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Fixing PvP- Original Idea

AusarViled
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Hello, reader... this will be a controversial post so get ready to cringe- let me tell you about myself first to establish credibility.

1) played MMOs for nearly 10 years, and have nearly 55K hours in mmos collectively .
2) have 750 hours in eso, 500 on steam, nearly 200 on this account, most of the played time is in BGs

The Problem

Eso struggles from what i will call the damage implosion effect, it is caused by stats that run out of control due to the CP system- while nerfed- did not address the core issues because of one reason- one can not balance PvE and PvP at the SAME time. I seen this discussion here before... but here is the 500Iq those posts miss, that this solution is in itself a SYMPTEM.

The true cause of the poor balancing and struggle in eso occurs due to the metas creates in game, through poor decisions on Zos. This post shall attempt to fix most if not all CORE issues.


Ultimates

All ultimate's should be channeled, there is no reason for abilities so powerful to just activate. They should be used strategically and not spammed as a 'get F of me'. This is poor design which promotes no thinking and zerging. Minimum 5-6 second channel time for any ultimate, so they can act as traps


Dragging Hit boxes

Templar

The first poor cause of combat in eso is the inconsistent and poorly designed hit boxes, that do not PUNISH mistakes. This results in abilities that are spammed with no risk. Here are simple fixes to some of the most egregious skills.


1) Biting Jabs / sweep- once selected and used, should lock the user in place, there should be no reason [both physics] and logic, that a fighter -even with magic- should be capable of leaning forward and twisting and turning like made of clay. Logic aside, add a modifier to jabs, that if the first hit misses, the character becomes unbalanced, if hit will knock them down.
2) piercing javelin- The ability should not track to the enemy, make it a single straight box that travels- if it misses your cool down is increased by 5 seconds
3) focused charge: the charge should begin slowly then accelerate without the ability to cancel it, that would allow you to dodge it, and hit the templar in movement
4) sunflare: should be aimed, and made into a cc like archers aoe, should be no reason such a power ability auto locks
5) Backlash- should be limited to an enemy directly in front of you, no reason it should be active from behind
6) Radiant destruction: should be an aimed cone, and reduce so that it activates if enemy has min 25% hp like all executes

Necromancer

1) Skull / Blast Bones: should not track, should require aiming at enemy- same treatment as javalin. Being at range should always be harder then being up close
2) Skeletal mage: should only fire in straight lines [cant move either]
3) Death scythe: cap at to 25% hp recovered, locks direction and impossible to move to realign your hit.
4) bone totem: make it pulse once, and apply 6 second of fear, or once for the buff [you can get knocked out of it, and miss your buff]
5) spirit mender: same way, make it a burst heal, in cc aoe.

Warden

1) the bear must engage each enemy manually, and not attack/ harass without you doing anything. If you want the bear to swipe, you must press the button, costs 10 ultimate [removes the execute from the ability] . This also applies to all sorc pets. No free damage for you.

2) Dive: no tracking, single strait line
3) scorch: should act like a trap, put a warden rune, and only activates if enemy steps on it- morph to cone, line, or mine field
4) swarm: should be active only in the cc area you put it down in, removes all invisibility while you stand in it.
5) Frost cloak: should have a 15 second cool down, same as all shields: impossible to reset it

Sorc / Mage Guild / Psycjic order

- All spam able aoes, need to fully expire before you put them down again. Due to massive regan, one can simply spam aoe until you hit the enemy. Bad design
- single targets, should be made into cones, that become more narrow the further away you are [should be nearly impossible to line up far away]
- Dark Exchange: make it consume 100% of your stamina [simple fix]
- curse: should disappear if you knock down the sorc within the 4 seconds [loose focus]
- mages fury: should be manually aimed, does exponentially less damage the further you are.
- bolt escape: should stun you after you escape, make it 35M in a random direction [to make it harder to use]
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NightBlade

-Blade: remove the ranged execute, your a malee class play like one [or make it aimed like all sorc abilities]
-teleport strike: increase the distance to 35M, but make it aimed, the damage is done through a 1M aoe
-Mark Target: remove the heal on marked target or add a 8 second timer on it
-grim focus: switch to heavies only
strike: turn this ability into a bomb, stun from all directions, but must be aimed
cloak: make its effect permanent, but can not recast until the target hit with it has died. No escaping into shadows to avoid hits [bad game design]
shade: should be a turret like skeleten for necro: does not move beyond area its spawned
Stife_ get rid of this ability entirely, its not needed for NB
criple /drain power- acts like swarm

