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7 Constructive Ideas to Improve ESO

MrTarkanian48
MrTarkanian48
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So here are some constructive ideas that could greatly improve the game:

1) Please scale all dungeons/content to V16: I got into this game on console. By the time I hit vet ranks IC was launching, and I did not hit vet 16 until after the IC DLC. I had a lot of fun with this content questing and doing PVP, but was still sorting things out. I hadn’t really focused on PVE Dungeons until later. Now that I am more experienced in running dungeon’s to get top end gear. However, even though I’d like to do content like Dragonstar, older trials, and Craglorn delves, I just have no incentive to go there. It is like an element of the game that is outdated and neglected. It is content that I feel like I missed out on. Re-scaling these areas to Vet 16 would bring so much more variety to the game.

2) Please scale older gear sets to V16: With each DLC there seems to be a new Best in Slot gear choice. Arguably though the current Best in Slot for many builds has not changed since IC. I understand the marketing in wanting people to get the new content to chase the new gear. However, it is kind of depressing to look up older gear versions and think of all the theory-crafting possibilities that are not possible since they are not scaled to V16. Perhaps give other incentives to completing new content such as increased gold mats or gold incentives. Scaling older sets will make build diversity a real thing, and get away from the same old builds everyone is seeing.

3) Allow traits on items to be modified through the crafting system:The RNG on this game can be painful to say the least. When getting armor drops it feels like you need the stars to align to get the piece you need. You first need the helm or shoulder you want from the dungeon and/or chest, which is a slim chance. Then it also needs to be the matching set you want (in regards to shoulders). Then you need it to drop in the right weight of armor (Heavy, Medium, Light). And then there are several traits that it can drop in, several of which are undesirable. I have been trying to get either Molag Kena or Bloodspawn Impen shoulders and doing daily dungeons for months without receiving any. I haven't had a Bloodspawn shoulder drop in any configuration, but I am sure when it does it will not be the ideal trait. I propose that the trait on items should be able to be modified through the crafting system (i.e. ability to change divines to infused, impenetrable, etc.) Perhaps a unique gold mat can be collected by some means in order to perform the modification. RNG will still be an element of the game, but not to its almost unbearable extent in some situations. This would also allow magic users to modify Maelstrom weapons to have the Nirnhoned trait. Seeing as Maelstrom is the hardest content in the game, people who complete the content should be able to get the weapon with the most desirable trait.

4) Change Ultimate Scaling for Stamina Users: Stamina builds are at a huge disadvantage since all but one damage ultimates scale with Thaumaturge due to being “Magic” damage. Change this mechanic so that all Ultimate’s do a unique type of damage, like “Ultimate” damage. Then make this new “Ultimate” damage scale with either Mighty, Thaumaturge, or Elemental Expert, depending on which value is highest. This will even out a huge balance issue in the game for both PVP and PVE.

5) Re-evaluate and change each skills damage type to make sense: Example would be Killer’s Blade. Scales of weapon damage and Max Stamina but does “Magic” damage. This makes it significantly weaker for stam builds then “Executioner” from the 2H line. There are many abilities that suffer from this issue. I would strongly recommend reviewing all damage skill abilities and making sure that the skill matches the type of CP setups that most builds will run.

6) AOE Caps/Lag: Obviously a heated debate. For one reason or another these haven’t been changed. I do feel that they most likely contribute to the lag due to all the damage calculations involved, and the inherent safety that groups currently provide. Something needs to be done here. Perhaps keep a cap, but change it to 24 people take full damage, and then none take damage after the initial 24. Anything that reduces the lag in PVP should be a #1 priority.

7) Tweak Magicka Detonation: Now that it will be easy to obtain this skill will be rampant in PVP. This gives Magicka users a huge advantage over Stamina builds coupled with issues #3 and #4. Bring down the single target damage significantly (40-50%), but then have it scale very high when it is used on several players. There is no reason an AoE ability should have such high single target damage. Stamina builds need to run DW in order to have a decent AoE, and it does much less single target damage. A less favorable option would be to create a stamina morph that is similar. This is a huge issue, especially with the Vicious Death set that is making Stamina builds obsolete.

