ZOS_BrianWheeler wrote: »I've brought up fast travel on roads and other bonuses but we're still watching to make sure the Forward Camp changes benefit Cyrodiil health as a whole in the long term. It's been just a few days and the uptick seems good, but we're still watching
On other notes, we have discussed Siege damage (including side effects of Ice shot and the like), Wall health, Door health and other mechanics to adjust next. I can say for certain we plan on putting in Full Grand Soul gems to be purchased with AP, but I have no estimate on exactly when that will hit live or PTS.
As always, thanks for posting here all your suggestions and feedback! See you all on the battlefield!
ZOS Brianwheeler - Unfortunately the uptick is terrible and a lot of decisions made in 1.5 are worrying.
Forward Camps:
The removal of forward camps is actually a really bad thing in my, and alot of my friends opinions. Anything that forces you to spend more mind numbing time on a horse and less time fighting is obviously not desirable.
Sneak Damage:
So sneak damage was nerfed I believe as a reaction to snipe 1.5 sec gank kills. I think most can agree that it is now easier to gank snipe someone under the new update than it ever was before as you can get 2 snipes off before the enemy can react instead of 1 snipe and a heavy attack.
So sneak damage has been nerfed as a result of snipe but has actually not affected snipe gank efficiency.
What it has done though is nerf the skill ambush to the point where it is useless - why is in more rewarding now to gank someone from 35m than it is from melee range? Melee should always hit hard - pretty obvious.
Also by nerfing sneak there has essentially been a nerf to the racials of Khajiit and Bosmer, who are both encouraged to use sneak openers and have a % based bonus to it. These two races are widely regarded already as 2 of the weakest. Worryingly this patch has moved the already stronger races further away by allowing more attribute points and the undaunted skill lines. These skill lines will give more magic for example so the races with % based racials will benefit even more and be buffed!
So - Weak Races - Nerfed
- Strong Races - Buffed
Worrying decision.
By my numbers the ambush sneak opener has been nerfed by 35% - This is huge and uncalled for and means that the racial stealth passive applying to this has been nerfed in effectiveness also by a 3rd! That is a huge huge nerf.
My question is Why? This was about snipe? In 1.5 snipe is stronger?
wth?
Thechemicals wrote: »10. Allow a raid leader to move members within his raid group to different sections. You have group 1,2,3,4,5,6 and each section has 4 members. Many times, good leaders want to split groups 1,2,3 and 4,5,6 to do different things but it becomes problematic when most of the healers or damage dealers or tanks are all in one section. This would be a huge benefit to promoting tactical play and making things fun.
The removal of camp, while not being a perfect solution, has greatly improved Cyrodil in my opinion. Now you see people running between keeps again, instead of just between a keep and ressource to suicide. It generates a lot more fights in places that can't provide ticks and thos fights are way more interesting than those arround keeps just for that reason. Also you don't kill the same person 10 times in 1 minute now that they have to respawn a bit further
Thechemicals wrote: »The removal of camp, while not being a perfect solution, has greatly improved Cyrodil in my opinion. Now you see people running between keeps again, instead of just between a keep and ressource to suicide. It generates a lot more fights in places that can't provide ticks and thos fights are way more interesting than those arround keeps just for that reason. Also you don't kill the same person 10 times in 1 minute now that they have to respawn a bit further
Yes, the concern now is that Wheeler has mentioned to chance of restoring camps. This in my opinion is a terrible idea, not because of the issue "camps or no camps" but that a change was made and instead of improving on that change with some of the ideas mentioned in this thread or other ideas, they will revert back to an old way and possibly just add some restrictions.
I would be happy if i never saw another camp again, but in its place you could make forward encampments:- a piece of equipment that functions like a siege shield but offers additional bonuses to armor/spell resist and other defensive bonuses. These encampments could even have a small group of npc guards. However, this equipment would not be placeable in any already fortified location like resources/outposts/keeps/temples/home base. This would allow it to be a marker for players to regroup/gather/organize from when pushing towards an enemy keep.