Dragon Knight

-whip: give it a 3 second charge up, cant cancel but increase its range by 16M
-searing strike: make it arc up to 6M, but roots you, and you cant animation cancel
-fire breathe: increase the range to 50M, decrease its damage the further away you get- locks in place on cast
-fiery grip: must be manually aimed, should not teleport player but drag them: dodge roll to get out of the pull
-: inferno: like other turrets is limited to area it was used
Leap: increase range to 50M like teleport, remove the knock down
Stone fist: if first hit misses, should reset cool down, not continue being spammed


Vampire:

Remove all stages of vampirism, and make stage 2 the default. Increase the damage of drain to 100% and make it a pool like sorc storm pool. Rest of abilities are fine

Werewolf

make all the abilities have friendly fire, and werewolves being able to be hit by allies attacks- should fix them.

All malee weapons

Add a stagger effect, if you ability is blocked, you should stagger and get 'unbalanced', if your attack misses, you gain -40% movement speed, to prevent spamming

-Critical rush: increase range to 30M, remove all damage from this ability. Should be a gap closer.
-flurry: should be unable to pierce block at all, daggers dont pierce shields or swords.
-whirlwind: add actual cones instead of a hit scan, i recommend one blade every 15 degrees of arc around player

Bow

- Sorry you bow mains, but you range is getting reduced by 70%. At the speed the player fires the bow, is only doable with a short bow, if a trained archer can fire about 1 arrow every 2.5 seconds with accuracy at range longer then 30M.
- poison abilities: do not stack, change them to bleed, poison, stun, and slow. [Injection, lethal arrow, etc]

Second Major Problem with PVP- SETS

In comp you have 2 options, proc or tank, so the solution is simple.

1) set max resist in pvp to 18K, so that people actually die.
2) make all proc sets in pvp illegal

3) increase all players HP by 15K in pvp, and regulate it by class.
DK: 35K, NB: 20K, Wa: 35K, Sorc: 20K, Necro: 30K, WW: 25K, Vamp: 25K, Temp: 25K etc


... this will remove the garbage meta in game, and open a lot of options [GW2, does this by controlling the usable limit of gear, you do not need to do this.]

Bad Match Making system

Add tracked K/D ratio, and match players by skill not by level.
Add CP count bracket and merge pvp ques: 1-20, 21-31, 32-40, 41-50, CP under 160, 160-230, 231-300, 301- 370, etc
Add actual reason to pvp: award 500 end for pvp quots : kill 300 players, take 2 forts, etc


Bad Servers:

I have rarely played a pvp game where ping was above 50, invest the money given to you and actually upgrade your servers, stop giving players excuses.


Overall

thanks for reading this post, and i know your typing right now "your wrong' .... tell me if you disagree or if you agree. I doubt i am a vocal minority
  • GetAgrippa
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    5 to 6 second channel on all ultimates? You're aware that adding a .4 second cast time on bursty ults was a hugely controversial decision, right? One that is despised by huge swaths of the player base. This is an absolute non-starter. Sorry, I stopped reading there.
    Edited by GetAgrippa on June 23, 2021 7:25PM
  • Sarannah
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    As a PvE player my issue isn't with balance at all. So none of the things you suggest would make me try PvP. This is a mistake PvP'ers often make. Balance does play some part in players disliking PvP, but it is so minimal it doesn't even matter. Especially since balance is never 100% fair anyways. But for PvP'ers, balance is all that comes to their mind on why PvE'ers would dislike PvP.

    For PvE'ers (like me) there needs to be progress, even when losing 100% of all PvP fights. For example: The IC. I'd be in there if all mobs gave some AP as well, and the telvar loss wasn't that harsh(10%). No AP from mobs at all and 0% telvar loss on death, still wouldn't get me in there. As there would be no progress still. With AP from mobs, everyone would progress. Even those losing PvP. When you risk PvP, you should progress in PvP(alliance rank).

