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Cyrodiil Change Suggestions

Kaelthalon
Kaelthalon
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Cyrodiil is fun, but only when the battle field is level. People lose moral when one faction guests into a campaign, then destroys everything without being much of a challenge. Also, when one faction owns all of the scrolls and majority of the keeps, it really buffs them up to be more powerful than anyone.

Here's a list of ideas on how to make PvP more balanced, which would be more fun:

1. Buff factions who own less than (x) of their home keeps. Something like an Unyielding Spirit would allow factions to have a fighting chance against a faction who owns most of their keeps. It doesn't have to be PvP specific, but maybe something like (x)% more damage to guards and walls/towers in their home keeps. This would make it so that players could attempt to retake their keeps faster and easier.

2. Add a debuff to the Emperor when there is less than (x) allied players near him. An Emperor should not be able to fight and kill 20 players by him or herself. The Emperor can't be an emperor without his subjects.

3. Add a limit to the number of "guests" in a campaign at one time. Some campaigns are being destroyed by guilds of factions that jump into guest, or friend campaigns, just to harass the opposing faction. I don't have a problem with it, as long as it's not an overwhelming number of guests slaughtering everyone.

4. Being able to "blood teleport" to a nearby keep should be removed once Forward Camps return. The ability to die to guards to teleport to a distant, disconnected keep is abusive. If your current keep is cut off, then a Forward Camp should be used if you want to stay there and fight (or you can, you know, not die).

With the updates to Cyrodiil coming in the next patch, I hope siege weapons are buffed to the point that a trebuchet can 1-shot a (low level) player if they don't dodge the shot.

If I see any other ideas in this thread, I will add them to this list!

Off-topic side-note: Trebuchet is marked for incorrect spelling... Spellcheck fail!
Thieves guild coming soon?! All in!
  • Voxicity
    Voxicity
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    Doesn't something similar to that already exist, in 1? I might be wrong
  • Kaelthalon
    Kaelthalon
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    @Vox

    Kind of, but not really.

    http://www.uesp.net/wiki/Online:Campaigns
    Underdog Bonuses
    At certain times, one of the alliances may qualify for an "underdog bonus" during a particular campaign. These are applied when an alliance has a consistently low population of players entering that campaign, or if an alliance has a significantly lower score than the others. Underdog bonuses are re-evaluated every 30 minutes, and grant a 20% increase to Alliance Point gain for the duration. An alliance that is currently benefiting from an underdog bonus will display one of the following icons on the scoreboard:
    Population Underdog — Scoring bonus ×4, AP bonus 20%
    Score Underdog — Scoring bonus ×3, AP bonus 20%

    My thoughts on 1 was if a faction owns less than 2 keeps for example, they could at least have a easier time retaking their home keeps. To keep people from splitting into many groups and laying siege to multiple keeps with this buff, it could be a buff when near a home keep that is under attack. Only the first (and second if they own 0 keeps) under attack would benefit from this buff.
    Thieves guild coming soon?! All in!
  • lolo_01b16_ESO
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    1. So you want to buff people as a reward for loosing their keeps? If you do that I'll promise you that next to no pvp guild will defend their own home keeps. We allready have enough situations where guilds decide that alessia is more important than glade / arrius.
    2. I'd prefer the opposite. Debuff everyone who has "x" or more friendly players next to him. We allready have enough zergs, no need to force emps to run in a full zerg aswell.
    3. Don't care about that one.
    4. Yeah, would be nice if could actually cut off a keep by taking all ressources.
  • Turelus
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    I understand it's not enjoyable to always be losing but I also don't think we should add systems into games which help people who are not able to win on their own.

    If you're losing because of population issues then that's on ZOS to get back into a balanced number of campaigns and remove these buff/farming campaigns which are single faction dominated.

    If you're losing because your faction simply isn't as strong or organised then you need to get stronger or more organised, not have a special "everyone's a winner" bonus.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Asmael
    Asmael
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    1. This also doesn't really solve the issue of buff campaigns. A campaign or two could probably be dropped.

    2. I'll disagree with that one, besides, Emperor isn't that much of an issue, solo or not. If 20 players die to a solo emperor, something is really wrong... with the players...

    3. It seems difficult to prevent massive jumping from one campaign to another without impacting players that just guest it because their campaign gets screwed, or they're just using a guest campaign for duelling, or farming in IC... etc. So, really mixed on that one.

