instead of MMR, we used alliance rank for groupforming? Alliance ranks range from 1-50, so different ranges for alliance ranks 1-10 / 11-20 / 21-30 / 31-40 / 41-50. Similar to the way low level BG's are formed. Alliance ranks seem to most accurately show a persons experience in PvP.

    Domination is best played by avoiding PvP. Battlegrounds are made for PvP. The best way to play a PvP game mode should not be avoiding it at all costs, yet it has been proven time and time again. The only time killing is the best option in domination is when the opponent is unreasonably outclassed.

    I'd love having more tactical and strategic environments playing a part in the objective based game mode. But that isnt the case when the option always is the same. You're not making tactical choices at that point.

    So while you may have points about preference and design, stating domination is strategic is not the hill to die on for this discussion.
  • MurderMostFoul
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    Two solutions I would support:

    1. Increase the probability of getting DM in matchmaking to 50%, so when playing BGs you'll average DM about half the time and the objective modes the other half of the time.
    2. Split the queues to:
    -Group Deathmatch
    -Group Objective
    -Solo Deathmatch
    -Solo Objective

    @ZOS_GinaBruno, I don't think it could be any clearer that the vast majority of BGers want to be able to play DM more often. Please address this issue and make a bunch of folks happy.
    “There is nothing either good or bad, but thinking makes it so.”
  • Sarannah
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    We are just going to have to agree to disagree, guys! :smiley:

    Going to repeat this, since it might be something worthwhile: Been thinking about PvP fairness some more. What if instead of MMR, we used alliance rank for groupforming? Alliance ranks range from 1-50, so different ranges for alliance ranks 1-10 / 11-20 / 21-30 / 31-40 / 41-50. Similar to the way low level BG's are formed. Alliance ranks seem to most accurately show a persons experience in PvP.
    Edited by Sarannah on January 11, 2021 4:01PM
  • manny254
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    Sarannah wrote: »
    We are just going to have to agree to disagree, guys! :smiley:

    Going to repeat this, since it might be something worthwhile: Been thinking about PvP fairness some more. What if instead of MMR, we used alliance rank for groupforming? Alliance ranks range from 1-50, so different ranges for alliance ranks 1-10 / 11-20 / 21-30 / 31-40 / 41-50. Similar to the way low level BG's are formed. Alliance ranks seem to most accurately show a persons experience in PvP.

    For starters Alliance War Rank is merely a matter of AP gained and time played. The faster you earn AP the less time played is needed, but this is meaningless with how long the game has been out.

    Neither of these things actually show how skilled a player is in PVP. There are plenty of rank 50 players that have no idea how to actually PVP.

    The biggest problem is of course that players can simply make a new character.

    Edit: I have heard of someone getting Grand Overlord by only repairing walls. If that tells you anything about how meaningful AR rank is.
    Edited by manny254 on January 11, 2021 4:16PM
    - Mojican
  • manny254
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    FENGRUSH wrote: »
    Sarannah wrote: »
    Sarannah wrote: »
    Artorias24 wrote: »
    We can all agree that Deathmatch is the most popular game mode i guess.
    Maybe among pure PvPers, but not to everyone else. Anyone else includes: PvE'ers, less skilled players, older players, more tactical players, players new to PvP, etc.

    Strangely, getting killfarmed is not appealing to some of us.

    Can you stop calling "avoiding every Player versus players" "tactical" your essential framing/bashing the entire player Vs player community
    When all teams go for objectives in objective based BG's, a PvP battle breaks out. So tactical is not avoiding PvP.

    When one team is killfarming another team far away from objectives, the third team at the objective will be winning. Yet not while avoiding PvP in any way.

    Calling tactical avoiding PvP is a weird saying, as it happens in a BATTLEGROUND. Technically it is those who do not go for objectives that are avoiding PvP, as they are less likely to encounter enemy players.

    Edit: Been thinking about PvP fairness some more. What if instead of MMR, we used alliance rank for groupforming? Alliance ranks range from 1-50, so different ranges for alliance ranks 1-10 / 11-20 / 21-30 / 31-40 / 41-50. Similar to the way low level BG's are formed. Alliance ranks seem to most accurately show a persons experience in PvP.