    There should be progress in PvP, even for those that keep losing. Especially for those that keep losing, so they can grow into PvP. That would fix PvP.
    Edited by Sarannah on June 23, 2021 7:36PM
  • AusarViled
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    the player base
    GetAgrippa wrote: »
    5 to 6 second channel on all ultimates? You're aware that adding a .4 second cast time on bursty ults was a hugely controversial decision, right? One that is despised by huge swaths of the player base. This is an absolute non-starter. Sorry, I stopped reading there.

    yes i am aware, and it was a good decision, for health of the game, devs need to put their foot down. PvE players dont care about pvp, and these changes only effect pvp. You can still spam your ultimates in pve. Pvp should require skill. There is no skills involved in 4 players press U at same time.

  • GetAgrippa
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    AusarViled wrote: »

    yes i am aware, and it was a good decision, for health of the game, devs need to put their foot down. PvE players dont care about pvp, and these changes only effect pvp. You can still spam your ultimates in pve. Pvp should require skill. There is no skills involved in 4 players press U at same time.

    You're asking for a completely different game. This wouldn't be the same game anymore. I don't like any of your suggestions for pvp at all.
  • AusarViled
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    Sarannah wrote: »
    As a PvE player my issue isn't with balance at all. So none of the things you suggest would make me try PvP. This is a mistake PvP'ers often make. Balance does play some part in players disliking PvP, but it is so minimal it doesn't even matter. Especially since balance is never 100% fair anyways. But for PvP'ers, balance is all that comes to their mind on why PvE'ers would dislike PvP.

    For PvE'ers (like me) there needs to be progress, even when losing 100% of all PvP fights. For example: The IC. I'd be in there if all mobs gave some AP as well, and the telvar loss wasn't that harsh(10%). No AP from mobs at all and 0% telvar loss on death, still wouldn't get me in there. As there would be no progress still. With AP from mobs, everyone would progress. Even those losing PvP. When you risk PvP, you should progress in PvP(alliance rank).

    There should be progress in PvP, even for those that keep losing. Especially for those that keep losing, so they can grow into PvP. That would fix PvP.

    that is not how pvp works, pvp is always for the hardcore of the fans, if you cant make progress by getting better, you will stay where you are. That is how it works, go play any game with pvp. There should be no easy option
  • Hymzir
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    Okay yeah, look, I stopped reading half way through your proposal. What you are describing is a whole another game. I'm not saying it wouldn't work, heck it might even be fun, who knows. But I'm quite surem that ESO players wont get on board with the idea of basically changing absolutely everything, and turning the game into some other completely different game.

    You are not talking about balances changes here, you are talking about changing the way combat works and plays in ESO on a fundamental level. So.. Yeah, my vote is no.
  • itscompton
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    GetAgrippa wrote: »
    5 to 6 second channel on all ultimates? You're aware that adding a .4 second cast time on bursty ults was a hugely controversial decision, right? One that is despised by huge swaths of the player base. This is an absolute non-starter. Sorry, I stopped reading there.

    Same, read really bad first suggestion, saw length of post and quit reading.
  • Sanctum74
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    No thanks, they’ve already slowed down combat too much as it is. If anything the cast times should be reverted.

    The set and class changes would ruin all build diversity and as far as match making goes there is not enough population to split the que up even more.

    I do agree with you on the bad servers though, they definitely need some love.
  • Sarannah
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    AusarViled wrote: »
    Sarannah wrote: »
    As a PvE player my issue isn't with balance at all. So none of the things you suggest would make me try PvP. This is a mistake PvP'ers often make. Balance does play some part in players disliking PvP, but it is so minimal it doesn't even matter. Especially since balance is never 100% fair anyways. But for PvP'ers, balance is all that comes to their mind on why PvE'ers would dislike PvP.

    For PvE'ers (like me) there needs to be progress, even when losing 100% of all PvP fights. For example: The IC. I'd be in there if all mobs gave some AP as well, and the telvar loss wasn't that harsh(10%). No AP from mobs at all and 0% telvar loss on death, still wouldn't get me in there. As there would be no progress still. With AP from mobs, everyone would progress. Even those losing PvP. When you risk PvP, you should progress in PvP(alliance rank).

