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Upcoming PvP Re-Balance / List of Broken Stuff

  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Dodge should reduce damage by 50 or 75% (and nullify any additional effects e.g. stun) rather than mitigate completely
    Edited by Izanagi.Xiiib16_ESO on December 12, 2016 5:09PM
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • Yuke
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    Delsskia wrote: »
    Poisons

    Macros - ZOS has already stated that a third party program which gives someone an unfair advantage is considered a cheat. If ZOS wants to keep macros in the game, then do it right. Make macros creatable from within the game UI and force them to respect internal cool downs. Quit allowing 3rd party programs from mice and keyboards to bypass game mechanics.

    Software for peripheral devices from Logitech, Steelseries, Razor and the like does not ignore global cooldown. Thats a myth spread by bad players. What you describe can only by 'achieved' by 'Cheat Engine'. And thats totally the fault of Zenimax because they moved the handling of basic game mechanics from server side to client side.
    Save Us, Microsoft.

    Noricum & Kitesquad™
    YT-Channel
  • kadar
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    Yuke wrote: »
    Delsskia wrote: »
    Poisons

    Macros - ZOS has already stated that a third party program which gives someone an unfair advantage is considered a cheat. If ZOS wants to keep macros in the game, then do it right. Make macros creatable from within the game UI and force them to respect internal cool downs. Quit allowing 3rd party programs from mice and keyboards to bypass game mechanics.

    Software for peripheral devices from Logitech, Steelseries, Razor and the like does not ignore global cooldown. Thats a myth spread by bad players. What you describe can only by 'achieved' by 'Cheat Engine'. And thats totally the fault of Zenimax because they moved the handling of basic game mechanics from server side to client side.

    Confirm.
    It's exactly for this reason, there's literally no point to complain about macros like ever. Unless someone explicitly tells you that they are using a macro to kill you, you straight up can't know they are. Especially considering most of the players that are good enough to insta kill you, have the timing down to a science...
    Edited by kadar on December 12, 2016 5:13PM
  • Joy_Division
    Joy_Division
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    Ish - If we put softcaps back in the game, would good players ever die without getting zerged down under the current mechanics?

    A soft cap system would mostly cut into damage and it's hard killing players right now as it is even with proc sets. I guess at some level you'd be cutting down on the healing potential, but between heavy armor, pots, sword and shield, trivial block costs, etc. I do not think it would be all that difficult to put together a build that would be shrug off another player's attacks with soft caps.

    I loved 1.5, but I wonder if it worked mostly because the theorycrafting in this game was so basic and most of us were relative baddies.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Ishammael
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    Derra wrote: »
    Ishammael wrote: »
    Derra wrote: »
    Ishammael wrote: »
    Derra wrote: »
    Ishammael wrote: »
    Derra wrote: »
    Ishammael wrote: »
    Derra wrote: »
    Adenoma wrote: »
    I disagree. I think that one way DPS is so high is that sustain is so infinite. I would prefer to reduce sustain and that would force DPS to lower.

    Which would result in fights not ending because sustain would still be infinite (which it always has been since 1.2 introduced 5p sets and 1.3 the new regen caps).

    Also do people actually remember how fast people died in the beginning of this game? Three whips and most ppl were toast.

    Yeah, but at the beginning of the game people weren't max level.

    RE: infinite sustain. Yes it has existed since 1.3. But players were forced to give up damage to get it. That doesn't happen now.

    @Ishammael considering you´re also advocating to have softcaps back in the game.

    Back then i was overcapped on magica reg. Overcapped on magica. Softcap on stamina. Softcap on Spelldmg. Softcap on stamreg.
    While wearing two sustain sets.
    I did not give up anything. Literally nothing. I was softcapped on one and overcapped on the other dmg stat.

    In fact i am now more forced/inclined to give up dmg than i was in 1.3 to 1.5 because now i have an actual choice. I have to find a working build for my playstyle providing me with the minimum regeneration needed to get out of all sticky situations while also providing as much dmg as possible.

    In the current patch for the first time in ESO i have a plenthora of vaible sets to choose from as a magica builds (i don´t say sets are perfectly balanced at the moment mind you - but finally you can make reasonable choices).
    Imo the only thing that needs adressing are utility sets: Why do i get major expedition for 30s only after drinking a potion - yet there are other sets providing permanent major sorcery/prophecy etc.

    I really, from the bottom of my heart, do not want to go back to the "you either use seducer/archmage/magnus or you´re build is crap" meta (because thats essentially what it was - there was no tradeoff or choice it was sustain sets as alpha and omega when making a build).

