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balance/viability discussion ...
Healing is too accessible..
Healing now scales only partly with max mag/stam and mainly with sources of healing power (light armor now applies healing power per piece worn)
This makes healers necessary rather than kind of useless
Heavy armor is TOO strong...
this is a way i thought to make it more balanced
juggernaut is no longer a percentage but grants 2k max health per piece of heavy armor equipped (this value may change but see nerfs to healing before you get mad)
Rapid mending no longer applies healing recieved but instead grants you immunity to defile when wearing 5 or more pieces of heavy armor.. ( with less self healing and more tankiness from the heavy armor passives, you would still have great defense without being completely invincible..)
medium armor is too weak
agility bonus is now 3% rather than 2%
medium armor bonus no longer grants evasion type buff but instead grants small resistance to ranged attacks per piece.
Damage shields in eso are WEIRD.. that is my official opinion..
so here is what i would do to make damage shields more realistically appliable...
Light armor passives now grant healing done per piece..
Damage shields no longer scale with health but instead with healing power (not healing received) and their resistance level is always the same at 30k phys and spell resist..
This makes it more applicable to and from mages. and because typical mages are squishy in light armor damage shields would be more of a magical extension to their health pool that offers them resistance until broken through (then they basically get owned)
in addition to these changes
All self cast only damage shield abilities cost magicka and the cost is a percentage of your max mag pool rather than a set value but their duration is indefinite or increased by a ton..
Ex. i cast a self cast shield before a battle and then i dont have to worry about recasting until the shield is broken (this is the same for damage shields you cast on others as well)
Damage shields cast on others for obvious reasons arent as effective but they still are a good choice for healers.. (low value cap like an 5 - 10k health shield)
an exception to this rule could be the dk armor skill but i personally wouldnt mind if the armor buff stayed with it until the shield broke it would be an expensive but useful skill as the base shield value would have to be buffed to be more on par with other self cast shields.. (perfect for hybrid/mag melee brawlers and casters)
If you cast a shield then unslot the skill the shield disappears much like sorc pets but you dont have to double bar the skill...
Stealth mechanics
Sneaking is not accessible enough for all classes
this is what would make thief/assassin type stealth builds viable for more classes other than nightblade.
when crouched, hidden and outside of an enemies detection radius you cannot be targeted by skills( can still be pulled from hidden by direct damage aoes and ranged light/heavy attacks)
more skills (like blastbones) will not reveal you from stealth when crouched and hidden
roll dodging and interacting with objects will not reveal you from stealth when crouched and hidden
Also npc detection of max stealth level players who are not invis is nerfed (when not hidden standing within a guards detection range will aggro them but when hidden avoiding line of sight is more effective and guards have shorter line of sight)
All forms of stealth detect no longer pull nightblades out of their cloak buff but instead do something similar
detect pots allow you and only you to see invisible players as if they were crouch stealthed and skills like magelight that provide area protection does the same but it works for allies. (duration of detect skills is increased greatly so that these skills can also be used for the light they provide [buff the illumination of these skills pls] as well as to not be snuck upon as easily) detect pots now let you see better in the dark..
pvp
remove battle buff and the debuff
changing someones stat page in pvp areas only really serves to divide the pvp and pve community by making pve and pvp builds separate things Builds is the goal there is no specified pvp or pve build.. (in a manner of speaking)
if anything you could just add defile effect as basekit for whenever you take damage from a player (further enhanced by other sources of defile) to combat excessive healing..
will edit this post if i ever remember what else i was planning to address...
but what this stuff is supposed to do is provide more realistic gameplay without the cringe that some people are no doubt experiencing...
lower healing potential opens up opportunities for players to become more innately tanky AND to be able to do more damage.. Fights wont last as long but they wont be decided in a matter of a couple seconds in most cases.. duels would look more like duels and not desperate attempts to try hard your way to victory.. hopefully..
these are just my thoughts on how to fix some of the obvious issues people are having when experiencing eso but feel free to comment questions and concerns or whatever i dont mind.
Edited by Sparxlost on May 1, 2023 4:59PM