    There should be progress in PvP, even for those that keep losing. Especially for those that keep losing, so they can grow into PvP. That would fix PvP.

    that is not how pvp works, pvp is always for the hardcore of the fans, if you cant make progress by getting better, you will stay where you are. That is how it works, go play any game with pvp. There should be no easy option
    Noone is asking for an easy option, I was asking for some form of progress, while it keeps me in a PvP zone. Allowing me to eventually grow into PvP, by getting attacked, and doing better and better every time. But as it is right now, losing means you only wasted your time. And being in a PvP zone, risking PvP, makes AP from mobs exactly what feels appropriate. An indirect stepping stone into PvP.

    The way you state how PvP is, and should be, is exactly what chases most players away from it.
  • Firstmep
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    Original for sure. But no thanks.
    The first half of your post you basically want to rework eso's combat, like, no thanks.
    The game has been out for 7 years, ultimates activate fast, we can rotate our camera while jabbing etc.
    Honestly this looks like another laundry list of skills and abilities that you think are op.
  • gariondavey
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    55k hours over 10 years, so you play 15+ hours a day, everyday?
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • clearly
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    the whole point [snip] is that it should be funny, not blatantly stupid

    [edited for baiting]
    Edited by ZOS_Lunar on July 13, 2021 5:59PM
  • AusarViled
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    Your math is completely wrong. 55K hours is roughly 6.7 years of playing mmos. At that rate if you play roughly 11 hours a day like I did when I was a kid you will hit that number, some times it was a lot more then that
  • techyeshic
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    Templars still have one thing. Jabs. Lets root them in place and make that worthless as well.
  • Ratzkifal
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    How to fix PvP? Here is how in just a few steps:
    1. Fix performance to be stable and fluid during prime time
    2. Smaller scope and more frequent balance changes than a big one once every three months
    3. Add more incentives to reach a reward tier higher than 1
    4. Make people care about winning the campaign and incentivise faction loyalty without introducing a hard faction lock*
    5. Make night-capping less rewarding
    6. Introduce more ways to deal with ball groups
    *This could work for example by allowing only characters of one faction to make this campaign their home, but still letting characters of any faction play on that campaign.

    Edit:fixed spelling
    Edited by Ratzkifal on June 24, 2021 1:55AM
    This Bosmer was tortured to death. There is nothing left to be done.
  • Amottica
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    I am not an expert at ESO and especially at ESO PvP. However, I thought the main problem with PvP was performance.

    Regardless, this reads more like skills someone dislikes and is suggesting changing them to something more palatable to them vs "fixing PvP".

    Just my 2 cents.
  • Celephantsylvius_Bornasfinmo
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    1) set max resist in pvp to 18K, so that people actually die.

    People will zerg even more if you do this. I don't know if there's even a solution any more. The marketing has been done and the crowd has come into an environment that promotes ganging up in lag and only being able to use AOE skills at certain times...It's nice to want to change a whole lot of things, but firstly they need to address the fluidity of the game at it's core.

  • Alucardo
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    You should get a refund on all that MMO play time, because it's obvious you've learnt nothing.
  • MachineGod
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    What about siege?
  • mattaeus01b16_ESO
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    *sigh* this again! This is what needs to happen. When you load into Sillydill, all armor is removed and everyone is given rocks and sticks for weapons. (knowing full well that rocks will be nerfed) and disable ALL add ons.. all of them.. every single one... And then put fricken moderators in the zone that are disguised as a 100ft Molag Bal, that will stomp on anyone caught exploiting/abusing/cheating, and remove all exp gain for that day, or worse!
    Player 1 "You all suck, dont you know how to play this game?"
    Player 2 "Huh?"
    Player 1 "just run passed everything!"
    Player 3 "We could just kill them on the way"
    Player 4 "Why am I 89% of total DPS, one of the only ones that Qued as DPS, and yet in a group with 3 other DPS that cant seem to kill the basic mobs in a normal dungeon, and being told I suck?"
    Player 1 "Whatever, GFL"
    Player 1 has left the group...
  • Luede
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    MMOs for nearly 10 years, nearly 55K hours in mmos collectively, and talks like a noob
  • imendil.theb17_ESO
    One of solutions to PvP that might work, would be rework of sets that drops from PvP. IC/Cyrodiil/Battlegrounds/AP vendor + basic craftable sets for it as well. 5 pieces bonus should apply to +%dmg/defence in PvP. Additionally some weapon/armor traits deserve update, because noone is using them. Add bonuses there, for example PvP dmg/def.