    It wasn´t as much the dmg to health ratio that made people live longer back then - no it was permablock on all and every build with s&b. If you did not run s&b back then you ran the risk of dying just as fast as you´re now (and it happened).

    Yes, you may have hit softcaps... but you didn't have the same absolute damage or regen.

    Regardless, its impossible to compare stats now to then. Very much an apples vs oranges thing.

    Agreed that there are more choices now, but at the same time there are even more non-viable choices exactly because they can't compete w/o soft caps. Look, I'm not saying soft caps are a the silver bullet but I think some similar mechanism needs to be considered. The power creep has been steadily marching with every patch.

    Indeed i did not have the same absolute dmg - but i also only had 15% dmg reduction from battlespirit.

    Regen was pretty much comparable to what i´m aiming for now. I had 169 magica recovery back then alongside 16% cost reduction for my magica skills (that also were much cheaper because there was no cost increase due to CP=level system implemented yet) and potions on a 30s timer.
    My regen was actually better in 1.5 than it ever was after that because recovery (specifically cost reduction) was the only stat worthy to aquire because it was in no way affected by softcaps.

    I hit crystal fragments from 500 to 800 noncrit dmg regularly back then and that´s about what a full dmg enchanted lich + spinner build will hit now on a medium or light armor target - 5000 to 8000 noncrit dmg (8000 noncrit is a really really really lucky hit).

    What has changed is:
    - crit now is a vaible stat despite impen dmg reduction (this is a slight dmg increase on properly built players with high impen but a massive increase on glasscannon builds)
    - people have less hp now resulting in a different dmg to hp ratio which changes peoples perception on how hard they are getting hit

    So in the end we´re now hitting about as hard (in absolute numbers with the x10 multiplier factored in) as we did in 1.5 (1.6 was a different beast) but to actually do so most builds had to sacrifice about 10k HP (1000 hp back in the old system) resulting in them dying a lot faster.

    Agreed, in general, on the point about dmg to hp ratio.

    However, in the current patch we have the ability to stack hp way up to 70k or higher. Hence any suggestion to restore the 1.5:1:1 hp:mana:stam stats can't be considered. Which is why I think some form of soft caps should be considered -- perhaps battle spirit should implement the caps so PvE isn't affected.

    How exactly the caps should be implemented, I don't know. Here's the problem: if battle spirit were overnight removed players would be one shotting each other with spell dmg as low as 2k -- all you have to do is look at tooltips to see this.

    Balance and dmg numbers are just so messed up its hard to understand exactly what to do.

    EDIT: I think at the end of the day resource pools need to be decoupled from damage.

    I still don´t see the problem to be perfectly honest.

    People can just build for more HP if they feel the need to on dmg builds. HP is a valuable stat at the moment which is a good thing.

    Like - i really don´t understand what you want to change because in my opinion this specific part of the game is one that is not flawed or broken at the moment.

    What is flawed and broken is that stacking your dmg stats also get you defense. This characteristic effects certain classes more than others. Sorc is a perfect example -- that class loses nothing by going for max spell dmg and mana.

    Sorc is actually a quite bad example of this (the worst you could make probably apart from dragonblood, blazing shield and igneous shield) - only stacking max resource gives you offense and defense. Whereas your main dmg stat (spelldmg) is completely useless in terms of defense.

    This is the complete opposite of every other build relying on heals as their primary defense - heals compared to shields actually do behave in the way you´ve stated and get modified by offensive AND mainstat.

    So the real complaint is sorcs having a different value for the HP stat than other classes do. Which is again kind of ironic because if you try to get a moderate amount of HP on a light armor build you´re loosing way more defensive potential than it would be the case on a medium or heavy armour build (this is the case bc HP directly competes with max resource whereas dmg stat only does partially - investing into health costs you main defense stat for shield builds but for heal builds only costs secondary defense stat).
    Also irrelevant to discuss if the shield changes i´ve mentioned earlier would happen.

    Look, you understand the point.
    Maybe Sorc wasn't the best example, but your damage goes up if you stack your mana... Which also increases your shields.

    On a Templar or any stam setup you can stack dmg and get more heals. The whole paradigm is completely unbalanced.
  • Blackfyre20
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    CarlosO wrote: »

    I'll have to disagree... CC immunity will give you room to recover stamina enough to CC break again when it's over, maybe the problem is that you might be roll dodging/blocking too much (?)