I don't think these are over-reaching, and would benefit both PVE and PVP players. I do think these 7 changes would be a huge step in the right direction for the game, and would improve a lot of the negative feedback flying around lately.
Edited by MrTarkanian48 on March 16, 2016 7:36PM
Wood Elf Stam NB (PVP)
Redguard Stam Sorc (PVP)
Altmer NB (DPS)
Imperial DK (Tank)
Redguard DK (DPS)
Altmer Templar (Healer)

EP - PS4
  • Volkodav
    Volkodav
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    1.No.Unless it is a sliding scale so that those who are low levels can play too.
    2. Yes,if it is again slading.It would be nice to allow us to be able to improve our items. :}
    3. Yes
    4. Yes
    5. Yes
    6. I'm not too sure either way here.
    7. Perhaps.
    I am just careful about tweaking skills.
  • Spearshard
    Spearshard
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    Ged rid of BoP. The economy was far healthier prior to this God awful introduction.
  • charley222
    charley222
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    4) too make this quick and easy too fix and balance the class skill and weapon skill issue , all character point ,stamina and magicka dont scale ,anyway heath dont scale anything , and amost all class skill are magicka base , so unfair for stamina build , so this make everything fair , anyway now dps are so op in pve and pvp , this put magicka user and stamina user too the same level also good for hydrid build
    Edited by charley222 on March 16, 2016 1:20AM
    the wall of the covenant
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Buff tanks and give more stamina morphs of skills.
  • IcyDeadPeople
    IcyDeadPeople
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    Some great suggestions Tarkanian!

    6) AOE Caps/Lag: Obviously a heated debate. For one reason or another these haven’t been changed. I do feel that they most likely contribute to the lag due to all the damage calculations involved, and the inherent safety that groups currently provide. Something needs to be done here. Perhaps keep a cap, but change it to 24 people take full damage, and then none take damage after the initial 24. Anything that reduces the lag in PVP should be a #1 priority.
    Don't quite understand - wouldn't removing caps (or increasing number of targets from 6 to 24) result in more server calculations every time someone casts one of these abilities?
    .
    Edited by IcyDeadPeople on March 16, 2016 1:50AM
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Lots of great suggestions Tarkanian!

    6) AOE Caps/Lag: Obviously a heated debate. For one reason or another these haven’t been changed. I do feel that they most likely contribute to the lag due to all the damage calculations involved, and the inherent safety that groups currently provide. Something needs to be done here. Perhaps keep a cap, but change it to 24 people take full damage, and then none take damage after the initial 24. Anything that reduces the lag in PVP should be a #1 priority.
    Don't quite understand - wouldn't removing caps (or increasing number of targets from 6 to 24) result in lots more server calculations every time someone casts one of these abilities?

    Ignore that it's just fre what ever his little cult is called trying to remove AOE caps so they can just spin-to-win with steel-nado or AOE bomb zerg everything.
  • MrTarkanian48
    MrTarkanian48
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    Some great suggestions Tarkanian!

    6) AOE Caps/Lag: Obviously a heated debate. For one reason or another these haven’t been changed. I do feel that they most likely contribute to the lag due to all the damage calculations involved, and the inherent safety that groups currently provide. Something needs to be done here. Perhaps keep a cap, but change it to 24 people take full damage, and then none take damage after the initial 24. Anything that reduces the lag in PVP should be a #1 priority.
    Don't quite understand - wouldn't removing caps (or increasing number of targets from 6 to 24) result in more server calculations every time someone casts one of these abilities?
    .

    Currently AOE damage is calculated:
    "damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30)"

    The server needs to make calculations on 60 targets if they are standing in an AOE. By reducing the number, and simplifying it to just one calculation the hope would be to reduce lag. It would also be less advantageous for large groups to ball up which is known to cause lag.

    I would just like to see them try things which may improve performance. I am not sure why so many people are against changing them. If it makes the game run more smoothly it is worth it.
    Wood Elf Stam NB (PVP)
    Redguard Stam Sorc (PVP)
    Altmer NB (DPS)
    Imperial DK (Tank)
    Redguard DK (DPS)
    Altmer Templar (Healer)

    EP - PS4
  • MrTarkanian48
    MrTarkanian48
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    Volkodav wrote: »
    1.No.Unless it is a sliding scale so that those who are low levels can play too.
    2. Yes,if it is again slading.It would be nice to allow us to be able to improve our items. :}
    3. Yes
    4. Yes
    5. Yes
    6. I'm not too sure either way here.
    7. Perhaps.
    I am just careful about tweaking skills.

