The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
Maintenance for the week of April 22:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – April 22, 4:00AM EDT (08:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – April 24, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – April 24, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)

Simple Fixes To Improve The Game Dramatically

sabresandiego_ESO
sabresandiego_ESO
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Large Goup Dominance Adjustments:

AOE Damage: Aoe damage attacks now do normal damage to the first 4 players, and 50% additional damage to each 4 additional players they hit, up to a maximum of 300% additional damage. 5 piece heavy armor now negates this effect defensively in addition to reducing block cost by 20%. This change is designed to spread players apart, give smaller groups a fighting chance against significantly larger groups, and allow tanks to continue to do their job.

AOE Healing: Players receiving healing from multiple sources will now take reduced healing from every additional healer they receive healing from. The strongest heals will always be prioritized and given the most strength. This change is to prevent large groups with multiple healers from becoming nearly invulnerable from stacked healing.

IC Monsters: Imperial City Monsters will now aggro on to players from factions which have greater numbers within 40 meters. For example if there are 12 DC fighting 6 EP, all monsters within a 40 meters who are currently aggrod will attack the DC players.

Stealth and Invisibility Dominance Adjustments:

Stealth: Stamina will now always drain while stealthed, regardless if moving or standing still. Passives in medium armor, the champion system, and ledgerman can reduce the rate at which stamina is expended while stealthed. You can no longer stay in stealth, permanently invisible forever. You will now have to hide behind obstacles while unstealthed and use other tricks and tactics to maintain stamina levels while being stealthy.

Cloak: This ability will now provide 50% duration reduction on invisibility after every subsequent cast within 6 seconds. This is to prevent players from remaining permanently invisible with high enough magicka regen and to balance it with other maneuvers like bolt escape and dodge roll.

Stealth Attacks: The stun from a stealth attack now provides a significantly more obvious animation on the victim. Instead of the victim standing absolutely still while no abilities work, the victims screen will now flash red and the character model will display an obvious animation

Crowd Control Dominance Adjustments:

Unbreakable CC and Double CC: You will no longer be stuck in an unbreakable CC due to a bug fix. In addition, you can no longer be CC'd twice in a row if hit with a second CC at the exact time you hit your break free button. Break free now provides instant CC immunity and additionally removes any CC.

Shield Bash: This ability will no longer cause victims to slide across the ground, will no longer double CC, and will no longer cause unbreakable CC.

Snares: No longer prevent you from dodge rolling or jumping correctly

Immobilizes: Players now gain a 2 second immunity after breaking an immobilize or after it expires. Immobilize duration can no longer be repeatedly refreshed.
Ali Dreadsabre -Necromancer
Ali Sabre -Nightblade
  • Wollust
    Wollust
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    I'd be happy with dynamic ultimate regen.
    Susano'o

    Zerg Squad
  • ToRelax
    ToRelax
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    I agree with everything but the Cloak change as I stated in the other thread.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Scyantific
    Scyantific
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    Stealth is fine, large groups need to get nerfed into the ground (like everything else that kills people too fast), and CC just needs to get fixed.
  • sabresandiego_ESO
    sabresandiego_ESO
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    Scyantific wrote: »
    Stealth is fine, large groups need to get nerfed into the ground (like everything else that kills people too fast), and CC just needs to get fixed.

    Stealth is not fine. It requires no skill to sit or move around the map permanently invisible. It's also silly that someone can sit permanently invisible in one spot and be impossible to find. It is just bad game design for a multiplayer game that has PVP. There should be no permanent invisibility option, anytime you are invisible (stealthed) your stamina should be draining.

    Its not that hard to go behind some obstacle, unstealth and let your stamina recover, then restealth and go do your thing. It adds alot more strategy and depth to stealth playstyle than what is currently in the game, which is basically perma invisibility.
    Ali Dreadsabre -Necromancer
    Ali Sabre -Nightblade
  • Dredlord
    Dredlord
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    Other than the bug fixes your asking for these suggestions are very poorly thought out and contradict each other with the indirect effects they would have on pvp.

    You need to consider alot more when you come up with these "simple" fixes before suggesting such huge sweeping changes.

    Some of them would be ridiculously hard to code and drastically increase server load.

    What we need most is bugfixes before any more balance changes.
  • ToRelax
    ToRelax
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    Dredlord wrote: »
    Other than the bug fixes your asking for these suggestions are very poorly thought out and contradict each other with the indirect effects they would have on pvp.

    You need to consider alot more when you come up with these "simple" fixes before suggesting such huge sweeping changes.

    Some of them would be ridiculously hard to code and drastically increase server load.

    What we need most is bugfixes before any more balance changes.

    The only suggestion I can see having any mentionable impact on "server load" would be the 2nd and 3rd suggestion about large group dominance.

    There are not that many bugs with much of an impact on PvP at this point, but a huge can of worms when it comes to balance.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Nice idea but forgot one.

    Null casting when blocking: When you block your skills will be greyed out and will not be able to cast any skill or spell for the duration of your block.
  • Scyantific
    Scyantific
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    Scyantific wrote: »
    Stealth is fine, large groups need to get nerfed into the ground (like everything else that kills people too fast), and CC just needs to get fixed.

    Stealth is not fine. It requires no skill to sit or move around the map permanently invisible. It's also silly that someone can sit permanently invisible in one spot and be impossible to find. It is just bad game design for a multiplayer game that has PVP. There should be no permanent invisibility option, anytime you are invisible (stealthed) your stamina should be draining.

    Its not that hard to go behind some obstacle, unstealth and let your stamina recover, then restealth and go do your thing. It adds alot more strategy and depth to stealth playstyle than what is currently in the game, which is basically perma invisibility.

    Maybe before you start trying to call for nerfs to stealth you should try using, oh, I don't know:

    -AoE attacks
    -Radiant Magelight
    -Detection pots
    -Piercing Mark
    -Caltrops
    -Revealing Flare

    So yeah, less an issue of "STEALTHBROKENPLSNERF" and more an issue of you have no clue how to get people out of stealth.
  • chevalierknight
    chevalierknight
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    Dredlord wrote: »
    Other than the bug fixes your asking for these suggestions are very poorly thought out and contradict each other with the indirect effects they would have on pvp.

    You need to consider alot more when you come up with these "simple" fixes before suggesting such huge sweeping changes.

    Some of them would be ridiculously hard to code and drastically increase server load.

    What we need most is bugfixes before any more balance changes.

    Op thinks games are made using lego and not code that affects all code its tied to

    "simple"
  • Sentinel
    Sentinel
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    Perhaps additionally make the "no stamina regen while blocking" more in line with what it states by pausing stam regen and continuing at the same timer after the block is over instead of making regen= 0...

    It isn't great when the nerf meant to kill perma blockers affects situational blockers equally as bad.
  • sabresandiego_ESO
    sabresandiego_ESO
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    I know some of these changes would be difficult to implement, no doubt about that. But I do believe all of them would improve the game.
    Ali Dreadsabre -Necromancer
    Ali Sabre -Nightblade
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