Maintenance for the week of December 2:
• PC/Mac: NA and EU megaservers for patch maintenance – December 2, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)

Update 4 Wish List:

madangrypally
madangrypally
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This is my wish list of things that Update 4 will have, if not sooner. @ZOS_GinaBruno and @ZOS_BrianWheeler and @ZOS_JessicaFolsom


1: Spell Penetration: Either intentional or bug, it currently needs adjusting. Wearing 7/7 Light Armor adds 42% Spell Penetration. This is not bypassing 42% of a players spell resistance by 42% of a players spell mitigation. This is huge because it means players in light armor are generally ignoring the enemies entire spell resistance. Note: Armor penetration does not work this way.

2: Stamina Builds: First I do not like the word stamina builds as it is misleading. It is more Stamina Weapon build issues. Currently the stamina weapons are severely broken as using them comes with massive drawbacks. It is still possible to make a stamina build work, it is just not nearly as viable as Staff Builds. Easiest way to fix this is to make abilities scale off of whatever stat is higher or to scale off the combination of both stats divided by 2.

3: CC Break and Immunity not working . This is a major issue right now in PvP and needs to be fixed ASAP. Being killed due to being perma stunned is what I am the most angry with atm. See name.

4: Forward Camps: There have been many ideas floated around and many discussions so wont go into further details. Something needs to make Cyrodiil transport line matter and make resources matter again. This fast travel anywhere instantly is ruining Cyrodiil's map design.

5: Armor Balance: This ties into the stamina builds. Armor should be more about damage and damage mitigation and not about damage type. IE: Light armor does more damage while takes more damage. Medium Armor is base. Heavy Armor deals less damage but mitigates more damage. The other bonuses should be things that are not tied to type of damage. IE: No reduced magicka cost on light armor or reduced stamina on medium armor. Remove it and give an overall reduction to all abilities. No spell crit or melee crit on armor. etc.

6: Traits: Either randomize traits on gear or allow crafters to change traits on gear. ATM most high end gear is worthless because it does not have a decent traits. This is greatly impacting characters. (can make it require dungeon boss drops or AP vendor items to change a trait)

7: Impenetrable: One change I am wanting to see to Impenetrable is that the chance to be critically hit is based on the enemies spell crit and not a flat reduction. IE: I have 50% Impenetrable then if the enemy has 40% spell crit I would reduce their chance to 20%. If the enemy has 70% spell crit I would reduce their chance to 35%. ATM I do not want to see this trait changed unless a soft cap is also placed on Critical chance or the chance is something similar to the above suggestion.. It is to easy to stack an insane amount of critical value and Impenetrable is the only way to offset this value.

  • Sharee
    Sharee
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    Agree with all the above, and additionally

    8: Keep defense. Currently a keep who has no players inside before an attack starts can not be defended at all - it will be taken before any defenders can arrive. Suggest either making the keeps tough enough to withstand attack until defense can realistically be mounted, or make it so that porting into a keep that is under attack (shows 'on-fire' on the map) is still possible as long as at least one resource belongs to the keep owner.
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