    4. Anything would do, don't care much about that one.
    PC EU - Zahraji of the Void, aka "Kitty", the fluffiest salmon genocider in town.
    Poke @AsmaeI (last letter is uppercase "i") on PC EU or Asmael#9325 on Discord and receive a meow today.
  • Voxicity
    Voxicity
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    Kaelthalon wrote: »
    @Vox

    Kind of, but not really.

    http://www.uesp.net/wiki/Online:Campaigns
    Underdog Bonuses
    At certain times, one of the alliances may qualify for an "underdog bonus" during a particular campaign. These are applied when an alliance has a consistently low population of players entering that campaign, or if an alliance has a significantly lower score than the others. Underdog bonuses are re-evaluated every 30 minutes, and grant a 20% increase to Alliance Point gain for the duration. An alliance that is currently benefiting from an underdog bonus will display one of the following icons on the scoreboard:
    Population Underdog — Scoring bonus ×4, AP bonus 20%
    Score Underdog — Scoring bonus ×3, AP bonus 20%

    My thoughts on 1 was if a faction owns less than 2 keeps for example, they could at least have a easier time retaking their home keeps. To keep people from splitting into many groups and laying siege to multiple keeps with this buff, it could be a buff when near a home keep that is under attack. Only the first (and second if they own 0 keeps) under attack would benefit from this buff.

    Ahh okay. So you are suggesting a stat modifying buff rather than just ap. Fair enough :)
    Edited by Voxicity on December 14, 2015 10:59AM
  • iamnotweakrwb17_ESO
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    This is what I would do to cyrodil

    Cyrodil changes

    a) Shrink cyrodils size down. Cut down the number of keeps to 5 a side. Remove the outposts (bleakers, nikel and sejanus) as well as the far map edge keeps (dragonclaw, drakelowe and brindle.) It shouldn't take you 6 months to ride anywhere and you sure as hell shouldn't need speed boosts or mount bonuses just to maintain your sanity.

    b) Get rid of all PvE content, quests and NPC's who are not directly involved in keep or resource defense. Not only is this less data to track but also balances out side numbers as there are less people who are taking up a pop slot off in some cave and not actually contributing to the campaign.

    c) Remove AOE caps.

    d) Greatly buff the damage of the initial hit of the fire ballista. Meatbag catapults healing reduction should not be purgeable but its duration should not be lengthy either. Oil catapults should leave a residue on the ground which snares targets who enter into it. Fire ballista should be able to set this residue on fire which would cause the ground to catch fire for X number of seconds before the effect is removed. Greatly increase stone trebuchet damage to players. Remove cold and lightning trebuchet and ballista from the game.

    Ability reworks

    e) Fix all snare and root immunity talents so that they actually work. People who crit rush you while you have retreating maneuvers up should not cause you to be temporarily rooted in place.

    f) Give templars and DK's medium to long duration counters to snares and roots as they have very low mobility. Nightblades and sorcerers should either not have access to such talents or have an extremely watered down version. This means immunity extensions need to be apart of DK and templar core class line or passives.

    g) DK's need to be made tanky again. Green dragon blood should not be affected by the 50% healing reduction nerf.

    h) Templars need better self healing. The fault falls squarely on the blanket 50% healing debuff which gutted their ability to survive. I would actually propose getting rid of the 20% PvP Passive combat medic and instead reduce all healing by 30% while in cyrodil and give templars back a 10 - 20% self healing increase.

    i} All casted abilities should not self snare. Examples of such abilities are dark flare, radiant destruction, healing ritual and crystal frags.

    j) Templar Jabs and sweeps should have its cone of effect greatly widened so that the ability actually lands correctly. The ability should be reduced to 3 hits with the bulk of the damage applied over the first 2 hits. The third strike should apply a heavy snare instead of a knockback. It should do full damage to shields.

    k) Fix templar bugs, particularly the toppling charge which either renders your character utterly useless or refuses to activate at all.

    Alliance war lines and undaunted lines.

    I think the alliance war lines and undaunted lines should level as one entity. The reason being is that there are abilities and passives which are greatly useful for PvE locked behind a PvP gate and vice versa. This has been a source of frustration for many players. Alliance lines should be able to be leveled up by doing pledges and dungeons and the undaunted lines should also be leveled up by doing PvP related content. This gives greater character flexibility and lessens the numerous gates already in this game.

    CP changes

    CP defensive passives heavily punish DK magicka builds. Address!
    Edited by iamnotweakrwb17_ESO on December 14, 2015 12:24PM
  • SemiD4rkness
    SemiD4rkness
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    NO.
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