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Dedicated Imperial Districts Feedback Thread

  • Stikato
    Stikato
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    I really like the overall layout of the districts, there's plenty of cover and the mobs definitely seem different/more dangerous then the ones in Craglorn or most dungeons. Biggest problem I noticed is that the respawn points for each faction are too close to one another, and to the entrance gates from other districts. There really needs to be some way for a faction to "take control" of a district and eliminate enemy respawns + use of transit ladders from faction base to get quick access. Enemies would only be able to get access to a "controlled district" via gates or the sewers - this would balance nicely with Cyrodil proper in terms of time for enemies to respawn and run back. With enemies respawning constantly in the same district after dying, getting anything done PVE wise or keeping TV stones is really hard. Where TV stones are concerned in particular the tension should be getting back through the sewers to base IMO, not in wading through an endless wave of respawning enemy players.

    Until some sort of control mechanic for districts is developed, IMO it would be best to force players to respawn at their faction base in the sewers and disable the district respawn points altogether. Each faction would have transit ladders to only two districts, and have to use gates or the sewers to get to the others (IE DC might have transit ladders to elven gardens and arena, EP to temple district and noble district).

    The current situation with respawns in the IC right now is a big problem similar to forward camps, or what keep battles would look like if players could constantly respawn until all flags are taken. When I defeat a player in IC, generally speaking I don't want to be attacked by the same player seconds later after they respawn.

    Great post, just quoting because this is well said.
    Mordimus - Stam Sorc
  • AssaultLemming
    AssaultLemming
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    Enodoc wrote: »
    Detector wrote: »
    Please scale old PvP-vendors to v16. Or Alliance Points is useless after 2.1
    I don't think that's likely. If old vendors are scaled up to VR16, that trivialises the rewards from the scaled dungeons and IC.

    It badly needs to happen, the poor set options from IC should not become the only options for end game gear! The sets should be desirable because of their nature, not because they are the only option. What's the point in making all previous dropped or bought gear obsolete? Terrible idea. At least crafted gear will scale to vr16.
  • AssaultLemming
    AssaultLemming
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    Epona222 wrote: »
    It would be helpful if the door back into the sewers could appear on the compass bar (preferably optional to turn on or off, to keep everyone happy), as it can get a bit hectic in the districts and there is no time to study the map for directions.

    Add a map marker with the F key.
    Edited by AssaultLemming on July 30, 2015 7:22AM
  • AssaultLemming
    AssaultLemming
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    Rioht wrote: »
    Agree with the scaling of old PvP vendor gear, but with a higher cost.

    We can already get VR16 gear from scaled dungeons, or scaled chests (if not please confirm)

    Why not open up the PvP vendors to higher levels as well?

    Yep let's go to 500k AP for vr16 gear.
  • AssaultLemming
    AssaultLemming
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    There needs to be a way to control a district for your faction, and only the faction in control can spawn there. If you die and your faction is not in control then releasing should put you back at your sewer base. Something as simple as the flag system from the cyro resources would work fine, maybe 3 flags per district, control 2 to spawn. The flags could be on new resources such as the treasure vault, crafting table, etc..Something like that...
    Edited by AssaultLemming on July 30, 2015 7:36AM
  • AssaultLemming
    AssaultLemming
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    And controlling 4 or all 6 districts should unlock the imperial palace where mobs drop double TV stones or the dungeon armour sets...
    Edited by AssaultLemming on July 30, 2015 7:38AM
  • Enodoc
    Enodoc
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    Enodoc wrote: »
    Detector wrote: »
    Please scale old PvP-vendors to v16. Or Alliance Points is useless after 2.1
    I don't think that's likely. If old vendors are scaled up to VR16, that trivialises the rewards from the scaled dungeons and IC.
    It badly needs to happen, the poor set options from IC should not become the only options for end game gear! The sets should be desirable because of their nature, not because they are the only option. What's the point in making all previous dropped or bought gear obsolete? Terrible idea. At least crafted gear will scale to vr16.
    So will dropped gear from any scaled dungeon, so that's not obsolete. It's not just IC gear that goes to VR16, it's IC gear, crafted gear, and dungeon drops.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Enodoc
    Enodoc
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    There really needs to be some way for a faction to "take control" of a district and eliminate enemy respawns + use of transit ladders from faction base to get quick access. Enemies would only be able to get access to a "controlled district" via gates or the sewers - this would balance nicely with Cyrodil proper in terms of time for enemies to respawn and run back. [...]