    Changes like that would clearly split PvE and PvP and you could basically spend whole time PvPing and still updating your gear for PvP.
    Why do PvPers need to do PvE in order to do PvP better? PvP should help improving PvP, PvE should help improving PvE.
    Skills and combat is not a problem of PvP in ESO. Trying to keep balance of PvP and PvE together is.
  • relentless_turnip
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    Im not a fan on your analysis here. Whilst I can't debate your experience in other MMOs they are largely irrelevant in ESO as the combat system is vastly different. I wouldn't say 700 odd hours is anywhere near enough to have closed the skill gap on more experienced players and fully appreciate how enjoyable the fast paced mechanics are. Most ESO PvP players love the combat at its core and take issue with balance/performance solely. Your intention mainly seems to be intent on slowing combat down, which isn't what most people want and doesn't fix but instead alters the experience for most the player base.
  • NoxiousBlight
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    This isn't fixing PvP, it is fundamentally changing the combat of the game. And it is changing it for the worse.

    Friendly fire with werewolves? 6 second cast times on ultimates? Can't animation cancel on certain abilities? No thanks dude.

    Bow range reduction? Have you actually played Cyrodiil? The range reduction bug made defending keeps nearly impossible for defenders up top.

    I'm trying not to be snarky, but this is a prime example of why I am glad barely any ideas from the forums get implemented into the game. Removing procs was the last great forum idea and it was terrible. Cryo was dead and boring for 3 months.

    The only things I agree with here are that the servers and matchmaking need a serious upgrade.


    Edited by NoxiousBlight on June 24, 2021 12:35PM
  • xeNNNNN
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    AusarViled wrote: »
    the player base
    GetAgrippa wrote: »
    5 to 6 second channel on all ultimates? You're aware that adding a .4 second cast time on bursty ults was a hugely controversial decision, right? One that is despised by huge swaths of the player base. This is an absolute non-starter. Sorry, I stopped reading there.

    yes i am aware, and it was a good decision, for health of the game, devs need to put their foot down. PvE players dont care about pvp, and these changes only effect pvp. You can still spam your ultimates in pve. Pvp should require skill. There is no skills involved in 4 players press U at same time.

    We all have our desire for PvP to be more skilful, but its not a question of should it be its a question of how it is done and this would not be the way to do it. I hope you realise that, this would be one of the ways you completely block PvP from growing at any point going forward - you would just turn the game into a fiesta for the veteran players and anyone new or PvE players wanting to try PvP into farmable bots.

    Not only that but the population would drop, people like that its fast paced, the issue for everyone has always been lag and performance. There are balance issues here and there with each class, but what destroys everyone equally is the lag and ability desyncs not the ultimates themselves.
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • rbfrgsp
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    On the downside it sounds like you would not make very fun video games if you were a developer. And also that you currently play as a vampire.

    On the plus side, I would be able to get up and make a cup of tea between firing my ultimate and seeing if it lands, so that would be nice.
  • FantasticFreddie
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    Wow all of these are terrible ideas. Can you even imagine trying to play with these punishing mechanics AND lag??? Even Grey host would be a ghost town.
  • coop500
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    Well... it's original, I'll give the OP that.
    Hoping for more playable races
  • Galbsadi
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    AusarViled wrote: »
    Your math is completely wrong. 55K hours is roughly 6.7 years of playing mmos. At that rate if you play roughly 11 hours a day like I did when I was a kid you will hit that number, some times it was a lot more then that

    55,000 / 10 = 5,500 hours per year.
    5,500 / 365 (last time I checked there are 365 days in a year) = 15.06849315068493 hours per day, every day.

    I play a lot, but I find it highly doubtful that anybody has the time to play THAT much in 10 years. (In over 10 years? Sure. Probably applies to me too, but not just in 10 years.)

    For it to be 6.7 years (as your incorrect math suggests), you'd have to be playing 22.49 hours per day every day for those 6.7 years.

