Thoughts on Capture the Relic

Update 46 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/676209
valenwood_vegan
valenwood_vegan
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Lol I mean what even is this. Not an uncommon result either. Fun fun thrilling game mode. Please let us choose the bg mode(s) we want to play, and if one isn't popular... consider why rather than force feeding it.

<edited title as the previous title was Bashing/Slanderous>
Edited by ZOS_Hadeostry on February 28, 2025 8:59PM
  • the1andonlyskwex
    the1andonlyskwex
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    It truly is the worst BG mode. It was bad in 4v4v4 too.
  • Auberon1983
    Auberon1983
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    On PS/NA (probably EU too) the 4v4v4 Relic used to glitch out all the time. You'd still have your own relic, but couldn't turn in the enemy relic. The "workaround" was to actually run the enemy relic all the way back to their base, then run back to your own, hoping in the meantime no one got yours.

    So long story short, I hate Relic with a purple passion
  • Desiato
    Desiato
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    I would like to see team fortress style ctf with bases. The current Battlegrounds maps are too basic for ctf.

    And at least on one map, the relic can be easily defended from the respawn area which is pretty ridiculous.
    spending a year dead for tax reasons
  • EvilGoatKing
    EvilGoatKing
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    Yea, last november the lead pvp dev streamed it. ZOS took down the vid.
  • Sarannah
    Sarannah
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    Used to love capture the relic in 4x4x4 as it was about tactics, which should be a huge part of PvP. In 8x8 capture the relic doesn't work.

    Another issue in 8x8 is the chaosball transformations, you are just waiting to die. Remove those transformations when taking the ball! This mode was also more fun and chaotic in 4x4x4 as it made the ballbearer a target for everyone.

    8x8 is just groups turtling at their base in every mode. Which is why two-sided BG's are and will always be bad!

    PS: In two-sided BG's even if you are losing the only option is to keep fighting or leave, many players leave! Keep fighting is like bashing your head against the wall repeatedly. I seriously can't see why anyone would like the new two-sided BG's, or why ZOS thought these were a good idea.
    Edited by Sarannah on February 28, 2025 9:06AM
  • Ishtarknows
    Ishtarknows
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    [quote="Sarannah;c-8273943"
    Another issue in 8x8 is the chaosball transformations, you are just waiting to die. Remove those transformations when taking the ball!
    [/quote]

    Is there any way to heal when you have the vampire transformation? I usually run BGs as a healer and can keep team mates alive when morphed, but when I'm vampire myself? I just watch my health steadily drop. None of the skills seem to do anything to help!
  • WaywardArgonian
    WaywardArgonian
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    Capture the Relic has always been my least favorite mode, whether in the old or the new form. I just don't think the format where each faction has its own relic works. Initially I reckoned it would be better if it was like a 1CTF mode where there is a central Relic that both teams have to fight over, but that would probably incentivize people to take the relic and farm the enemy team at their spawn (something which already kinda happens now anyway). I wouldn't mind seeing the mode going altogether at this point.
    PC/EU altaholic | PVP support player | Former Empanada of Ravenwatch | @ degonyte in-game | Nibani Ilath-Pal (AD Nightblade) - AvA rank 50 | Jehanne Teymour (AD Sorcerer) - AvA rank 50 | Niria Ilath-Pal (AD Templar) - AvA rank 50
  • xylena_lazarow
    xylena_lazarow
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    If your team scores first, the optimal strat becomes for your whole team to turtle on your own relic doing basically nothing for the next 14 minutes. Going for another grab when you're up 100-0 amounts to all risk, no reward. It's also obnoxious how you can grab the relic through solid geometry on some of the maps. This mode needs help.
    PC/NA || Cyro/BGs || RIP ground oils
  • NotaDaedraWorshipper
    NotaDaedraWorshipper
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    Capture the relic has always been my least liked mode, but the removal of the third team has made it so much worse. It often comes to a stand still with no relics being captured at all.

    I didn't complete my Relic Hunter achievments before the change and I don't think I will ever be able to complete it now. Especially not since you personally need to capture the relics. Meaning I will never get Pit Daemon's Poison dye, which is one of the few good matte dyes.
    [Lie] Of course! I don't even worship Daedra!
  • Pixiepumpkin
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    If your team scores first, the optimal strat becomes for your whole team to turtle on your own relic doing basically nothing for the next 14 minutes. Going for another grab when you're up 100-0 amounts to all risk, no reward. It's also obnoxious how you can grab the relic through solid geometry on some of the maps. This mode needs help.

    ^ This.

    It's also frustrating when the team is going for the relic while some of us who understand stratgy stay behind to defend, meanwhile getting nothing for score for doing the team a major service by defending.