    This is not really true. If you invest nothing into max stam/regen on a light armor magicka build you cannot recover stam fast enough during CC immunity to break free more than twice, without blocking or dodge rolling at all.

    The issue as I see it is that stamina classes do not have to invest ANYTHING into magicka. Their magicka pool is just for utility/resource dump. On my stamplar I am able to use restoring focus and extended ritual regularly without any investment whatsoever into magicka. I can use max health/stam regen food, don't have to worry about putting any CP in magicka regen/reduced costs, etc. On the other hand as a magicka player I need to invest a significant amount into tumbling, pretty much need to run tri stat food, and/or need to find another way to maintain enough stamina to be able to always break free (engine guardian, pots, etc.), or wear heavy armor (for constitution). All of this means I have to sacrifice some damage/magicka sustain that stamina builds just do not have to worry about.

    I think making break free cost come out of your highest resource pool is an interesting idea. Leave sprint and dodge roll as stamina, those are both mobility tools that stamina players should be better at than magicka players. Break free however is something that everyone NEEDS to do regularly. Either make the cost come from your highest resource, or make it so that you can somehow use purge while stunned. This would be another way of giving magicka builds the ability to break free using magicka.
    Buff Soft Caps
  • Ishammael
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    Ish - If we put softcaps back in the game, would good players ever die without getting zerged down under the current mechanics?

    A soft cap system would mostly cut into damage and it's hard killing players right now as it is even with proc sets. I guess at some level you'd be cutting down on the healing potential, but between heavy armor, pots, sword and shield, trivial block costs, etc. I do not think it would be all that difficult to put together a build that would be shrug off another player's attacks with soft caps.

    I loved 1.5, but I wonder if it worked mostly because the theorycrafting in this game was so basic and most of us were relative baddies.

    What I'm trying to get ZoS and ESO players to do is recognize that there are a cascade of systems responsible for determining balance. Past balance has been approach piecemeal.

    I'm not set on any one direction. I stated a bunch of stuff at the start I know people will disagree with to spur discussion.

    For example, what would PvP look like with soft caps and no battle spirit?
  • LeifErickson
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    CarlosO wrote: »

    I'll have to disagree... CC immunity will give you room to recover stamina enough to CC break again when it's over, maybe the problem is that you might be roll dodging/blocking too much (?)

    This is not really true. If you invest nothing into max stam/regen on a light armor magicka build you cannot recover stam fast enough during CC immunity to break free more than twice, without blocking or dodge rolling at all.

    The issue as I see it is that stamina classes do not have to invest ANYTHING into magicka. Their magicka pool is just for utility/resource dump. On my stamplar I am able to use restoring focus and extended ritual regularly without any investment whatsoever into magicka. I can use max health/stam regen food, don't have to worry about putting any CP in magicka regen/reduced costs, etc. On the other hand as a magicka player I need to invest a significant amount into tumbling, pretty much need to run tri stat food, and/or need to find another way to maintain enough stamina to be able to always break free (engine guardian, pots, etc.), or wear heavy armor (for constitution). All of this means I have to sacrifice some damage/magicka sustain that stamina builds just do not have to worry about.

    I think making break free cost come out of your highest resource pool is an interesting idea. Leave sprint and dodge roll as stamina, those are both mobility tools that stamina players should be better at than magicka players. Break free however is something that everyone NEEDS to do regularly. Either make the cost come from your highest resource, or make it so that you can somehow use purge while stunned. This would be another way of giving magicka builds the ability to break free using magicka.

    I personally disagree with you. Not only do I sacrifice magicka stats for stamina on my magicka builds, but I do so above and beyond what is necessary because it makes me much more effective. Being able to block a ton on magplar and roll dodge on magicka sorc is awesome and I feel like it makes me all around more effective. Magicka builds not having to use magicka to break free or roll dodge would be OP. They could just hold block and never have to worry about stamina management.

    Stamina on the other hand uses magicka for utility. DKs use it for igneous, sorcs use it for dark deal, templars use it for cleanse, nightblades use it for cloak. While the fact that the constitution passive allows stam to not have to build for magicka sustain. if you are in medium armor and don't have any magicka sustain in your build, you will be sacrificing a lot. Correct me if I'm wrong, but if a stam build is in medium armor with no magicka sustain, they will run out of magicka pretty fast. At least I would on my stamblade if I didn't use stam and magicka recovery drinks.
  • Derra
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    Ishammael wrote: »
    Ish - If we put softcaps back in the game, would good players ever die without getting zerged down under the current mechanics?