    Regarding 1 and 2:

    When it comes to the content it would be similar to the current system with group finder which scales you up to vet level when doing the content. So even though Dragonstar would be at Vet16, you would be scaled up regardless of your level. This seems to be the direction they are going with Orsinium and the latest TG zone.

    When it comes to the gear I am not sure what you mean. You can craft gear at whatever level you want. It is the dropped sets that I am referring to. For example, there is a medium armor set called Fjord's Legacy. It gives Weapon Crit, Stam Recovery, and Weapon damage, and the 5pc gives 15% reduced Sprint cost and 15% increased sprint speed. Sounds interesting until you realize it only drops at levels 15-23. Any player in this game, unless you are an extremely casual player, will level out of that set within a week at max. There are dozens of sets out there that only are available in V14 or under. By making these available in V16 you would open up so many possibilities. I would think that most people would rather be able to get gear that they can use at endgame, as opposed to only for the finite amount of time when they are at a particular level. Especially with VR rank removal next patch. The majority of players will be V16, and even new players will hit max level in less time.
    Wood Elf Stam NB (PVP)
    Redguard Stam Sorc (PVP)
    Altmer NB (DPS)
    Imperial DK (Tank)
    Redguard DK (DPS)
    Altmer Templar (Healer)

    EP - PS4
  • Septimus_Magna
    Septimus_Magna
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    1) Please scale all dungeons/content to V16: Yes! And please add veteran modes for all dungeons.

    2) Please scale older gear sets to V16: Yes! More build diversity would be great.

    3) Allow traits on items to be modified through the crafting system: Only if its very expensive (100k+), otherwise it would be too easy to get the BiS gear just by changing bad traits.

    4) Change Ultimate Scaling for Stamina Users: Yes, wonder why this isnt implemented yet.

    5) Re-evaluate and change each skills damage type to make sense: Yes, should have been done when the stam morphs were introduced.

    6) AOE Caps/Lag: Yes, remove both.

    7) Tweak Magicka Detonation or Create a Stamina Equivalent: No sure about this one, mag/stam should not have the exact same type of skills to choose from. Magicka builds dont have a long duration group speed buff like Rapids for example.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • MrTarkanian48
    MrTarkanian48
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    7) Tweak Magicka Detonation or Create a Stamina Equivalent: No sure about this one, mag/stam should not have the exact same type of skills to choose from. Magicka builds dont have a long duration group speed buff like Rapids for example.

    I do agree with you that I do not want to see Stam and Mag be clones of one another, or equal in all areas. However, as predicted, Mag Det is getting out of control. PVP is already turning into one big proxy det explosion, and it will be even worse when people start completing the 5pc Vicious Death. I am just stating that something needs to be done to address it. I think that proxy det should be made to be relatively inneffective in 1v1 scenarios, but still very effective against larger groups.
    Wood Elf Stam NB (PVP)
    Redguard Stam Sorc (PVP)
    Altmer NB (DPS)
    Imperial DK (Tank)
    Redguard DK (DPS)
    Altmer Templar (Healer)

    EP - PS4
  • kevlarto_ESO
    kevlarto_ESO
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    Number 3 would be nice if an enchanter could make some kind of glyph with the trait you want, seems like it would be a good fix to the problem of getting exploration or training on vr 16 gear.
  • Enraged_Tiki_Torch
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    4) When and if they implement Weapon Ultimates, this will be better balanced. Stam DKs are the only one benefitting but they are also the one class line w/o an execute. Also your proposed solution would just flip the coin. Stamina users would then have better CP bonuses to Ultimates than Magicka users. Putting "Ultimate" damage in the Atronach Tree instead would be neutral, a decent idea.

    5) If the removal of AoE caps fixed lag, everyone would be for it. However, no one outside Zenimax knows how AoEs are coded in the game so it's out of ignorance to say removing them will fix anything lag related. Damage calculation is simple for a server (a + b = c) so just making the damage 100% flat across the board isn't going to noticeably improve performance. Wheeler did give a small glimpse of the process in a post as well as ESO Live. He stated from my understanding that when you activate an AoE, every single object was being processed in that event. So AoE caps isn't the solution since it was already processing more than the ability claims. BWB doesn't also have the same lag issues as Azura or Thornblade and they have the same code. So the public announcement they have gave seems honest.

