RinaldoGandolphi wrote: »
1. The Champion System needs to be disabled for every Cyrodiil campaign.
RinaldoGandolphi wrote: »The biggest problem currently with PVP is the lack of a softcap and hardcap system on stat pools, regen, crit, weapon damage, and spell damage. This lack of a capped system along with a Champion System has literately turned PVP into everyone runs around being very tanky, nearly infinite sustain, and top end damage. There is no "trade offs" currently present.
However, the fix to these issues are very simple:
1. The Champion System needs to be disabled for every Cyrodiil campaign.
2. Hard and Softcaps need to be implemented in Battle Spirit that will only be in effect in Cyrodiil.
3. The damage reduction, shield reduction, and healing reduction in Cyrodiil reduced from 50% to 12%
4. The health bonus from Battle Spirit increased from 5,000 health to 7,500 health.
5. these poisons you introduced with Dark Brotherhood removed from PVP
6. Remove Dodge and Bolt Escape cost penalty
7. Remove Stam Regen while blocking nerf or add it as a 1 hand and shield passive
This would go a long way in fixing things. This would change the game from a game of "min max" to a game where your character is more fleshed out. This would also herald the return of class specs such as the Bowplar(the magic using, bow using two handed using hybrid Templar)
the amount of armor sets that would be viable in Cyrodiil would triple overnight. All the sets that are viable right now still would be, but the cap system means once you reach a certain point in one stat, it no longer makes sense to invest more there encouraging players to branch out what they invest resources in. Health also becomes important again as there will be room to invest here. This also allows you to indirectly tone down damage without nerfing particular skills as you can raise or lower caps as needed to get things in place.
#MakePVPGreatAgain
SubtleHate wrote: »RinaldoGandolphi wrote: »
1. The Champion System needs to be disabled for every Cyrodiil campaign.
That's literally never going to happen. Dream big, but be realistic please.
This would be a vast improvement. It has gotten so bad that we are asking YOU to nerf US. I spoke with a guy not even built for rolling that said he could roll 17x consecutively. 17x rolls with clearly infinite sustain, 4.5k vigor ticks and someone even got a 60k WB in the sewers but it's not just stamina. Magicka scaling with shields and healing is almost as bad. Most games have glass canons and exhaust tanks, we have ethereal cannons, invisi-cannons, and Force Field cannons. With the exception of maybe the mDK there are no longer any conditions in which damage, sustain and survival interfere with each other instead they bolster each other.
At least think about putting in some soft caps ZOS its really getting out of control.
I don't like the idea of CP being removed from PvP. Ps4 release I went into PVP to check it out. Saw exactly how strong people could be compared to my level 30 at the time. Since then I have gotten every skill point passive available reached CP cap full gold gear( in multiple sets) just to be as strong as I remember from my first time lol. Now I actually feel strong. Kill lots of people and love it. Now you want to send me back to the Stone Age?
RinaldoGandolphi wrote: »
1. The Champion System needs to be disabled for every Cyrodiil campaign.
2. Hard and Softcaps need to be implemented in Battle Spirit that will only be in effect in Cyrodiil.
3. The damage reduction, shield reduction, and healing reduction in Cyrodiil reduced from 50% to 12%
4. The health bonus from Battle Spirit increased from 5,000 health to 7,500 health.
5. these poisons you introduced with Dark Brotherhood removed from PVP
6. Remove Dodge and Bolt Escape cost penalty
7. Remove Stam Regen while blocking nerf or add it as a 1 hand and shield passive
The biggest problem currently with PVP is lag. Nothing else. Dont care about balance if I cant even play in primetime
RinaldoGandolphi wrote: »The biggest problem currently with PVP is the lack of a softcap and hardcap system on stat pools, regen, crit, weapon damage, and spell damage. This lack of a capped system along with a Champion System has literately turned PVP into everyone runs around being very tanky, nearly infinite sustain, and top end damage. There is no "trade offs" currently present.
In most games, and even in the 1.x days. If you wanted to be extremely tanky, you had to give up damage. If you wanted to be high damage, you gave up sustain and survivability. If you wanted to be heavy sustain, you gave up damage and tankiness. This is also how it has worked in many other games.