    For this to be possible only play 11 hours per day (your suggestion, and again assuming that you play that much EVERY day), that'd be roughly 13.7 years (13.6986301369863 years. 55000 / 365 / 11).

    A more realistic situation is probably that someone averages 9ish hours per day every day if they play a lot (that allows for the 11 and even 15 hour days, but also allows for a kid to, oh, IDK, go to school, and an adult to have a job), and to hit 55k hours, you'd need to be playing for roughly 16.75 years, or, if you only played 10 years, you'd hit closer to 32.85k hours, not 55k.
    Edited by Galbsadi on June 24, 2021 2:01PM
  • Galbsadi
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    AusarViled wrote: »
    Hello, reader... this will be a controversial post so get ready to cringe- let me tell you about myself first to establish credibility.

    1) played MMOs for nearly 10 years, and have nearly 55K hours in mmos collectively .
    2) have 750 hours in eso, 500 on steam, nearly 200 on this account, most of the played time is in BGs

    The Problem

    Eso struggles from what i will call the damage implosion effect, it is caused by stats that run out of control due to the CP system- while nerfed- did not address the core issues because of one reason- one can not balance PvE and PvP at the SAME time. I seen this discussion here before... but here is the 500Iq those posts miss, that this solution is in itself a SYMPTEM.

    The true cause of the poor balancing and struggle in eso occurs due to the metas creates in game, through poor decisions on Zos. This post shall attempt to fix most if not all CORE issues.


    Ultimates

    All ultimate's should be channeled, there is no reason for abilities so powerful to just activate. They should be used strategically and not spammed as a 'get F of me'. This is poor design which promotes no thinking and zerging. Minimum 5-6 second channel time for any ultimate, so they can act as traps


    Dragging Hit boxes

    Templar

    The first poor cause of combat in eso is the inconsistent and poorly designed hit boxes, that do not PUNISH mistakes. This results in abilities that are spammed with no risk. Here are simple fixes to some of the most egregious skills.


    1) Biting Jabs / sweep- once selected and used, should lock the user in place, there should be no reason [both physics] and logic, that a fighter -even with magic- should be capable of leaning forward and twisting and turning like made of clay. Logic aside, add a modifier to jabs, that if the first hit misses, the character becomes unbalanced, if hit will knock them down.
    2) piercing javelin- The ability should not track to the enemy, make it a single straight box that travels- if it misses your cool down is increased by 5 seconds
    3) focused charge: the charge should begin slowly then accelerate without the ability to cancel it, that would allow you to dodge it, and hit the templar in movement
    4) sunflare: should be aimed, and made into a cc like archers aoe, should be no reason such a power ability auto locks
    5) Backlash- should be limited to an enemy directly in front of you, no reason it should be active from behind
    6) Radiant destruction: should be an aimed cone, and reduce so that it activates if enemy has min 25% hp like all executes

    Necromancer

    1) Skull / Blast Bones: should not track, should require aiming at enemy- same treatment as javalin. Being at range should always be harder then being up close
    2) Skeletal mage: should only fire in straight lines [cant move either]
    3) Death scythe: cap at to 25% hp recovered, locks direction and impossible to move to realign your hit.
    4) bone totem: make it pulse once, and apply 6 second of fear, or once for the buff [you can get knocked out of it, and miss your buff]
    5) spirit mender: same way, make it a burst heal, in cc aoe.

    Warden

    1) the bear must engage each enemy manually, and not attack/ harass without you doing anything. If you want the bear to swipe, you must press the button, costs 10 ultimate [removes the execute from the ability] . This also applies to all sorc pets. No free damage for you.