    Until some sort of control mechanic for districts is developed, IMO it would be best to force players to respawn at their faction base in the sewers and disable the district respawn points altogether.
    I agree with this. District control would also be great for repeatable objective-based PvP, which currently doesn't exist in the City. Removing the district respawn points is also a sensible idea; they are unnecessary considering that each alliance base has access to all the districts anyway.

    The other thing I would say is that there needs to be some sort of PvP immunity when going through a gate. Whether it's a 10 -metre PvP "sanctuary" dead-zone around them, or a 20 second PvP "truce" immunity applied to the player when they go through them, this is needed to combat spawn ganking. (This should apply to the balcony sections in the sewers as well.)
    Edited by Enodoc on July 30, 2015 9:16AM
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Lionxoft
    Lionxoft
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    Enodoc wrote: »
    There really needs to be some way for a faction to "take control" of a district and eliminate enemy respawns + use of transit ladders from faction base to get quick access. Enemies would only be able to get access to a "controlled district" via gates or the sewers - this would balance nicely with Cyrodil proper in terms of time for enemies to respawn and run back. [...]

    Until some sort of control mechanic for districts is developed, IMO it would be best to force players to respawn at their faction base in the sewers and disable the district respawn points altogether.
    I agree with this. District control would also be great for repeatable objective-based PvP, which currently doesn't exist in the City. Removing the district respawn points is also a sensible idea; they are unnecessary considering that each alliance base has access to all the districts anyway.

    The other thing I would say is that there needs to be some sort of PvP immunity when going through a gate. Whether it's a 10 -metre PvP "sanctuary" dead-zone around them, or a 20 second PvP "truce" immunity applied to the player when they go through them, this is needed to combat spawn ganking. (This should apply to the balcony sections in the sewers as well.)

    Similar to the "Close your eyes" hide and seek rule? :smile:
  • Enodoc
    Enodoc
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    Lionxoft wrote: »
    Enodoc wrote: »
    There really needs to be some way for a faction to "take control" of a district and eliminate enemy respawns + use of transit ladders from faction base to get quick access. Enemies would only be able to get access to a "controlled district" via gates or the sewers - this would balance nicely with Cyrodil proper in terms of time for enemies to respawn and run back. [...]

    Until some sort of control mechanic for districts is developed, IMO it would be best to force players to respawn at their faction base in the sewers and disable the district respawn points altogether.
    I agree with this. District control would also be great for repeatable objective-based PvP, which currently doesn't exist in the City. Removing the district respawn points is also a sensible idea; they are unnecessary considering that each alliance base has access to all the districts anyway.

    The other thing I would say is that there needs to be some sort of PvP immunity when going through a gate. Whether it's a 10 -metre PvP "sanctuary" dead-zone around them, or a 20 second PvP "truce" immunity applied to the player when they go through them, this is needed to combat spawn ganking. (This should apply to the balcony sections in the sewers as well.)
    Similar to the "Close your eyes" hide and seek rule? :smile:
    Seems like they are looking into this. Brian's team have been testing a timed immunity for some of the doors which cancels if you use an ability or go into stealth.

    I've noticed that there are a few small buildings you can go into which are not sanctuary-flagged. Does anyone know what they are for?