    I'll never understand why games do not give rewards for node defenders.
    "𝕰𝖛𝖊𝖓 𝕲𝖔𝖉𝖘 𝖉𝖎𝖘𝖑𝖎𝖐𝖊 𝖙𝖍𝖊 𝖆𝖇𝖘𝖔𝖑𝖚𝖙𝖊, 𝖋𝖔𝖗 𝖎𝖙 𝖘𝖙𝖎𝖓𝖐𝖘 𝖔𝖋 𝖘𝖔𝖒𝖊𝖙𝖍𝖎𝖓𝖌 𝖑𝖆𝖗𝖌𝖊𝖗 𝖙𝖍𝖆𝖓 𝖙𝖍𝖊𝖒𝖘𝖊𝖑𝖛𝖊𝖘." ― Sotha Sil
    PC/NA
  • Juomuuri
    Juomuuri
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    It's always a steamroll, guaranteed. If the other team has tanks and healers, you cannot win. I wish they'd just remove this mode entirely since it does not work in any way with two teams. It didn't work well with three teams either!!
    PC-EU (Steam) - Roleplayer, Quester, Crafter, Furnisher, Dungeoneer - Fashion Scrolls - CP 2200+
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  • Chrisilis
    Chrisilis
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    Three team relic was kinda meh but playable, two team is a boring stalemated nightmare. I'd rather do laundry than play two team relic. Imo, the only games that adapted well to the two team format are DM and Chaosball. Chaosball especially is well suited to two team, I like having three chaos balls but could do without the transformations. You get some good DM's here and there, bout 50/50 good matches/steamrolls. Imo, Bg's were more fun with three teams.
  • Veinblood1965
    Veinblood1965
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    [quote="Sarannah;c-8273943"
    Another issue in 8x8 is the chaosball transformations, you are just waiting to die. Remove those transformations when taking the ball!

    Is there any way to heal when you have the vampire transformation? I usually run BGs as a healer and can keep team mates alive when morphed, but when I'm vampire myself? I just watch my health steadily drop. None of the skills seem to do anything to help! [/quote]

    I'd like to know this also. Unless I'm attacked attack back just standing there i just watch my health drop.
  • Veinblood1965
    Veinblood1965
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    There are tactics my team usually wins on capture the relic and I'm usually the one capturing most of them.

    Carry alternate sets of jewellery with swift traits. Carry the ring of the wild hunt with swift trait. I've considered making a set of cowards gear also which would max out my speed.

    Slot a quick heal skill and the Ultimate Barrier from the assault skill line or some ultimate shield of some sort.

    Before the match put the jewellery and slot the skills.

    Slot an invisibly potion that heals you.

    As soon as the match begins get to the other teams relic and grab it. A LOT of times since you are so fast they are still in disarray. GRAB IT, hit your shield and run!

    After that get back to their relic. WAIT in stealth a little bit away as they will be guarding it, if you are not a NB you may have to use the invis potion once in a while. WAIT for one of your team mates to show up which distracts the guarder. OR if it looks like they might get it help them by attacking the other team so he or she can get it AND escort them back running between them and the people chasing them so they hit you and not the carrier.

    You CAN grab the relic from BEHIND the podium on some maps, like the one where it is in the open but behind a wall. Run over and grab it and hit shield and run back.

    If your team has the relic go wait in stealth by their relic spot. After your team returns their relic when it respawns a lot of the time people won't be guarding it that quickly. GRAB IT.

    Most times i get 3 or more relics sometimes all five. Last night I got three. Usually I get them all quickly and it's a quick win.

    Edited by Veinblood1965 on February 28, 2025 1:34PM
  • xylena_lazarow
    xylena_lazarow
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    I'll never understand why games do not give rewards for node defenders.
    Check this one out. I was the primary relic defender for this match, often alone, did it perfect. The game was surprisingly competitive, the other team simply couldn't score. Apparently the 0-5 on the team with 0 points did more than me (no thanks to the game not even tracking all the cross-shielding I'm putting on my allies who help defend).

    X3J1GVO.jpg

    CTR is a ton of fun in the rare times its 100% competitive and doesn't devolve into 100-0 turtling. The mode has potential. Other modes rotate through variants, but there's only one form of CTR, like why not variants with multiple relics to break up the camping meta? Or a variant where the relic damages you like a Chaosball so no stalemating?