    2) Dive: no tracking, single strait line
    3) scorch: should act like a trap, put a warden rune, and only activates if enemy steps on it- morph to cone, line, or mine field
    4) swarm: should be active only in the cc area you put it down in, removes all invisibility while you stand in it.
    5) Frost cloak: should have a 15 second cool down, same as all shields: impossible to reset it

    Sorc / Mage Guild / Psycjic order

    - All spam able aoes, need to fully expire before you put them down again. Due to massive regan, one can simply spam aoe until you hit the enemy. Bad design
    - single targets, should be made into cones, that become more narrow the further away you are [should be nearly impossible to line up far away]
    - Dark Exchange: make it consume 100% of your stamina [simple fix]
    - curse: should disappear if you knock down the sorc within the 4 seconds [loose focus]
    - mages fury: should be manually aimed, does exponentially less damage the further you are.
    - bolt escape: should stun you after you escape, make it 35M in a random direction [to make it harder to use]
    -

    NightBlade

    -Blade: remove the ranged execute, your a malee class play like one [or make it aimed like all sorc abilities]
    -teleport strike: increase the distance to 35M, but make it aimed, the damage is done through a 1M aoe
    -Mark Target: remove the heal on marked target or add a 8 second timer on it
    -grim focus: switch to heavies only
    strike: turn this ability into a bomb, stun from all directions, but must be aimed
    cloak: make its effect permanent, but can not recast until the target hit with it has died. No escaping into shadows to avoid hits [bad game design]
    shade: should be a turret like skeleten for necro: does not move beyond area its spawned
    Stife_ get rid of this ability entirely, its not needed for NB
    criple /drain power- acts like swarm

    Dragon Knight

    -whip: give it a 3 second charge up, cant cancel but increase its range by 16M
    -searing strike: make it arc up to 6M, but roots you, and you cant animation cancel
    -fire breathe: increase the range to 50M, decrease its damage the further away you get- locks in place on cast
    -fiery grip: must be manually aimed, should not teleport player but drag them: dodge roll to get out of the pull
    -: inferno: like other turrets is limited to area it was used
    Leap: increase range to 50M like teleport, remove the knock down
    Stone fist: if first hit misses, should reset cool down, not continue being spammed


    Vampire:

    Remove all stages of vampirism, and make stage 2 the default. Increase the damage of drain to 100% and make it a pool like sorc storm pool. Rest of abilities are fine

    Werewolf

    make all the abilities have friendly fire, and werewolves being able to be hit by allies attacks- should fix them.

    All malee weapons

    Add a stagger effect, if you ability is blocked, you should stagger and get 'unbalanced', if your attack misses, you gain -40% movement speed, to prevent spamming

    -Critical rush: increase range to 30M, remove all damage from this ability. Should be a gap closer.
    -flurry: should be unable to pierce block at all, daggers dont pierce shields or swords.
    -whirlwind: add actual cones instead of a hit scan, i recommend one blade every 15 degrees of arc around player

    Bow

    - Sorry you bow mains, but you range is getting reduced by 70%. At the speed the player fires the bow, is only doable with a short bow, if a trained archer can fire about 1 arrow every 2.5 seconds with accuracy at range longer then 30M.
    - poison abilities: do not stack, change them to bleed, poison, stun, and slow. [Injection, lethal arrow, etc]

    Second Major Problem with PVP- SETS

    In comp you have 2 options, proc or tank, so the solution is simple.

    1) set max resist in pvp to 18K, so that people actually die.
    2) make all proc sets in pvp illegal

    3) increase all players HP by 15K in pvp, and regulate it by class.
    DK: 35K, NB: 20K, Wa: 35K, Sorc: 20K, Necro: 30K, WW: 25K, Vamp: 25K, Temp: 25K etc


    ... this will remove the garbage meta in game, and open a lot of options [GW2, does this by controlling the usable limit of gear, you do not need to do this.]

    Bad Match Making system

    Add tracked K/D ratio, and match players by skill not by level.
    Add CP count bracket and merge pvp ques: 1-20, 21-31, 32-40, 41-50, CP under 160, 160-230, 231-300, 301- 370, etc
    Add actual reason to pvp: award 500 end for pvp quots : kill 300 players, take 2 forts, etc


    Bad Servers:

    I have rarely played a pvp game where ping was above 50, invest the money given to you and actually upgrade your servers, stop giving players excuses.


    Overall

    thanks for reading this post, and i know your typing right now "your wrong' .... tell me if you disagree or if you agree. I doubt i am a vocal minority

    I wholeheartedly disagree. I do surmise that you likley play a DK, though, as you seem to want to nerf everything other than them and buff them. (Mind you, I'm not even saying this as a PvP person. I'm saying this b/c you want to gut several classes I play in PvE because of your minute amount of PvP experience.)
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