However, the fix to these issues are very simple:
1. The Champion System needs to be disabled for every Cyrodiil campaign.
2. Hard and Softcaps need to be implemented in Battle Spirit that will only be in effect in Cyrodiil.
3. The damage reduction, shield reduction, and healing reduction in Cyrodiil reduced from 50% to 12%
4. The health bonus from Battle Spirit increased from 5,000 health to 7,500 health.
5. these poisons you introduced with Dark Brotherhood removed from PVP
6. Remove Dodge and Bolt Escape cost penalty
7. Remove Stam Regen while blocking nerf or add it as a 1 hand and shield passive
This would go a long way in fixing things. This would change the game from a game of "min max" to a game where your character is more fleshed out. This would also herald the return of class specs such as the Bowplar(the magic using, bow using two handed using hybrid Templar)
the amount of armor sets that would be viable in Cyrodiil would triple overnight. All the sets that are viable right now still would be, but the cap system means once you reach a certain point in one stat, it no longer makes sense to invest more there encouraging players to branch out what they invest resources in. Health also becomes important again as there will be room to invest here. This also allows you to indirectly tone down damage without nerfing particular skills as you can raise or lower caps as needed to get things in place.
the TTK in 1.X was perfectly fine. 1 shot builds existed back then, the only difference was they traded EVERYTHING for the ability to do that...if they failed they couldn't dodge roll forever or infinite sustain or what not..
Right now, PVP builds are all literally the same thing(High sustain, huge damage, very tanky(block heavy or shields) or dodge based, and high damage all wrapped into one) this essentially makes every build able to do everything equally well which makes the game really bland and 100% focused on min-max. You guys had the right idea back in the day where tank, healer, and dps roles were very well defined and each had clear strengths and weaknesses. Why move away from that?
There is a very very large part of your PVP community that left not long after 1.6(right around IC release) and they left because they saw the CP system and lack of caps was allowing every character to literally do everything(tank, dps, and heal) effectively...in essence completely ruining the tank, dps, healer tri-fecta that made pvp so much fun.
The CP system can be left in PVE as it makes sense to have some form of progression there, but in PVP progression could be based on alliance rank, adding more alliance ranks, and adding unique mounts, rewards, and unique costumes for achieving certain alliance ranks. The biggest balance issue is the lack of limits...after fixing DK in 1.5 that would have been as close to balance as things could have gotten as each class would have had defining strong and weak points but none of them would have been head and shoulders better then another...now we have 2-3 specs that are clearly superior to everything else.
the PVE part of this game is great, and the PVP prior to the CP system in this game was great too, we need to bring it back.
#MakePVPGreatAgain
RinaldoGandolphi wrote: »The biggest problem currently with PVP is the lack of a softcap and hardcap system on stat pools, regen, crit, weapon damage, and spell damage. This lack of a capped system along with a Champion System has literately turned PVP into everyone runs around being very tanky, nearly infinite sustain, and top end damage. There is no "trade offs" currently present.
In most games, and even in the 1.x days. If you wanted to be extremely tanky, you had to give up damage. If you wanted to be high damage, you gave up sustain and survivability. If you wanted to be heavy sustain, you gave up damage and tankiness. This is also how it has worked in many other games.
However, the fix to these issues are very simple:
1. The Champion System needs to be disabled for every Cyrodiil campaign.
2. Hard and Softcaps need to be implemented in Battle Spirit that will only be in effect in Cyrodiil.
3. The damage reduction, shield reduction, and healing reduction in Cyrodiil reduced from 50% to 12%
4. The health bonus from Battle Spirit increased from 5,000 health to 7,500 health.
5. these poisons you introduced with Dark Brotherhood removed from PVP
6. Remove Dodge and Bolt Escape cost penalty
7. Remove Stam Regen while blocking nerf or add it as a 1 hand and shield passive
This would go a long way in fixing things. This would change the game from a game of "min max" to a game where your character is more fleshed out. This would also herald the return of class specs such as the Bowplar(the magic using, bow using two handed using hybrid Templar)
the amount of armor sets that would be viable in Cyrodiil would triple overnight. All the sets that are viable right now still would be, but the cap system means once you reach a certain point in one stat, it no longer makes sense to invest more there encouraging players to branch out what they invest resources in. Health also becomes important again as there will be room to invest here. This also allows you to indirectly tone down damage without nerfing particular skills as you can raise or lower caps as needed to get things in place.
the TTK in 1.X was perfectly fine. 1 shot builds existed back then, the only difference was they traded EVERYTHING for the ability to do that...if they failed they couldn't dodge roll forever or infinite sustain or what not..