    A soft cap system would mostly cut into damage and it's hard killing players right now as it is even with proc sets. I guess at some level you'd be cutting down on the healing potential, but between heavy armor, pots, sword and shield, trivial block costs, etc. I do not think it would be all that difficult to put together a build that would be shrug off another player's attacks with soft caps.

    I loved 1.5, but I wonder if it worked mostly because the theorycrafting in this game was so basic and most of us were relative baddies.

    What I'm trying to get ZoS and ESO players to do is recognize that there are a cascade of systems responsible for determining balance. Past balance has been approach piecemeal.

    I'm not set on any one direction. I stated a bunch of stuff at the start I know people will disagree with to spur discussion.

    For example, what would PvP look like with soft caps and no battle spirit?

    It would once again be advantageous to play classes which have non softcap restricted ways of resource regeneration and use such gear.

    It would probably make heavy armor even better - as heavy armor passive bypasses any softcapped regeneration.
    It would make things like engine guardian, sentry set more valuable.
    It would make warlock and any other set with fixed resource returns better.
    It would buff DKs with ulti generation templates recovery via battleroar.
    It would make channeled focus even better of a skill than it already is.

    The problem is why do you want to discuss drastic changes that would require a complete reevaluation of every skill and gearset for pvp AGAIN. They already demonstrate they´re not willing to balance the current system.
    Why would you want to implement a completely new system which then has to get balanced from scratch again.

    Why not start a discussion on how to balance what we have (which again - isn´t as broken as people make it out to be imo).

    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Blackfyre20
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    I personally disagree with you. Not only do I sacrifice magicka stats for stamina on my magicka builds, but I do so above and beyond what is necessary because it makes me much more effective. Being able to block a ton on magplar and roll dodge on magicka sorc is awesome and I feel like it makes me all around more effective. Magicka builds not having to use magicka to break free or roll dodge would be OP. They could just hold block and never have to worry about stamina management.

    Stamina on the other hand uses magicka for utility. DKs use it for igneous, sorcs use it for dark deal, templars use it for cleanse, nightblades use it for cloak. While the fact that the constitution passive allows stam to not have to build for magicka sustain. if you are in medium armor and don't have any magicka sustain in your build, you will be sacrificing a lot. Correct me if I'm wrong, but if a stam build is in medium armor with no magicka sustain, they will run out of magicka pretty fast. At least I would on my stamblade if I didn't use stam and magicka recovery drinks.

    I agree it is optimal to build for some sort of stamina management beyond what is necessary for magicka builds. You are sacrificing damage/magicka sustain to do so though. I also said that sprint/block/dodge roll should remain stamina costs because while those are all useful tools, you don't NEED them to survive necessarily. On the other hand, if you can't break free you're dead. And maybe making break free cost magicka isn't the solution, maybe give magicka users (specifically light armor users) some sort of passive or something to reduce the cost of break free. Or allow them to purge stuns somehow.

    As for stamina using magicka for utility, I main a stamplar wearing 5-1-1 (5 medium) and use max health/stam regen food, so really zero investment into any kinda of magicka sustain. However, I am easily able to keep restoring focus up at all times and pretty much use extended ritual whenever I need to. I can't spam it like I used to be able to before the cost reduction on purifying ritual was removed but any time I get hit with seige, dawnbreaker, major defile, etc., I have more than enough magicka to use it. DKs really only need to use igneous every 7 seconds at most and stamsorcs use dark deal to return their stamina, so how much they use it actually just matters on how their stamina sustain is. So the only stamina class that even has to consider sacrificing any offense or main stat sustain to invest in their magicka is a nightblade, as you have cloak and mass hysteria (and I've seen your vids and you use shadow image too I think?). So you're using more magicka then really any other stam build which is a bit of a unique situation I think.

    Buff Soft Caps
  • Dreyloch
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    Here's a real solution to many of the issues in PvP. Make armor sets for PvP ONLY, and PvE sets for PvE ONLY.

    The sets out there on the cyrodiil vendors right now are useless. Save maybe 3-4 sets, all of them are garbage compared to the sets that came with 1T, and the 1T sets are way easier to obtain. Need impen for a small piece from a dungeon? Run with folks that will give it to you. Heck I got a Gem of Curses Ring(Rattlecage set) from a complete stranger. Just had to ask at the end of the dungeon run. But If I wanted a sharpened Elf Bane 1H weapon of some sort? I could end up spending millions in AP. There's no comparison.

