Hi
@ZOS_GinaBruno @ZOS_Kevin
Thank you for the patch notes. Myself and many other PvP focused players have felt over the last few years that our feedback isn't really heard.
These patch notes today have given many of us hope that our feedback is finally being heard. Feedback:
-the majority of the dk changes seem solid. whip costing mag for stam is still not viable in a pvp build given the number of mag abilities stam dks need to run anyway.
-the changes today on live to hrothgar + the changes to dark convergance in the notes are great
-reducing 1 shot proc builds ability to layer on a ton of procs is great
-toning down the proc damage (but buffing the weapon damage increase) is great
-the quality of life changes to dungeons, the armory, the assistant, skyshards etc visible for non-pc gamers all seem excellent
-the graphics changes hopefully will help some people, I don't have one of those cards but it is cool you guys are working on that stuff
-I don't pve a ton but if these crit damage changes result in lower dps it may cause some of those trial title runs to be unattainable
-the proc changes being able to crit seems ok, with the mechanical acuity change being a good move from a pvp standpoint (this would have otherwise caused 1 big proc set + mech acuity + mythic&trainee/monster set to become bis on most specs)
I will touch on a few other things:
-I am in probably the largest battleground guild on PC NA. Our players are excited about playing deathmatch battlegrounds. Most players I know don't like everyone running hrothgar and dark convergance in battlegrounds. The hrothgar live nerf has alleviated part of that, and the dark convergance rework proposed in the notes today alleviates the other part. Many players I know have been avoiding battlegrounds due to these 2 sets. They have a purpose in destroying zergs, but are obviously overtuned if everyone and their grandma runs them in battlegrounds. Please note this moving forward with the creation of other sets.
-I am also a member of a no-cp cyrodiil guild. Our guild has largely been enjoying the no-cp no proc campaign. Many ball groups we would fight before were impossible to kill because of their earthgores and other sets combined with stacking of heal over time abilities. Those groups now die without their eathgores, which is healthy for the game. I've played in cp proc pvp and find no-cp no proc pvp to be much more enjoyable. Performance is also better without cp and procs, that myself and others have observed.
After much discussion in game and on several discords with many accomplished and skilled players, I'd like to bring forwards some suggestions.
Please consider:
-allowing "stacking" of items in guild banks
-more cosmetic rewards for battlegrounds such as random motifs, skins, mounts. This can help breathe new life and players into battlegrounds. Don't underestimate how much PvP players are interested in fashion and housing.
-having solo random queue + group deathmatch queue
-increasing frequency of dm in solo queue to 40-50%
-reworking some of the bg game mode to encourage PvP but to also allow variation in games
all modes - kills count for 5 points. this will encourage PvP in non-deathmatch modes but will not overwhelm the importance of secondary objectives.
chaosball - holding the chaosball reduces movement speed by a set amount.
crazy king - 1 flag only on the map at a time. points earned for holding the zone + bonus points for kills in the zone.
domination - only 3 flags spawn on the map. points earned for holding the zones + bonus points for kills in the zone.
capture the relic - only 1 relic spawns, located in the middle of the map. it must be brought to your base. carrying it reduces movement speed by a set amount.
-investing in servers capable of offering better performance (often MYM has better performance than usual) for cyrodiil. performance is a limiting factor in cultivating the PvP population
-making all PvP no-cp. It is too difficult to balance for PvE, PvP no-cp and PvP cp. This will also make a more level playing ground for all new players, and will aid performance.
-allowing only 1 of each different heal over time ability to be present on a character at a time in PvP environments. This will stop radiating regen/vigor stacking ball groups but still allow healers to exist.
At the end of the day, I love this game. Over the last few years, myself and others have felt we were not being heard. Today has given many of us hope that the direction of this game will be one that will draw in and cultivate an enjoyable PvP experience. So many of us have seen our friends lists and PvP guilds shrink over the years due to performance, game direction and whiplash changes. These patch notes look to be the turnaround for some of those points of contention. Please focus on increasing performance and thank you again for listening to feedback on several issues.
PC NA
@gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden