INTRO
Hello, this post is simply a collection of some things I would like to see added/modified regarding PVP. I play this game primarily for PVP and only do PVE content to obtain gear for my PVP builds. I primarily play in Ravenwatch/No-Proc Imperial City, and Battlegrounds. Please take my ideas as just that, IDEAS and if a DEV happens to see these ideas, please use any of them for future updates.
RAVENWATCH/NO-PROC SET LIST UPDATE
I would like the DEV team to revisit the approved set list for "no-proc" sets. There are a number of conditional and stat based sets that should be working that are not. Also, there are sets that may be considered "proc" from a technical standpoint, but are not actual "procs" from a PVP standpoint. For example, sets that apply a conditional effect while something is active/worn should work. This is not the same as, "when you execute 2x light attacks, a giant ball of OMFG WIN spawns at your target location". I will update this list of sets as I discover them.
Stat only and conditional sets currently not working in Ravenwatch:
- Order's Wrath (5th piece crit damage modifier not working)
- Serpent's Disdain (does not increase duration of status effects, should be +16 seconds)
While food/drink buff active sets:
- Back-Alley Gourmand (Should be adding +13% crit damage with food buff active)
- Bone Pirate's Tatters (While drink active gain 2000 stam and 133 stam recov. Would be nice for stamina build diversity)
- Bright-Throat's Boast (While drink active gain 2000 mag and 133 mag recov. Again, nice for mag build diversity)
- Green Pact (While food active gain 2500 health and 356 health recov. Good option for defensive setups)
- Necropotence (While pet active gain 3132 mag. I dont see this as a "proc" while the pet is active, you get stats...)
- Steadfast's Mettle (while food active, reduce core combat abilities 25%)
Nearby Group Buff Sets The idea is these sets provide a group benefit which opens more group build diversity and IMO are not "Procs" that fire off some powerful effect when xyz occurs. These are simply sets that state: Nearby group members enjoy this effect which falls off when they are not nearby...
- Apocryphal Inspiration (New set, give nearby group Maj Fortitude/Intellect/Endurance)
- Ebon Armory (Increases nearby group health 1000. Persists through death)
- Sanctuary (Increases healing received 10% for nearby group members. Persists through death)
- Beckoning Steel (Creates an aura that reduces projectiles -10% for nearby group members)
- Nearby Group Stam recov set (I forget name and cant find)
CYRODIIL TRI-KEEP DEFENSE REQUESTS
One problem I notice in Cyrodiil is the zerg. I would like to see ways to assist smaller groups to at least be able to defend themselves from a zerg attack. Here are some ideas I would like to see implemented:
Tri-Keep defensive improvements -
The idea here is to add additional defense options for players to invest AP to improve the defensive posture of their home "Tri-Keeps". What I would like to see are ways to add additional NPC strength, counter mechanics to ball groups, maybe even physical barriers or traps to help smaller teams deal with larger zergs. Let's break these ideas down further:
- NPC Improvements - We need to be able to further increase power of tri-keep NPCs by investing player time/alliance points into defenses. Maybe add a "Champion" or "Commander" NPC that has boss-like difficulty and mechanics to punish ball groups.
- Moats/Traps/Debuffs - Give Players the ability to construct pre-determined defenses that force attacking teams to alter their strategy. Instead of the typical Break down the outer door, break down inner door, laugh as 2-3 players try to stop your zerg, give us ways to actually defend better. Some ideas include traps that deal large amount of damage, permanent caltrops (until base is flipped) that cause DoT to enemy players to help funnel them into tighter areas for more effective counter siege, persistent debuffs either physical/magical (will make next bullet for this)
- Defensive Debuffs/Buffs - Allow players to invest into debuffs/buffs while near the tri-keeps. Ideas can be defile, armor reduction, increase cost of skills, something to help a smaller force deal with a larger force. You could even make these features conditional with the "Low Population Bonus" that already exists. The whole point is to help less-populated factions not get totally gated and discouraged from playing when an enemy zerg is on. Also, it forces the enemy zerg to actually pay attention while attacking enemy Tri-Keeps and increase the difficulty in taking those keeps.
- Physical Barriers - Allow players to construct pre-determined barriers (Similar to the doors) that have large health pools and require the enemy to destroy before advancing. Essentially this helps to slow down enemy advances. Again the point is to give better defensive options in the tri-keeps to help factions fight against larger zergs.