Information from the PVP segment of the ESO guild summit. The PVP Q and A, as well as a lot more information about the future of ESO in general is available at the link bellow.
tamrielfoundry.com/2014/10/eso-guild-summit/
More information from the second day of the guild summit avaliable at the link below. I put most of the stuff that I feel applies to PVP directly below though. Topics being discussed today include combat and abilites, lore, justice system, zones and content.
tamrielfoundry.com/2014/10/eso-guild-summit-day2/AoE Target Cap Updates
Eric recognized the current meta of stacking in AoE and distributing damage throughout your group. This isn’t the gameplay ZOS wants, they want large groups of abilities to be vulnerable to AoE and afraid of AoE. Some important concerns to consider with increasing the AoE cap are:
- Effect on Ultimate generation
- Application of secondary effects (stuns, CCs)
- Additional server load
- Effects on PvE balance
- The solution ZOS is currently considering involves healing remaining capped at 6 targets, but AoE damage being unlimited in the number of targets it can affect, but subjecting that damage to a damage falloff effect where as an AoE hits more and more targets the damage dealt to additional targets decreases by some scaled percentage.
Gameplay and Itemization
Eric Wroebel started the day off with a presentation on gameplay and intemization improvements that the ZOS team is working on. Some of their future plans include:
- Increasing build diversity
- Moving towards Stamina and Magicka dealing comparable damage
- One weapon isn’t the best for all damage specs
- Niche abilities are more useful for their specific role
- The first major push they have made towards achieving this re-balancing effort involves modifications to weapon abilities:
- Heavy attacks restore Stamina/Magicka (already live in Update 4)
- Buff to stamina based abilities (coming soon)
- Make damage competitive between Magicka and Stamina
- New AvA abilities – AoE damage, stealth detection, healing debuff, a Stamina based heal
Ultimates
Changes to Ultimate abilities and the way that Ultimate generation works are also coming soon to reconcile the difference between fast-ticking DoT stacking builds and slow attacking tanks to even out the rate at which different build types generate Ultimate resource.
- Reduce variation in Ultimate generation between builds
- Ultimates will scale off your highest stat and critical strike chance
Abilities and Morphs
Eric also talked about many of the under-used abilities and morphs currently in game:
- Haste – because of light attack weaving is not currently very useful. Abilities like this which have fallen below the usefulness threshold will be improved to feel much more useful and powerful. The plan is to buff up lesser used abilities, not to nerf the already popular abilities.
- Annulment no longer gives a flat 50% reduction, but the value of the shield granted has been increased by 150%, but only works against spells.
- Shadow Cloak – QA has been hard at work to identify the affects of using every single ability in the game with/against a character who is cloaked, so they are aware of all the issues and will be working on resolving them for future updates.
- Eric also wants more class abilities to be useful to Stamina builds. Possibilities include morphs to class abilities that would allow them to cost and scale off Stamina instead of Magicka. Some examples he cited were Veiled Strike (Nightblade) and Dark Deal (Sorcerer).
Two-Handed- Cleave – increased the damage and radius of Cleave to be more competitive with Impulse
- Critical Charge – reduced the base damage a bit to combat the “charge spam build”, but increased the damage on the morph that scales with distance charged
- Uppercut – Reduced the cast time, increased the damage to make this the “bread and butter” damage ability for the 2h line (seeing the ability used live looks much faster and more powerful)
- Reverse Slash – improved the morph which deals AoE splash damage to be more attractive compared to Executioner
- Momentum – Now increases Weapon Power by a flat 20% for 30 seconds and applies a small HoT for the entire duration. The morph which currently heals you at the end will allow you to cash in that heal at any time by using the ability again.
- Forceful (passive) – now deals splash damage to 2 targets instead of 1
- Follow Up (passive) – this new passive replaces Arcane Fighter and now increases the damage of fully charged Heavy Attacks by 5/10%.
Bow- Poison Arrow – Increased the DoT component, but kept the base damage where it is
- Volley – Increased the base damage
- Arrow Spray – made the true area of effect more closely match the displayed template
- Snipe – Reduced the cast time of snipe to become the bread-and-butter damaging ability for the bow line.
- Long Shots (passive) – Reduced the range threshold required to receive the bonus to work well with the maximum range of all bow abilities
Synergies- ZOS also wants to make sure that all Synergies are fully useful, so that players always want to use them, not avoid them like with some of the more annoying synergies. Eric also plans to move towards more contextual synergy usage, where certain synergies will only prompt themselves as available if certain conditions are met (like Blood Altar and Templar Cleanse currently work).
- The goal is to reduce the overall number of “Press X” prompts that you have at any given time, but to increase the usefulness of Synergies that players DO use.