    I do wish Zenimax did share information like this more often, the community has already shown them they can come up with some clever ideas... Plenty of volunteer interns on your forums.
    Edited by Enraged_Tiki_Torch on March 16, 2016 5:52PM
    My solution to Champion Point System here
  • GrumpyDuckling
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    This is one of those threads which I would love to see ZOS respond to, in detail. I want to understand their logic regarding each of the 7 ideas listed and why these common sense ideas are not in the game.
  • MrTarkanian48
    MrTarkanian48
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    4) When and if they implement Weapon Ultimates, this will be better balanced. Stam DKs are the only one benefitting but they are also the one class line w/o an execute. Also your proposed solution would just flip the coin. Stamina users would then have better CP bonuses to Ultimates than Magicka users. Putting "Ultimate" damage in the Atronach Tree instead would be neutral, a decent idea.

    5) If the removal of AoE caps fixed lag, everyone would be for it. However, no one outside Zenimax knows how AoEs are coded in the game so it's out of ignorance to say removing them will fix anything lag related. Damage calculation is simple for a server (a + b = c) so just making the damage 100% flat across the board isn't going to noticeably improve performance. Wheeler did give a small glimpse of the process in a post as well as ESO Live. He stated from my understanding that when you activate an AoE, every single object was being processed in that event. So AoE caps isn't the solution since it was already processing more than the ability claims. BWB doesn't also have the same lag issues as Azura or Thornblade and they have the same code. So the public announcement they have gave seems honest.

    I do wish Zenimax did share information like this more often, the community has already shown them they can come up with some clever ideas...
    @Enraged_Tiki_Torch

    I corrected my original post. Regarding #4 I meant to say that the Ultimate would scale with whatever area had the highest CP allocation between Mighty, Thaumaturge, or Elemental Expert. This way there should be no advantage to Stam vs. Magicka vs. DoT damage focused builds.

    Regarding the AoE caps statement. I understand that it may not resolve the issue. It may reduce it as a secondary result of large groups spreading out a bit, even if it does not improve due to server calculations. Also, if there were any improvements to lag over the past year or two maybe people would let it go. Unfortunately, lag continues to be a huge issue and is not improving. If anything it is getting worse. From a consumers perspective, it appears that the majority of players are requesting AoE caps be removed or revised. If the devs were to at least attempt to remove AoE caps or adjust them it would: A) Be considered a valid attempt at trying to resolve the lag issue B ) It would be adjusting the game in a way that the majority seems to be requesting. C) It would not be irreversible... so worst case scenario they could change it back. If it fails, I don't think it would break the game any worse than it currently is.

    My removing or adjusting AoE caps at least you are trying to do something about it. If you try it and it fails, you can revert the changes, and silence all the outcry.
    Edited by MrTarkanian48 on March 16, 2016 6:52PM
    Wood Elf Stam NB (PVP)
    Redguard Stam Sorc (PVP)
    Altmer NB (DPS)
    Imperial DK (Tank)
    Redguard DK (DPS)
    Altmer Templar (Healer)

    EP - PS4
  • Panth141
    Panth141
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    @ZOS_GinaBruno I'm just going to drop this here so that you can direct the relevant people to this thread o:)
    PS4 EU - Panth141 | CP 630+
    Dominion
    Almalexia's Fallen - Magicka Dragonknight - PvE Main
    Lost Hope of Sotha Sil - Magicka Dragonknight - PvP Main
    Claws-in-pockets - Stamina Nightblade - PvE/P DPS
    Nocturnal's Guise - Magicka Nightblade - PvE DPS
    Udun - Magicka Templar - PvP Healer
    Onsi's Shattered Blade - Stamina Sorcerer - Dungeon/vMA Farmer
    Stands-like-Mountains - Magicka Nightblade - PvE Saptank
    Auri-El's Forgotten Light - Magicka Sorcerer - PvP DPS

    Covenant
    Tharkün - Magicka Sorcerer - PvE DPS
    Rahai-Anaa - Stamina Dragonknight - Provisioner (lol)

    Pact
    Perolis - Magicka Sorcerer - Enchanter/Alchemist/BwB PvP

  • Knootewoot
    Knootewoot
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    So here are some constructive ideas that could greatly improve the game:



    7) Tweak Magicka Detonation or Create a Stamina Equivalent: Now that it will be easy to obtain this skill will be rampant in PVP. This gives Magicka users a huge advantage over Stamina builds coupled with issues #3 and #4. Either bring down the single target damage significantly (40-50%), but then have it scale very high when it is used on several players. Or create a stamina morph that is similar. This is a huge issue, especially with the Vicious Death set that is making Stamina builds obsolete.