    I'm glad the 3-sided CTR is gone though because it was seriously just random nonsense with no attempt at strats, half the lobby trying to DM, the other half avoiding PvP and running relics unopposed. In 2-sided, the DMers make sure nobody runs relics unopposed, only one side to go after, therefore helping their team. Two birds with one stone.
    PC/NA || Cyro/BGs || RIP ground oils
  • kwinter
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    Actually someone mentioned have one relic. You could then place in central location that is random require both teams to fight for and take back to base for score. Maybe allow multiple relics and lower score from 100 to 50 for each relic capture
  • Artim_X
    Artim_X
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    This is why three teams is ideal. Too easy too stalemate with two teams in this mode.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
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    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
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    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
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    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
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    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
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    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
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    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
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    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
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    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
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    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
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    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
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    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
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    • PvE Healing/Damage: The Thief for decent crit rate.
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    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
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    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • the1andonlyskwex
    the1andonlyskwex
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    kwinter wrote: »
    Actually someone mentioned have one relic. You could then place in central location that is random require both teams to fight for and take back to base for score. Maybe allow multiple relics and lower score from 100 to 50 for each relic capture

    There's another game that has/had (I haven't played in over a decade) a really good mode like this. It also allowed players to pass the relic to teammates (or accidentally to opponents) and had special map designs with timed hazards that made it impossible to just grab the "relic" and sprint straight to base. I think the timed hazards were particularly important in order to force people into fights while carrying the "relic".

    Part of the problem with ESO's CTR mode is that getting back to base after grabbing the relic is too easy. Unless you're really slow, you can usually just sprint back to base without any opponents being able to catch you. This results in very little counter play once a relic has been grabbed in the first place. I liked the timed environmental hazards in the other game that forced carriers to stop and wait for their opponents to catch up, but I suspect even something like a 50% relic carrier speed debuff would be better than what we have now.
  • Pixiepumpkin
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    There's another game that has/had (I haven't played in over a decade) a really good mode like this. It also allowed players to pass the relic to teammates (or accidentally to opponents) and had special map designs with timed hazards that made it impossible to just grab the "relic" and sprint straight to base. I think the timed hazards were particularly important in order to force people into fights while carrying the "relic".

    Part of the problem with ESO's CTR mode is that getting back to base after grabbing the relic is too easy. Unless you're really slow, you can usually just sprint back to base without any opponents being able to catch you. This results in very little counter play once a relic has been grabbed in the first place. I liked the timed environmental hazards in the other game that forced carriers to stop and wait for their opponents to catch up, but I suspect even something like a 50% relic carrier speed debuff would be better than what we have now.

    Huttball in SWTOR. You could pass it, the arena had hazards. Was a lot of fun!
    "𝕰𝖛𝖊𝖓 𝕲𝖔𝖉𝖘 𝖉𝖎𝖘𝖑𝖎𝖐𝖊 𝖙𝖍𝖊 𝖆𝖇𝖘𝖔𝖑𝖚𝖙𝖊, 𝖋𝖔𝖗 𝖎𝖙 𝖘𝖙𝖎𝖓𝖐𝖘 𝖔𝖋 𝖘𝖔𝖒𝖊𝖙𝖍𝖎𝖓𝖌 𝖑𝖆𝖗𝖌𝖊𝖗 𝖙𝖍𝖆𝖓 𝖙𝖍𝖊𝖒𝖘𝖊𝖑𝖛𝖊𝖘." ― Sotha Sil
    PC/NA
  • the1andonlyskwex
    the1andonlyskwex
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    There's another game that has/had (I haven't played in over a decade) a really good mode like this. It also allowed players to pass the relic to teammates (or accidentally to opponents) and had special map designs with timed hazards that made it impossible to just grab the "relic" and sprint straight to base. I think the timed hazards were particularly important in order to force people into fights while carrying the "relic".

    Part of the problem with ESO's CTR mode is that getting back to base after grabbing the relic is too easy. Unless you're really slow, you can usually just sprint back to base without any opponents being able to catch you. This results in very little counter play once a relic has been grabbed in the first place. I liked the timed environmental hazards in the other game that forced carriers to stop and wait for their opponents to catch up, but I suspect even something like a 50% relic carrier speed debuff would be better than what we have now.

    Also, if they made it harder to run the relic across the map, they could probably reduce the relic pickup time (by a lot), which would result in more interesting gameplay around the relic. What we have now often degrades into a situation where picking up a relic requires wiping out all of the defenders fast enough that they're all respawning at the same time, which only works when the teams are badly unbalanced or ignoring defense.
  • the1andonlyskwex
    the1andonlyskwex
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    Huttball in SWTOR. You could pass it, the arena had hazards. Was a lot of fun!