Global Changes for Abilities- More clear ability derived stats – abilities will very obviously scale off either Stamina or Magicka, and use the relevant critical chance for that resource
- Ability usage vs CC immune bosses (for example, maybe using Stonefist against a stun-immune enemy would give the player a temporary Armor buff instead)
- Tooltip clarity pass
AvA and Imperial City
Brian Wheeler is up next with the PvP team who handles content and rules in PvP zones including keeps, objectives, alliance points, etc… He would especially like to remind folks that his team does not handle abilities, items, general gameplay, or PvE related issues. He and his team follow the forums closely and has, in the past, both made changes and reverted made changes based on player feedback.
Blocking During Ability Usage
Block needs to feel responsive
ZOS wants there to be a tradeoff between acting defensively and your offensive potential. Some alternative treatments are being considered, and it’s a problem that they are working on.
Gameplay/Itemization Questions-
Stealth detection potions and their current effectiveness versus abilities like Shadow Cloak.
They will investigate the effectiveness of these potions to make sure they are in-line with the effectiveness of stealth granting abilities.
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The current ineffectiveness of CC in PvP due to the availability of CC break and Unstoppable. CC in ESO is really ineffective.
Eric commented on DAoC and the role of CC in that game versus the way that ESO is set up, and generally suggested that the dynamics of combat in ESO are not necessarily designed around large scale, multi-target CC in mind.
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The possibility of increasing the action bar capacity beyond 5 abilities:
It’s about meaningful choices, and ZOS is working on buffing some of the less used and niche abilities to be more powerful, but they like having players face tradeoffs in the way they set up their characters for any given fight. They are considering adding some kind of loadout manager built into the UI which would make it easier for players to swap out their setup in-between combat.
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Considering a synergy prioritization system so you can volunteer to ignore particular synergies or set your own priority order:
They are looking into ways to change the way that synergies work so that they are almost universally more desirable and you won’t be stuck in a position of having to burn through nuisance synergies before you get to the one you want to use.
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Dragonknights and their incredible level of sustain and defensiveness with reflects and self-heals.
They are looking into ways to adjust the power level of abilities like Reflective Scales and Battle Roar without going too far into nerfing commonly used abilities.
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Why no cloaks?
Cloaks are cool, but they are an artistic challenge to have them move, reflect light, and match the overall aesthetic quality of the rest of the game’s equipment. Adding cloaks which moved naturally would be incompatible with having a high number of character models on screen at a given time.
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The multi-dependency of Stamina in combat, is this something that is a concern for the future? Have you considered the possibility of implementing a separate resource pool for defensive actions?
Stamina users have several advantages when it comes to using defensive actions, they can take those actions more frequently because of their larger pool and have their Magicka reserved for using defensive or buff abilities. We have seen the suggestions to separate this resource, but its not something we are considering for now.
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Any plans for a transmogrify system?
No plans for transmog right now, but it is a cool system that we might consider adding in the future.
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How do you balance the importance of crafting with the need for future itemization, vertical progression, and more. Have you considered any systems to allow crafters to help upgrade existing items like craft-in-trade to redo item traits or styles? What about the economy for legendary upgrade materials which has been screwed up since day 1?
We are talking closely with the crafting team about the possibilities of adding new tiers of item upgrade mats, as well as ways for crafters to possibly modify existing items to keep crafting relevant even if they are no longer directly creating the most powerful items in the game.
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What about CC stacking and the differentiation between a hard CC and a soft CC? Why is it that you can rotate short-duration CCs so effectively like alternating between Streak and Crystal Fragments?
We are looking at making sure that everything is applying CC immunity in the way
that you would expect, and it’s likely that some effects will need to have additional immunities applied to them.
Coming up in Update 5- Minimum rank requirement to purchase Forward Camps
- Buffs will be local to the campaign only for PvP only, they are still considering how to handle buffs for PvE
- Anti-tunneling boundaries and ways to block exploits where players wiggle through terrain objects and get underneath the world.
Future Updates- Oil pot adjustments, they are aware of the ways that pots are currently used and adjustments will be made to enforce a minimum pour distance or some other control.
- Elder Scroll bonus changes
- Population imbalance adjustments
- Crashes both client and server-side
- Spirit of the game “antics”, spies, trolls, guesting issues
Imperial City- The city is basically just a PvE zone with PvP.
- The sewers – super large public dungeon
- Districts – contain capture locations with PvE events
- Difficulty is tuned for 1-2 players at high level
- Each campaign has their own Imperial City
- All 3 sides will potentially have access at the same time.
- Access is gated by controlling your 6 home keeps – making defending and home security more important.
- The population cap is shared between Cyrodiil and the Imperial City, so as one side floods into the city, their power in Cyrodiil itself will wane allowing other alliances to retake less defended objectives.
What’s Inside the City?- New armor sets + the new Xivkyn crafting style
- 6 new 8 hour Buffs from the Divines – these are similar to Mundus Stone buffs, but temporary. They are AoE beneficial, so if you have a buff it will affect all your nearby allies as well.
- Lots of enemies to kill, get money, exp, loot.
@sean8102 - Carlore - Daggerfall Covenant