    Then i want a magicka version of:

    Caltrops
    Shuffle
    Vigor

    Something similar to rally because magicka forms: require you to attack and take you out of stealth
    A magick morph of snipe
    ٩(͡๏̯͡๏)۶
    "I am a nightblade. Blending the disciplines of the stealthy agent and subtle wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. The key to a nightblade's success is avoidance, by spell or by stealth; with these skills, all things are possible."
  • Durham
    Durham
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    So here are some constructive ideas that could greatly improve the game:

    1) Please scale all dungeons/content to V16: I got into this game on console. By the time I hit vet ranks IC was launching, and I did not hit vet 16 until after the IC DLC. I had a lot of fun with this content questing and doing PVP, but was still sorting things out. I hadn’t really focused on PVE Dungeons until later. Now that I am more experienced in running dungeon’s to get top end gear. However, even though I’d like to do content like Dragonstar, older trials, and Craglorn delves, I just have no incentive to go there. It is like an element of the game that is outdated and neglected. It is content that I feel like I missed out on. Re-scaling these areas to Vet 16 would bring so much more variety to the game.

    2) Please scale older gear sets to V16: With each DLC there seems to be a new Best in Slot gear choice. Arguably though the current Best in Slot for many builds has not changed since IC. I understand the marketing in wanting people to get the new content to chase the new gear. However, it is kind of depressing to look up older gear versions and think of all the theory-crafting possibilities that are not possible since they are not scaled to V16. Perhaps give other incentives to completing new content such as increased gold mats or gold incentives. Scaling older sets will make build diversity a real thing, and get away from the same old builds everyone is seeing.

    3) Allow traits on items to be modified through the crafting system:The RNG on this game can be painful to say the least. When getting armor drops it feels like you need the stars to align to get the piece you need. You first need the helm or shoulder you want from the dungeon and/or chest, which is a slim chance. Then it also needs to be the matching set you want (in regards to shoulders). Then you need it to drop in the right weight of armor (Heavy, Medium, Light). And then there are several traits that it can drop in, several of which are undesirable. I have been trying to get either Molag Kena or Bloodspawn Impen shoulders and doing daily dungeons for months without receiving any. I haven't had a Bloodspawn shoulder drop in any configuration, but I am sure when it does it will not be the ideal trait. I propose that the trait on items should be able to be modified through the crafting system (i.e. ability to change divines to infused, impenetrable, etc.) Perhaps a unique gold mat can be collected by some means in order to perform the modification. RNG will still be an element of the game, but not to its almost unbearable extent in some situations. This would also allow magic users to modify Maelstrom weapons to have the Nirnhoned trait. Seeing as Maelstrom is the hardest content in the game, people who complete the content should be able to get the weapon with the most desirable trait.

    4) Change Ultimate Scaling for Stamina Users: Stamina builds are at a huge disadvantage since all but one damage ultimates scale with Thaumaturge due to being “Magic” damage. Change this mechanic so that all Ultimate’s do a unique type of damage, like “Ultimate” damage. Then make this new “Ultimate” damage scale with either Mighty, Thaumaturge, or Elemental Expert, depending on which value is highest. This will even out a huge balance issue in the game for both PVP and PVE.

    5) Re-evaluate and change each skills damage type to make sense: Example would be Killer’s Blade. Scales of weapon damage and Max Stamina but does “Magic” damage. This makes it significantly weaker for stam builds then “Executioner” from the 2H line. There are many abilities that suffer from this issue. I would strongly recommend reviewing all damage skill abilities and making sure that the skill matches the type of CP setups that most builds will run.

    6) AOE Caps/Lag: Obviously a heated debate. For one reason or another these haven’t been changed. I do feel that they most likely contribute to the lag due to all the damage calculations involved, and the inherent safety that groups currently provide. Something needs to be done here. Perhaps keep a cap, but change it to 24 people take full damage, and then none take damage after the initial 24. Anything that reduces the lag in PVP should be a #1 priority.