    Exactly! I wasn't sure I could name names.
  • Eliahnus
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    Also, it almost always takes a full 15 minutes and if you do not capture the relic but defend your base you gain ZERO medals for doing this.
  • Major_Mangle
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    kwinter wrote: »
    Actually someone mentioned have one relic. You could then place in central location that is random require both teams to fight for and take back to base for score. Maybe allow multiple relics and lower score from 100 to 50 for each relic capture

    I would've loved something like this. Preferably on a map even bigger than the 8v8 maps we've now. The problem with the 4v4v4 version of CTR was that the best tactic was to avoid interaction with the enemy team and essentially hope that they instead fought eachother so you could take unprotected relics. Under no circumstances should "avoiding pvp" ever be the best viable tactic. Running between uncontested point of interest isn't PvP in my eyes. The fact that it was the best tactic was a symptom of poor design (nothing "tactical or big brain" about avoiding the other teams).

    But your suggestion of having a relic that randomly spawns that you've to retrieve sounds fun. Only thing I'd want to add is to make it so that the person holding the relic has a debuff that slows you down with time, so you've to pass the relic between other teammates.
    Edited by Major_Mangle on February 28, 2025 2:56PM
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • Sarannah
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    Is there any way to heal when you have the vampire transformation? I usually run BGs as a healer and can keep team mates alive when morphed, but when I'm vampire myself? I just watch my health steadily drop. None of the skills seem to do anything to help!

    I'd like to know this also. Unless I'm attacked attack back just standing there i just watch my health drop.

    Nothing I do when transformed as either a vampire or werewolf works to heal myself so I also just wait to die, and it seems like everyone else does as well(haven't seen anybody stay alive yet when transformed both enemy and friendly, unless they were massively healed by teammates). In the werewolf transformation you can gain slight bits of health with the fifth skill and hitting an enemy, but that isn't even enough to offset the chaosball's damage itself.

    These transformations in chaosball really need to be changed or removed, it's just stupid! Have absolutely no idea how something like this made it to the live servers.

    PS: Edited to fix the quotes.
    Edited by Sarannah on February 28, 2025 8:33PM
  • Orbital78
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    Artim_X wrote: »
    This is why three teams is ideal. Too easy too stalemate with two teams in this mode.

    IMO they should lower the cap to 2 so the matches don't always go 15min. Personally I like two teams better, but the relic one really drags on.
  • Orbital78
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    Sarannah wrote: »
    Is there any way to heal when you have the vampire transformation?

    The drain heals a lot, but you need a target and to not get swarmed. Depending on the experience of your opponents you can wreck newer players pretty fast just feasting on them.

    Edited by Orbital78 on February 28, 2025 8:48PM
  • valenwood_vegan
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    Appreciate the discussion y'all, definitely some good ideas here. I do hope they'll look at reworking Capture the Relic; I personally haven't minded the other modes so much, but I agree that the chaosball transformations aren't great either... it's definitely not a fun experience having your abilities changed in the middle of a battle and not knowing what they do, lol.
  • Estin
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    It's a bad game mode. It was ok in 3 teams, but 2 teams it's really bad, especially when there's multiple healers and more people balling together.

    I made a suggestion in another thread that the game mode should have minor relics worth 50 points, and anything turned into a minor relic base be worth 50 points. This would make it so you don't have an entire team camping 1 relic, but there would still be a value in going after the main relic. Depending on the map, there could be 2 minor relics, but for the smaller ones, there could be only 1 minor relic. The game mode would probably end a lot quicker, but it's worth it since capture the relic almost always lasts for the full 15 minutes.
  • ajkb78
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    Mostly I'm a fan of the new 2-team BGs, but I do kind of agree the relic game is terrible. For a game where defence becomes everything the scoring is not at all well thought out where defending gets you zero medals, and compared with the old games the 2-team approach is too prone to turtle tactics after one team gains an advantage. Perhaps the relic points should apply a growing DOT to defenders in the area to make it harder to turtle up? Overall the 4x4 BGs seem a lot more successful, though 8x8 dominion and deathmatch are decent. There are enough flag points in 8x8 dominion that it never becomes static, and there's a decent tactical balance between dividing resources or concentrating them to take one flag. I think chaosball and relics could do with going back to 3-way matches (maybe 5x5x5 or 6x6x6?)
  • allochthons
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    Is there any way to heal when you have the vampire transformation? I usually run BGs as a healer and can keep team mates alive when morphed, but when I'm vampire myself? I just watch my health steadily drop. None of the skills seem to do anything to help!
    There is a self-heal on the vampire bar (L1 / 4th skill), but despite the tooltip, it never seems very effective. And it has a 3 second cast time. (/facepalm)
    No group heal.
    me4e9ll9a1bn.png
    (also pinging @Veinblood1965, @Sarannah, since they both asked about the heal as well)


    BTW, here's the WW bar. It's the same in the Infinite Archive:
    tush5jvey519.png
    Sorry there's no screenshot of the bar, I'll get one next time I see it.



    She/They
    PS5/NA (CP2700+)
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