    Domination is best played by avoiding PvP. Battlegrounds are made for PvP. The best way to play a PvP game mode should not be avoiding it at all costs, yet it has been proven time and time again. The only time killing is the best option in domination is when the opponent is unreasonably outclassed.

    I'd love having more tactical and strategic environments playing a part in the objective based game mode. But that isnt the case when the option always is the same. You're not making tactical choices at that point.

    So while you may have points about preference and design, stating domination is strategic is not the hill to die on for this discussion.

    This is pretty spot on, but I would add that Crazy King and Capture the Relic are similarly about avoiding PVP.

    Crazy King becomes more about avoiding PVP the longer the the match goes on, and Capture the Relic is a joke with how imov pots work right now.
    - Mojican
  • OlumoGarbag
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    Sarannah wrote: »
    We are just going to have to agree to disagree, guys! :smiley:

    Going to repeat this, since it might be something worthwhile: Been thinking about PvP fairness some more. What if instead of MMR, we used alliance rank for groupforming? Alliance ranks range from 1-50, so different ranges for alliance ranks 1-10 / 11-20 / 21-30 / 31-40 / 41-50. Similar to the way low level BG's are formed. Alliance ranks seem to most accurately show a persons experience in PvP.

    That wouldn't work very well. I have 15 PvP ready chars and only one of them I "main" the rest are fairly low and get replaced from time to time with a new race.

    Besides we already have exactly what you want. MMR is increased by times played in bgs similar to AR gained by times play in PvP activities.

    MMR should instead be more dynamic. You perform well in a gamemode you get upgraded until you perform average (unless you perform well all the time which gets you in max MMR) if you perform worse then the other players you get downgraded. That way everyone would get play in their own casual to sweaty nerd scale. The only problem is, that healers will always get ranked way way way too low since there is only one archievment to get and 500k healing is super easy to get on a DD as well.

    Edit: low lvl bgs don't get formed by player lvl. They are formed by mmr as well
    Edited by OlumoGarbag on January 11, 2021 4:18PM
    class representative for the working class, non-cp, bwb and Trolling
  • wild_kmacdb16_ESO
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    manny254 wrote: »
    FENGRUSH wrote: »
    Sarannah wrote: »
    Sarannah wrote: »
    Artorias24 wrote: »
    We can all agree that Deathmatch is the most popular game mode i guess.
    Maybe among pure PvPers, but not to everyone else. Anyone else includes: PvE'ers, less skilled players, older players, more tactical players, players new to PvP, etc.

    Strangely, getting killfarmed is not appealing to some of us.

    Can you stop calling "avoiding every Player versus players" "tactical" your essential framing/bashing the entire player Vs player community
    When all teams go for objectives in objective based BG's, a PvP battle breaks out. So tactical is not avoiding PvP.

    When one team is killfarming another team far away from objectives, the third team at the objective will be winning. Yet not while avoiding PvP in any way.

    Calling tactical avoiding PvP is a weird saying, as it happens in a BATTLEGROUND. Technically it is those who do not go for objectives that are avoiding PvP, as they are less likely to encounter enemy players.

    Edit: Been thinking about PvP fairness some more. What if instead of MMR, we used alliance rank for groupforming? Alliance ranks range from 1-50, so different ranges for alliance ranks 1-10 / 11-20 / 21-30 / 31-40 / 41-50. Similar to the way low level BG's are formed. Alliance ranks seem to most accurately show a persons experience in PvP.

    Domination is best played by avoiding PvP. Battlegrounds are made for PvP. The best way to play a PvP game mode should not be avoiding it at all costs, yet it has been proven time and time again. The only time killing is the best option in domination is when the opponent is unreasonably outclassed.

    I'd love having more tactical and strategic environments playing a part in the objective based game mode. But that isnt the case when the option always is the same. You're not making tactical choices at that point.

    So while you may have points about preference and design, stating domination is strategic is not the hill to die on for this discussion.

    This is pretty spot on, but I would add that Crazy King and Capture the Relic are similarly about avoiding PVP.

    Crazy King becomes more about avoiding PVP the longer the the match goes on, and Capture the Relic is a joke with how imov pots work right now.