    7) Tweak Magicka Detonation or Create a Stamina Equivalent: Now that it will be easy to obtain this skill will be rampant in PVP. This gives Magicka users a huge advantage over Stamina builds coupled with issues #3 and #4. Either bring down the single target damage significantly (40-50%), but then have it scale very high when it is used on several players. Or create a stamina morph that is similar. This is a huge issue, especially with the Vicious Death set that is making Stamina builds obsolete.

    I don't think these are over-reaching, and would benefit both PVE and PVP players. I do think these 7 changes would be a huge step in the right direction for the game, and would improve a lot of the negative feedback flying around lately.

    Lag should be priority above everthing else !
    PVP DEADWAIT
    PVP The Unguildables
  • bedlom
    bedlom
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    Equipable torches (like previous TES games)

    Smoking a long hobbit style pipe emote, and make the read and write emotes visable in 1st person.

    1st person mount riding and a variety of mount armor to choose (oblivion style)

    More settings so I can completely disable all indicaters, all the dizzy symbols and block indicater are way to cartoony for a TES experience.

    Add mini games you can against players and NPC's i.e Tamriel chess (yes it exists) and perhaps a competitive card game similar to FF8 and 9, where you can find and collect them.

    Artifact's and daedra shrine quests like previous TES games. I want a wabbajack!

    Three seperate zones or buildings (whatever) one for vamps, one for werewolves and one for those you are not cursed. With unique stories, gear and what not.

    I could go on and add more to these but im kinda busy. Besides I am not sure how much ZOS care about QOL changes like these anymore tbh.
  • Lyrebon
    Lyrebon
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    The larger problem with AoE caps wasn't the caps themselves causing lag, it was the shift from client-side calculation to server-side. The more players in the AoE the more strain placed on the server, whereas beforehand it could be calculated on the client and then sent to the server. The change was facilitated to stop memory listening loggers from hacking and manipulating client-side values to create one-hit skills and infinite health.
  • Panth141
    Panth141
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    I was having a little wonder about this earlier, when I realised the fairly obvious point that the PTS is almost exclusively utilised only in the month before a DLC, with the current DLC system that is about a third of the year.

    Instead of questioning whether changes would work, why not trial ('test') fixes/suggestions on the PTS?

    For example, the current (ongoing) debate on AOE caps - why not remove them on PTS and ask people to hop on and check it out. You can guarantee that hundreds of people would jump at the opportunity, especially if streamers encourage their followers to do so - just push everyone into a single campaign to simulate the typical populations of live, then run the analytics. That way you can categorically say whether or not it would be a beneficial change, informing your decisions moving forward.

    Surely this could be applied to anything - got a suggestion? Okay, that sounds reasonable but we're not sure how problematic it would be and whether it would simply break everything - so instead of discounting the interesting idea, we'll try it on PTS for a bit - feel free to check it out! If it does break everything and introduce a million bugs on PTS, no-one will mind because they'll appreciate your testing, interaction and ongoing development. Just wipe the change and keep tinkering.
    PS4 EU - Panth141 | CP 630+
    Dominion
    Almalexia's Fallen - Magicka Dragonknight - PvE Main
    Lost Hope of Sotha Sil - Magicka Dragonknight - PvP Main
    Claws-in-pockets - Stamina Nightblade - PvE/P DPS
    Nocturnal's Guise - Magicka Nightblade - PvE DPS
    Udun - Magicka Templar - PvP Healer
    Onsi's Shattered Blade - Stamina Sorcerer - Dungeon/vMA Farmer
    Stands-like-Mountains - Magicka Nightblade - PvE Saptank
    Auri-El's Forgotten Light - Magicka Sorcerer - PvP DPS

    Covenant
    Tharkün - Magicka Sorcerer - PvE DPS
    Rahai-Anaa - Stamina Dragonknight - Provisioner (lol)

    Pact
    Perolis - Magicka Sorcerer - Enchanter/Alchemist/BwB PvP

  • MrTarkanian48
    MrTarkanian48
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    Knootewoot wrote: »
    So here are some constructive ideas that could greatly improve the game:



    7) Tweak Magicka Detonation or Create a Stamina Equivalent: Now that it will be easy to obtain this skill will be rampant in PVP. This gives Magicka users a huge advantage over Stamina builds coupled with issues #3 and #4. Either bring down the single target damage significantly (40-50%), but then have it scale very high when it is used on several players. Or create a stamina morph that is similar. This is a huge issue, especially with the Vicious Death set that is making Stamina builds obsolete.


