Cyrodiil has been stagnant for years, mostly because armor weights are meaningless, zergs run identical meta sets, and keeps flip with no real coordination or risk.
This concept aims to revive roles, restore strategy, and make campaigns feel like true Alliance-vs-Alliance warfare again.
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1. Armor Weight = Siege Role (New Set Bonuses)
Instead of random damage procs or stat stacking, every armor weight gains meaningful Cyrodiil utility.
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🛡 Heavy Armor – “The Siege Kings” (Offensive Siege Corps)
2-pc: Can carry & deploy rams
3-pc: + Ballista access
4-pc: + Trebuchet access
5-pc: + Oil Catapults & Meatbag/Ice Catapults
5-pc Bonus: +50% siege damage done, -50% damage taken while operating siege
Why?
Heavy becomes the backbone of keep assaults. If your guild wants an organized door push, you need heavy armor siege crews. No more 24 medium bruisers awkwardly dragging one ram.
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🏹 Medium Armor – “The Mobile Support / Camp Lords”
2-pc: Ballista access
3-pc: Trebuchet access
4-pc: Oil/Catapult access
5-pc: Deploy & refresh forward camps
Camp Bonus: +50% camp health or faster respawn timer
Why?
Medium remains mobile and aggressive, but becomes the king of field logistics. Long fights depend on camps, and now only dedicated medium players can keep them flowing.
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✨ Light Armor – “The Keep Defense & Scroll Specialists”
2-pc: Carry repair kits at double quantity / double speed
3-pc: Protected Ground Aura
• 10m aura around you gives siege operators Major Protection
• BUT: If you’re not repairing / manning siege while in the aura, you take ticking damage
(→ forces real defensive play instead of spam-jabs-from-the-walls gameplay)
4-pc: +50–70% faster resurrection, but after accepting a rez you are immobilized and take 100% more damage for 3s
5-pc Scroll Runner Bonus:
• +15–20k resistances
• +10k Max Health
• Only self-heals work (no group healing, no HoTs)
Why?
Light armor becomes the true keep-defense class and the high-risk scroll carrier, not a tanky rez-bot.
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Immediate Gameplay Impact
Organized keep pushes return
Groups must balance heavy/medium/light to function
No more 24-man mediumball clones
Small-scale / roamers unaffected (they don’t need the 5pc utility)
Armor weight becomes an actual strategic choice again
This single system reintroduces roles, roster composition, and real strategy into Cyrodiil.
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2. New Scoring Rules – “You Only Get Paid For Fighting”
✔ Defensive Ticks = Only when keeps/resources are under genuine attack
• Timer checks every 60s
• Enemy players within ~200m OR siege damage = “under attack”
• The longer the battle, the higher the multiplier
0–5 min → x1
5–15 → x2
15–30 → x3
30+ → x4
✔ Empty keeps/resources = 0 points
No more free AP for nightcapping a dead map.
✔ Flip points only awarded if enemy players were present recently
If nobody contested it in the last ~5 minutes → 0 AP.
✔ Keeps/resources locked during active conflict
While a keep is being attacked or the flag is white:
→ no ownership ticks for either side
→ prevents “flip everything right before eval” abuse
This system rewards real battles, not map painting.
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3. Kingbreaker Ram – The Fast Dethrone Mechanic
A cinematic, faction-wide event tied to lore-accurate “lynchpin” keeps.
Target Keeps
AD Emperor → Faregyl
DC Emperor → Glademist
EP Emperor → Arrius
Resources for the ram: Farm → Mine → Lumbermill
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How the Event Works
1. Flip Farm → 20-min global alert
“Red is assembling a Kingbreaker Ram at Faregyl!”
2. Flip Mine → Steel Ram Head awarded
3. Flip Lumber → Ram parts spawn
4. Assemble 12–24 players to push it down the road
Heavy = more ram HP
Medium = faster pushing
Light = repairs
Riders immune to ranged/siege
Defenders can burn it or board/steal it
5. Ram reaches outer door → instant one-hit breach
6. Keep goes white for 5 minutes
(no tranquil “ninja flip” cheese)
7. If attackers flip both flags inside the 5-minute window →
→ Emperor is dethroned instantly.
Regardless of any other keeps on the map.
This gives campaigns cinematic moments and makes dethroning an actual war event again.
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Closing Thoughts
These changes would:
Restore purposeful roles in Cyrodiil
Make armor weight meaningful again
Punish empty caps
Reward real battles
Revitalize campaigns with epic, coordinated objectives
Create natural player-driven “stories” every night
A system like this moves Cyrodiil away from “AP farming simulator” and back into a tactical three-faction war — the way the zone was always meant to be.