Right now, PVP builds are all literally the same thing(High sustain, huge damage, very tanky(block heavy or shields) or dodge based, and high damage all wrapped into one) this essentially makes every build able to do everything equally well which makes the game really bland and 100% focused on min-max. You guys had the right idea back in the day where tank, healer, and dps roles were very well defined and each had clear strengths and weaknesses. Why move away from that?
There is a very very large part of your PVP community that left not long after 1.6(right around IC release) and they left because they saw the CP system and lack of caps was allowing every character to literally do everything(tank, dps, and heal) effectively...in essence completely ruining the tank, dps, healer tri-fecta that made pvp so much fun.
The CP system can be left in PVE as it makes sense to have some form of progression there, but in PVP progression could be based on alliance rank, adding more alliance ranks, and adding unique mounts, rewards, and unique costumes for achieving certain alliance ranks. The biggest balance issue is the lack of limits...after fixing DK in 1.5 that would have been as close to balance as things could have gotten as each class would have had defining strong and weak points but none of them would have been head and shoulders better then another...now we have 2-3 specs that are clearly superior to everything else.
the PVE part of this game is great, and the PVP prior to the CP system in this game was great too, we need to bring it back.
#MakePVPGreatAgain
I disagree with all your 7 points!!! DEFINITELLY NO!!!
RinaldoGandolphi wrote: »The biggest problem currently with PVP is the lack of a softcap and hardcap system on stat pools, regen, crit, weapon damage, and spell damage. This lack of a capped system along with a Champion System has literately turned PVP into everyone runs around being very tanky, nearly infinite sustain, and top end damage. There is no "trade offs" currently present.
In most games, and even in the 1.x days. If you wanted to be extremely tanky, you had to give up damage. If you wanted to be high damage, you gave up sustain and survivability. If you wanted to be heavy sustain, you gave up damage and tankiness. This is also how it has worked in many other games.
#MakePVPGreatAgain
RinaldoGandolphi wrote: »The biggest problem currently with PVP is the lack of a softcap and hardcap system on stat pools, regen, crit, weapon damage, and spell damage. This lack of a capped system along with a Champion System has literately turned PVP into everyone runs around being very tanky, nearly infinite sustain, and top end damage. There is no "trade offs" currently present.
In most games, and even in the 1.x days. If you wanted to be extremely tanky, you had to give up damage. If you wanted to be high damage, you gave up sustain and survivability. If you wanted to be heavy sustain, you gave up damage and tankiness. This is also how it has worked in many other games.
However, the fix to these issues are very simple:
1. The Champion System needs to be disabled for every Cyrodiil campaign.
2. Hard and Softcaps need to be implemented in Battle Spirit that will only be in effect in Cyrodiil.
3. The damage reduction, shield reduction, and healing reduction in Cyrodiil reduced from 50% to 12%
4. The health bonus from Battle Spirit increased from 5,000 health to 7,500 health.
5. these poisons you introduced with Dark Brotherhood removed from PVP
6. Remove Dodge and Bolt Escape cost penalty
7. Remove Stam Regen while blocking nerf or add it as a 1 hand and shield passive
This would go a long way in fixing things. This would change the game from a game of "min max" to a game where your character is more fleshed out. This would also herald the return of class specs such as the Bowplar(the magic using, bow using two handed using hybrid Templar)
the amount of armor sets that would be viable in Cyrodiil would triple overnight. All the sets that are viable right now still would be, but the cap system means once you reach a certain point in one stat, it no longer makes sense to invest more there encouraging players to branch out what they invest resources in. Health also becomes important again as there will be room to invest here. This also allows you to indirectly tone down damage without nerfing particular skills as you can raise or lower caps as needed to get things in place.
the TTK in 1.X was perfectly fine. 1 shot builds existed back then, the only difference was they traded EVERYTHING for the ability to do that...if they failed they couldn't dodge roll forever or infinite sustain or what not..
Right now, PVP builds are all literally the same thing(High sustain, huge damage, very tanky(block heavy or shields) or dodge based, and high damage all wrapped into one) this essentially makes every build able to do everything equally well which makes the game really bland and 100% focused on min-max. You guys had the right idea back in the day where tank, healer, and dps roles were very well defined and each had clear strengths and weaknesses. Why move away from that?
