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Proposed idea for PvP with sub-classing

AvidNecro
AvidNecro
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@ZOS_GinaBruno @ZOS_Kevin

As a content creator I often think of topics to discuss either on stream or in the next video but I thought this would be more suitable on here.

With the huge power creep added with subclassing, I would like to propose an idea around battle spirit. What if battle spirit only allowed crafted sets in PvP. This would allow easier balance to be done on both the dev side and with how the current meta is. Not to mention giving some much needed attention to the hundreds of sets that are being neglected in the game. I think all these other sets that are farmed are better suited for harder continent like PVE and would eliminate the nonsense that happens on a daily basis in PvP.

Also… stop cross healing in PvP all together, or put a cap on it. Only people in your group up to a max of 6 players, and the more players you have to heal the less healing they receive. Creates a diminishing return.

Join me in the graveyard on Xbox NA.
Edited by AvidNecro on September 19, 2025 1:37PM
Necromancer Main [XboxNA] Follow me on YT and Twitch
  • MincMincMinc
    MincMincMinc
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    You'd think with the vengeance pve pvp split you would restructure the bases of cyrodil and the available crafting stations and vendors to sell vengeance specific gear. Then you could make gear from scratch in a performative and pvp minded way. Instead of having 5 paragraph explanation proc sets that require you to spam aoe hot/dot skills and does 20 effects with bloated animations.

    Live pvp has the issue where nonpvp players feel gated from joining either due to the gameplay or the viability of gear farming. Meta PvP builds can tend to be far more demanding of farming convoluted content all over the place. Whereas PvE to do 90% of content you can get away with crafted gear and avoid the other content for now. Just think in cyrodil half the time you are coming across a vet++ raidboss type of player who has 10 years in cyrodil and ever set golded out.

    Its 10 years of bad decisions, a simple blanket fix is not going to solve the problem across all of the systems.

    For instance the cross healing issue doesnt NEED a rule change. You could have just designed the game such that there are far less aoe over time heals and effects all proccing off each other. Like how vengeance has changed alot of single target heals to be.......you know, single target. Why does breath of life need to be a massive aoe conal smart heal when in reality it should be an aimed single target?

    Back in the day they also tried to design the spammable skills to be less complicated. For instance dizzy swing was just a long cast hard hitting skill that did a knockup. Now it takes me 3+ paragraphs of explanations to tell you how it works. Maybe they should restructure skills so the 4th and 5th and ultimate skills are more complex with the more common 1-3rd skills being more inline with simple performative spammables.
    We should use the insightful and awesome buttons more
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