    Then i want a magicka version of:

    Caltrops
    Shuffle
    Vigor

    Something similar to rally because magicka forms: require you to attack and take you out of stealth
    A magick morph of snipe

    I have edited the original post. Ideally I think that Magicka Detonation needs just needs to be adjusted as opposed to Stamina having a morph. But it is a huge problem right now. It was not that big of a deal when less people had access to it, but now it being exposed as an OP skill. It is an AoE that hits harder than most single target abilities. Bring the single target damage down so that it does not do more than 5k crit single target damage in PVP. But let it scale up to 15K crit against 10+ targets.

    None of the abilities you mentioned are as powerful as Mag Det. Even Steel Tornado isn't even close. I do want Stam and Mag to have unique abilities, but none should be as significantly OP as Mag det currently is.

    Keep in mind, I have a High Elf Mag NB, and I will be one of the people making a 5pc Vicious Death, 5pc Clever Alchemist, 3 Willpower set. Stealth>Potion>Wait>Proxy>Lotus>Soul Tether>Sap Essence>VD Proc build. Even though I know that I could have alot of fun doing it, it is an obvious problem that needs to be addressed, and will make PVP less enjoyable as a whole.
    Edited by MrTarkanian48 on March 16, 2016 8:46PM
    Wood Elf Stam NB (PVP)
    Redguard Stam Sorc (PVP)
    Altmer NB (DPS)
    Imperial DK (Tank)
    Redguard DK (DPS)
    Altmer Templar (Healer)

    EP - PS4
  • Enraged_Tiki_Torch
    Enraged_Tiki_Torch
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    Regarding the AoE caps statement. I understand that it may not resolve the issue. It may reduce it as a secondary result of large groups spreading out a bit, even if it does not improve due to server calculations. Also, if there were any improvements to lag over the past year or two maybe people would let it go. Unfortunately, lag continues to be a huge issue and is not improving. If anything it is getting worse. From a consumers perspective, it appears that the majority of players are requesting AoE caps be removed or revised. If the devs were to at least attempt to remove AoE caps or adjust them it would: A) Be considered a valid attempt at trying to resolve the lag issue B ) It would be adjusting the game in a way that the majority seems to be requesting. C) It would not be irreversible... so worst case scenario they could change it back. If it fails, I don't think it would break the game any worse than it currently is.

    My removing or adjusting AoE caps at least you are trying to do something about it. If you try it and it fails, you can revert the changes, and silence all the outcry.

    @MrTarkanian48

    The community is very aware of what the issue is and I believe Zenimax does as well. They have admitted it. It's a group of players all close together spamming AoEs.

    Let's just say there are 36 people there and the AoE cap is 24. If all 36 people spam AoEs on each other, that would be 864 processes each round that the server has to handle. Now if you removed AoE caps, the process grows to 1296; all 36 people spamming AoEs hitting all 36 players. So if anything lowering the AoE cap is a better solution. For example if the AoE cap is 12, then that is only 432 processes.

    As Wheeler explained it, each process is extremely complex. It's checks passives, buffs, skills, and the list goes on. So it's not something as simple as applying 50% reduction in damage. If they want to remove AoE caps, they first have to simplify the code so the processes are less stressful first, otherwise removing AoE caps would severely hurt performance.

    When it comes to simplifying the code, none of us know exactly how it is coded. So it might be a simple fix or it could be so complicated that it will likely break 50 other things. Considering Wheeler admitted that casting AoEs was checking things like Siege Weapons, I am guessing the later.

    As far as removing the damage reduction, I don't think it will change performance at all. That was likely using a very small amount of the processing power for each AoE used. However, I like it a lot better than what they came up with in Vicious Death. That *** isn't just going to affect ball groups but all groupplay. IMO, yet another bandaid fix that is gonna blow up in their face.

    Edited by Enraged_Tiki_Torch on March 17, 2016 1:13AM
    My solution to Champion Point System here
  • Phinix1
    Phinix1
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    1. Hire a QA department.
    2. Hire a QA department.
    3. Hire a QA department.
    4. Hire a QA department.
    5. Hire a QA department.
    6. Hire a QA department.
    7. Hire a QA department.
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