    I agree, but I will say that when PVP does happen in these objective based game modes, it can lead to some fun and varied encounters, rather than the ball group game of chicken that deathmatch can turn into.
  • J2JMC
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    As mentioned, the issue is mostly resolved by having only two teams fighting each other. I have to imagine this came up as part of the discussions on improving battlegrounds, so I'm not sure why ZOS is so reluctant. Two teams of five would be ideal imo. The extra person per team allows for more strategy from coordinated groups, and queue times should theoretically be faster since you only need to match 10 people instead of 12. A proper mmr system should also be easier to implement, so it should be easier to

    Random forum posts about stuff like this aside, I genuinely think pvp players should try to coordinate and campaign for ZOS to eliminate the third team from BG's.
    Knee Jerk, L2P, Obtuse, Casual, Entitled, All The Best, unnecessary mention of CoD

    Battle leveling for pve content defeats the idea of progression. Remove CP

    "Apparently the players are more informed than we are"-Richard Lambert

  • FangOfTheTwoMoons
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    Qbiken wrote: »
    I know several people who will instantly leave a game if it's Capture the Relic or Domination due to how poorly the game modes are designed. In my opinion the modes needs rework. My suggestions:

    Domination:
    The core mechanic of the game mode is still the same but you no longer get as many points for simply holding more flags. Instead you're rewarded more points for killing enemy players on flags (both defensive and offensiv executions). So less points for simply holding flags and avoid the enemy teams, and more points for engaging in combat.

    Capture the Relic:
    Here there are several ways to fix this mode, and most of them has to do with bug fixes tbh. My main suggestion is to remove each teams individual relic and have the game mode spawn a relic in the middle of the map that your team has to bring back to your base. While carrying the relic you can't benefit drom expedition or other movement speed bonuses, but you can sprint. This change forces you to engage in combat with the other teams instead of sitting at your own flat guarding/camping the relic.

    And this has nothing to do with hating on objective based game modes, because I uses to enjoy them a few patches ago. But when a team can win a game by not engaging into PvP (and PvPin my book means you fight other players, not avoiding them) in a battleground, something is wrong and needs to be changed.

    And battlegrounds desperately needs a propper AND VISABLE ranking system (with appropriate rewards). This is the main issue that prevents battlegrounds to actually be really good content.

    Fantastic suggestions! ZOS should hire you xD
  • SgtNuttzmeg
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    Sarannah wrote: »
    Honestly, deathmatch is the only mode I dislike. Some players just seem invincible for some reason. I do love objective based BG's. As those are more about clever tactics than overpowered builds. This is probably why PvPers do not like those modes, while I think they are perfect. Especially when you are drawn in a 1-vs-1 or 1-vs-2 situation in those BG's... thats freaking awesome.

    But ALL BG's are no fun when MMR kicks in. Remove MMR and make players fully random please. MMR is really unfair if you happen to enjoy BG's and win a couple of times in a row. It then queue's you against every full PvP player/team. Which really destroys the fun if you are not into PvP but like to do the occasional match as a solo player.

    The last three days I ran two BG's per day. Happened to win both BG's the first two days, and now today I kept getting placed against teams I do not even stand a chance against. Today took me three tries to just get the daily random experience from a BG. This to me sucks the fun out of it, so make it truly random and drop MMR. The MMR system is fully stacked against non-PvPers who enjoy the occasional PvP.

    PS: This post is made by a non-PvPer, who does sometimes like to PvP.

    MMR is the only thing keeping your games balanced. Trust me it takes far more than two wins to get into high MMR.
    Sarannah wrote: »
    Artorias24 wrote: »
    We can all agree that Deathmatch is the most popular game mode i guess.
    Maybe among pure PvPers, but not to everyone else. Anyone else includes: PvE'ers, less skilled players, older players, more tactical players, players new to PvP, etc.

    Strangely, getting killfarmed is not appealing to some of us.

    I think this problem stems from the meta and not the game mode. It's a very hostile meta in my opinion for newer players as it is very punishing for not playing the meta. If you look back to this point last year the meta was alot easier. It was New Moon/Bloodspawn/Insert a Damage Set/ BRP Dual Weild. Everything was known and since new moon was craftable it was really easy to get. As long as you kept your hots going and stayed with your team you were fine.