    BTW I would still love to see PvP-based District Control make a return :)
    [/bump]
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Iyas
    Iyas
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    I really like the overall layout of the districts, there's plenty of cover and the mobs definitely seem different/more dangerous then the ones in Craglorn or most dungeons. Biggest problem I noticed is that the respawn points for each faction are too close to one another, and to the entrance gates from other districts. There really needs to be some way for a faction to "take control" of a district and eliminate enemy respawns + use of transit ladders from faction base to get quick access. Enemies would only be able to get access to a "controlled district" via gates or the sewers - this would balance nicely with Cyrodil proper in terms of time for enemies to respawn and run back. With enemies respawning constantly in the same district after dying, getting anything done PVE wise or keeping TV stones is really hard. Where TV stones are concerned in particular the tension should be getting back through the sewers to base IMO, not in wading through an endless wave of respawning enemy players.

    Until some sort of control mechanic for districts is developed, IMO it would be best to force players to respawn at their faction base in the sewers and disable the district respawn points altogether. Each faction would have transit ladders to only two districts, and have to use gates or the sewers to get to the others (IE DC might have transit ladders to elven gardens and arena, EP to temple district and noble district).

    The current situation with respawns in the IC right now is a big problem similar to forward camps, or what keep battles would look like if players could constantly respawn until all flags are taken. When I defeat a player in IC, generally speaking I don't want to be attacked by the same player seconds later after they respawn.

    agree
    Noricum/ Kitesquad/ PC/EU

    Kitesquad Vol. 1

    https://youtube.com/watch?v=6tGxK9KRrEI
  • Sentinel
    Sentinel
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    I have a bit of feedback about the districts sweepers, specifically the Nobles and Elven Gardens districts. Both of these sweepers can be solo'd (the elven gardens watcher and the nobles frost atronach) using ranged attacks and with self heals. I have tested a few sweepers to see if this is possible for all, and there are some I have not yet attempted (arena, memorial, arboretum).

    My thoughts:

    The Elven Gardens Watcher: This boss can be solo'd using range attacks from a height above the ground in the plaza. There is a building next to the main square with a hole in the side that allows one to stand on top and range the boss without it de aggro'ing. The boss will hit the player with single target attacks, but all aoes do not reach up, and the player has enough time to heal through the single target attacks.
    Suggestion: Fix it so it stops aggro if you attack it at a spot it cannot reach, like some of the other sweepers.

    Nobles District Frost Atronach: This boss can be solo'd using range or melee if one is careful. All of the boss's melee attacks can be avoided by the player (the sweeps and light attacks), and if the player is careful, all of the boss's aoe can be avoided as well. Given that the speed of the aoe's is slow and give great cues as to what and when they will happen, the player can anticipate the attacks and avoid every single one, and even if they are hit with a few attacks, the player can heal through it and continue.
    Suggestion: Add more mechanics that make single players more difficult to solo the boss, such as: spawn additional enemies during fight, have the boss make a hard cc on the player followed by a hard attack (one that can be lived through, but just barely), or anything else that would be ideal.

    The temple district Lich: This boss cannot be solo'd. Its adds are too much, as they can move quickly and the aoe attacks can hit hard.
    Suggestion: Learn from this boss how to make any others difficult to solo.

    I will test out the Arena and Arboretum district's sweepers later and see if they can also be solo'd. I will not test Memorial as that would be impossible due to other players.

    EDIT:
    Tested Arena Districts sweeper. It can be solo'd as easily as the Nobles Frost Atronach by kiting and ranging it down.

    Untested Districts: Arboretum and Memorial.
    Solo-able districts: Arena, Nobles
    Bugged Districts: Elven Gardens
    Non Solo-able Districts: Temple
    Edited by Sentinel on August 25, 2015 4:37PM
  • Sentinel
    Sentinel
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    NOTE AFTER IMPERIAL CITY LAUNCH:

    It has now become common practice to fight the elven gardens watcher boss from the ledge to avoid all aoes. Many groups & people I have talked to as well have seen first hand have done so. It gained no adjustment from PTS to live.
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