There is a very very large part of your PVP community that left not long after 1.6(right around IC release) and they left because they saw the CP system and lack of caps was allowing every character to literally do everything(tank, dps, and heal) effectively...in essence completely ruining the tank, dps, healer tri-fecta that made pvp so much fun.
The CP system can be left in PVE as it makes sense to have some form of progression there, but in PVP progression could be based on alliance rank, adding more alliance ranks, and adding unique mounts, rewards, and unique costumes for achieving certain alliance ranks. The biggest balance issue is the lack of limits...after fixing DK in 1.5 that would have been as close to balance as things could have gotten as each class would have had defining strong and weak points but none of them would have been head and shoulders better then another...now we have 2-3 specs that are clearly superior to everything else.
the PVE part of this game is great, and the PVP prior to the CP system in this game was great too, we need to bring it back.
#MakePVPGreatAgain
I disagree with all your 7 points!!! DEFINITELLY NO!!!
It might be more helpful to mention why.
RinaldoGandolphi wrote: »The biggest problem currently with PVP is the lack of a softcap and hardcap system on stat pools, regen, crit, weapon damage, and spell damage. This lack of a capped system along with a Champion System has literately turned PVP into everyone runs around being very tanky, nearly infinite sustain, and top end damage. There is no "trade offs" currently present.
In most games, and even in the 1.x days. If you wanted to be extremely tanky, you had to give up damage. If you wanted to be high damage, you gave up sustain and survivability. If you wanted to be heavy sustain, you gave up damage and tankiness. This is also how it has worked in many other games.
However, the fix to these issues are very simple:
1. The Champion System needs to be disabled for every Cyrodiil campaign.
2. Hard and Softcaps need to be implemented in Battle Spirit that will only be in effect in Cyrodiil.
3. The damage reduction, shield reduction, and healing reduction in Cyrodiil reduced from 50% to 12%
4. The health bonus from Battle Spirit increased from 5,000 health to 7,500 health.
5. these poisons you introduced with Dark Brotherhood removed from PVP
6. Remove Dodge and Bolt Escape cost penalty
7. Remove Stam Regen while blocking nerf or add it as a 1 hand and shield passive
This would go a long way in fixing things. This would change the game from a game of "min max" to a game where your character is more fleshed out. This would also herald the return of class specs such as the Bowplar(the magic using, bow using two handed using hybrid Templar)
the amount of armor sets that would be viable in Cyrodiil would triple overnight. All the sets that are viable right now still would be, but the cap system means once you reach a certain point in one stat, it no longer makes sense to invest more there encouraging players to branch out what they invest resources in. Health also becomes important again as there will be room to invest here. This also allows you to indirectly tone down damage without nerfing particular skills as you can raise or lower caps as needed to get things in place.
the TTK in 1.X was perfectly fine. 1 shot builds existed back then, the only difference was they traded EVERYTHING for the ability to do that...if they failed they couldn't dodge roll forever or infinite sustain or what not..
Right now, PVP builds are all literally the same thing(High sustain, huge damage, very tanky(block heavy or shields) or dodge based, and high damage all wrapped into one) this essentially makes every build able to do everything equally well which makes the game really bland and 100% focused on min-max. You guys had the right idea back in the day where tank, healer, and dps roles were very well defined and each had clear strengths and weaknesses. Why move away from that?
There is a very very large part of your PVP community that left not long after 1.6(right around IC release) and they left because they saw the CP system and lack of caps was allowing every character to literally do everything(tank, dps, and heal) effectively...in essence completely ruining the tank, dps, healer tri-fecta that made pvp so much fun.
The CP system can be left in PVE as it makes sense to have some form of progression there, but in PVP progression could be based on alliance rank, adding more alliance ranks, and adding unique mounts, rewards, and unique costumes for achieving certain alliance ranks. The biggest balance issue is the lack of limits...after fixing DK in 1.5 that would have been as close to balance as things could have gotten as each class would have had defining strong and weak points but none of them would have been head and shoulders better then another...now we have 2-3 specs that are clearly superior to everything else.
the PVE part of this game is great, and the PVP prior to the CP system in this game was great too, we need to bring it back.
#MakePVPGreatAgain
I disagree with all your 7 points!!! DEFINITELLY NO!!!
It might be more helpful to mention why.