    Right now it is too easy for those that know what they are doing to dominate those that don't. If you aren't wearing heavy, aren't stacking multiple hots and burst heals you are likely not going to be able to out heal the dots and die. It only got worse this patch because now most of the really bad procs are unpurgable. Last patch you could atleast purge them.

    What we need is a shift in the meta that allows for it to be more forgiving. We need less damage from proc sets, and to move away from a heavy armor only meta. This will buff the general players healing because they will invest more in to damage and will allow for a more forgiving builds. We also need to look at certain heals and skills. Artic blast is a really bad one that needs to be reworked.
    Legions of Mordor Core

    Cold0neFTBs
  • PhoenixGrey
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    -Let us choose game mode.
    -Fix queue time by removing MMR
    -Buff magicka classes so that I don't spawn camp them anymore (This is all I do irrespective of game mode and it getting boring tbh)
    Edited by PhoenixGrey on January 11, 2021 8:45PM
  • OlumoGarbag
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    -Let us choose game mode.
    -Fix queue time by removing MMR
    -Buff magicka classes so that I don't spawn camp them anymore (This is all I do irrespective of game mode and it getting boring tbh)

    Don't play light armor easy fix.
    Mag is meta in bgs due to brp/ vate destro.

    That being said the meta sucks and needs to be changed, stat based light armor builds are severely underperforming. Medium Armor is only viable when combined with 6-7 well fitted and a roller build.
    Light/medium Armor needs a big buff.
    In the past patches the Regen from light/medium was one of the biggest advantages over heavy. But now with the +40% recovery on pots you can sustain any build in heavy just fine. Compared to that light/medium recovery is mediocre at best
    class representative for the working class, non-cp, bwb and Trolling
  • newtinmpls
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    But the group que is Deathmatch only (sometimes with a ball, flags or a relic yet still a Deathmatch)

    I play on weekends with a group of friends. For two of us this is the only way we would ever do BG: with friends. We try to play the game, and do not do the "all deathmatch, all the time" but you are right in that it seems that quite a few - and this is both people and groups - are "deathmatch only" and are a cross between depressing and annoying to play "with".
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • Joy_Division
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    Sarannah wrote: »
    Sarannah wrote: »
    Artorias24 wrote: »
    We can all agree that Deathmatch is the most popular game mode i guess.
    Maybe among pure PvPers, but not to everyone else. Anyone else includes: PvE'ers, less skilled players, older players, more tactical players, players new to PvP, etc.

    Strangely, getting killfarmed is not appealing to some of us.

    Can you stop calling "avoiding every Player versus players" "tactical" your essential framing/bashing the entire player Vs player community
    When all teams go for objectives in objective based BG's, a PvP battle breaks out. So tactical is not avoiding PvP.

    When one team is killfarming another team far away from objectives, the third team at the objective will be winning. Yet not while avoiding PvP in any way.

    Calling tactical avoiding PvP is a weird saying, as it happens in a BATTLEGROUND. Technically it is those who do not go for objectives that are avoiding PvP, as they are less likely to encounter enemy players.

    Edit: Been thinking about PvP fairness some more. What if instead of MMR, we used alliance rank for groupforming? Alliance ranks range from 1-50, so different ranges for alliance ranks 1-10 / 11-20 / 21-30 / 31-40 / 41-50. Similar to the way low level BG's are formed. Alliance ranks seem to most accurately show a persons experience in PvP.

    We're not denying that avoiding actually fighting players is a good strategy - to use the literal definition - to get this highest score.

    If you want to think /sitchair on an objective and watching others players fight each other should equate to winning in an environment called "player Vs. player," that is your prerogative and you are entitled to that.

    But that sort of scoring mechanism is going to leave a sour taste to people who actually enjoy and spend money for this game's PvP, because the expectation in a system that is ostensible geared to them will be combat oriented Vs. players.

    From the various posts in this thread, it sounds like part of the reason motivating your preferences is because you feel it is more inclusive to "occasional" PvPers because they can contribute to the scoreboard even though, in your words, when they come against an experienced PvPer, they are just "killfodder." This is antithetical to the core of competition; if there is a scoreboard and if easier conditions are enabled to score higher, then the scoreboard is not representative of actual competition. It would be if the Olympics awarded more points to an ice skater who did a single twist jump than someone who executed a double twist. The event would be more inclusive, but it wouldn't be a competition to determine who is the most skilled skater.

    "Occasional" PvPers, if they don't enjoy being killfodder, should go to Cyrodiil because the environment is much more forgiving since the map is so big and there are many players so that these occasional PvPers rarely become the single target of experienced players, thus the margin for error is very high. That system is designed to be inclusive.
    Edited by Joy_Division on January 12, 2021 8:09AM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • OlumoGarbag
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    I think a working MMR system would fix alllllllll the problems the casual PvP community has with combat based Battlegrounds.
    Before the last 2 MMR resets it was almost impossible to be grouped up against max MMR players if you weren't at least medium to high MMR.

    So any casual BG quer had only to worry about other people on their lvl.
    They had people in their own skill range to practice on and to get gud. This let to people actually enjoying PvP, striving to improve, asking / searching for advice and overall a more healthy environment.
    You learned to get your combo right-> you instantly performed alot better
    Now with proc sets you just slot those op sets spam the skill that procs all 3-4 proc sets and have instant gratification for your "skill" no need to improve and sadly also no way to improve anymore. Leading to a much more toxic environment.

    Everytime I created a new char and got into one of those 0 MMR bgs I got 60+ kills and I never got hate whispers. People asked how this is possible, so I showed them and crafted meta gear for their class + gave them a build.

    class representative for the working class, non-cp, bwb and Trolling
  • PhoenixGrey
    PhoenixGrey
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    -Let us choose game mode.
    -Fix queue time by removing MMR
    -Buff magicka classes so that I don't spawn camp them anymore (This is all I do irrespective of game mode and it getting boring tbh)

    Don't play light armor easy fix.
    Mag is meta in bgs due to brp/ vate destro.

    That being said the meta sucks and needs to be changed, stat based light armor builds are severely underperforming. Medium Armor is only viable when combined with 6-7 well fitted and a roller build.
    Light/medium Armor needs a big buff.
    In the past patches the Regen from light/medium was one of the biggest advantages over heavy. But now with the +40% recovery on pots you can sustain any build in heavy just fine. Compared to that light/medium recovery is mediocre at best

    Magicka classes dont do damage. If you are in the fight long enough, its only a matter of time

    Even the most cheesy magicka proc build or max spell damage build do predictable and lower dps in comparision to meta stam based builds.
  • Kalik_Gold
    Kalik_Gold
    ✭✭✭✭✭
    Put it back the way it originally was. Choice, Random, Team or Solo. As a bonus add in CP enabled option as well. - Thanks
    PvP Pure-Class:
    Ras Kalik a Redguard Templar, the Vestige Main
    Goliath of Hammerfell a Redguard Dragonknight
    Jux Blackheart a Redguard Nightblade
    Aurik Siet'ka a Redguard Necromancer (Vampire Tank)
    Cacique the Sage of Ius a Redguard Warden
    Kaotik Von Dae'mon a Redguard Sorcerer (Healer) Breton
    Styx of Akatosh a Goblin Arcanist Argonian

    PvP: Subclassed or Specialty
    Movárth Piquine a Nord Vampiric Necromancer (Tank)
    Voa a Priest of Sep a Redguard Necromancer (Healer) Breton
    Tsar af-Bomba a Redguard Vampiric Nightblade (Bomber)
    Two-Big-Horns an Orc Arcanist /Sorcerer
    Uri Ice-Heart the Twin a Nord Vampiric Warden (Ice-Theme)

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Herzog Zwei the Genesis an Akavari Templar (Healer) Breton
    Bates Vesuius of Dawnstar an Redguard Dragonknight (Mag-Damage) Imperial
    Tyrus Septim an Imperial Sorcerer (Stam-Damage)

    PvE: Specialty
    Tav'i at-Shinji a Redguard Warden (Solo Arenas) Imperial
    Lucky Hunch the Gambler - a Redguard Nightblade (Thief)

    Still leveling...
    Zenovia at-Tura a Redguard Sorcerer (Lycan) Imperial
    Yesi af-Kalik a Redguard Templar



    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant
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