    The PvP sets need to be reworked into something viable for PvP "Only". All these other sets from 1T (save maybe monster helms) should not work in Cyro at all. We should also be able to get these PvP sets without a craptacular RNG risk. It should be like buying from the telvar vendor. Make a chest piece cost 100-200k ap with proper useable traits (a variety of them too, not JUST impen). it's ok. Gives us something to work for. But we need to lose the RNG bags. It's stupid, and lazy design, and there needs to be better... completely PvP centric sets.

    Moving along, whoever said get rid of "stealth breaking" things like caltrops? I say get out of stealth and fight. Get rid of stealth in Cyro. Disable it. You want to gank me before I can react NB? Sorry, now you gotta build to survive and not be just a glass cannon. I know that break's "immersion" for a lot of you(said with utter sarcasm), but this is PvP. I'm not saying you can't use stealth, slip away, mist form etc. I'm saying it should only be used in PvE land. ZoS needs to figure out better escape mechanics for DK's and Temps, and make something else for NB's. Sorcs have streak, at a cost. They're ok imo.
    Edited by Dreyloch on December 12, 2016 7:13PM
    "The fear of Death, is often worse than death itself"
  • Derra
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    Dreyloch wrote: »
    Here's a real solution to many of the issues in PvP. Make armor sets for PvP ONLY, and PvE sets for PvE ONLY.

    The sets out there on the cyrodiil vendors right now are useless. Save maybe 3-4 sets, all of them are garbage compared to the sets that came with 1T, and the 1T sets are way easier to obtain. Need impen for a small piece from a dungeon? Run with folks that will give it to you. Heck I got a Gem of Curses Ring(Rattlecage set) from a complete stranger. Just had to ask at the end of the dungeon run. But If I wanted a sharpened Elf Bane 1H weapon of some sort? I could end up spending millions in AP. There's no comparison.

    The PvP sets need to be reworked into something viable for PvP "Only". All these other sets from 1T (save maybe monster helms) should not work in Cyro at all. We should also be able to get these PvP sets without a craptacular RNG risk. It should be like buying from the telvar vendor. Make a chest piece cost 100-200k ap with proper useable traits (a variety of them too, not JUST impen). it's ok. Gives us something to work for. But we need to lose the RNG bags. It's stupid, and lazy design, and there needs to be better... completely PvP centric sets.

    Moving along, whoever said get rid of "stealth breaking" things like caltrops? I say get out of stealth and fight. Get rid of stealth in Cyro. Disable it. You want to gank me before I can react NB? Sorry, now you gotta build to survive and not be just a glass cannon. I know that break's "immersion" for a lot of you(said with utter sarcasm), but this is PvP. I'm not saying you can't use stealth, slip away, mist form etc. I'm saying it should only be used in PvE land. ZoS needs to figure out better escape mechanics for DK's and Temps, and make something else for NB's. Sorcs have streak, at a cost. They're ok imo.

    please - no.

    I don´t want to farm any more gear.

    Just make pvp sets easier to aquire and worthwhile to use - but don´t devalue any gear ever for one specific type of content. No. Nonono.
    Edited by Derra on December 12, 2016 8:56PM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • frozywozy
    frozywozy
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    1) Revamp roots / snares (bring diminishing returns that include various categories of disables / movement restrictions. for example, fears + roots could be together, then snares + stuns. If you get feared, you cannot be feared or rooted for 5seconds after cc breaking. If you get stunned, you cannot get stunned or snared for 5 seconds after cc breaking).
    2) Fix the mounts tripping over terrains
    3) Invisible abilities/ultimates during high latency
    4) Health desyncs
    5) Nerf Tankyness (soft caps, champion points system, sets)
    6) Damage proc sets (add a global cooldown that force you to use only one damage proc set)
    7) Revamp Champion System to reduce overall damage/sustain/defense
    8) Reduce population caps to what 3bars actually is and open additional campaigns when needed with scrolls worth 5points instead of 1
    9) Fix the targetting of casted abilities such as Dark Flare (very hard to make it cast sometimes)
    10) Fix the combat bug (when in group or when casting abilities that provide major mending)
    11) Fix Mist Form not providing snare or root immunity in some situations (not even talking about gap closer mini-snares)
    12) Fix body sliding after cc breaking too quickly
    13) Fix Gap closer stuck animation that allow you to queue multiple abilities that all release at the same time when trying to use a gap closer on someone above or bellow (commonly known as the macroslice)
    14) Nerf poison damage in general (the element, not the poisons you use instead of enchants)
    15) Nerf poisons that increase the magicka / stamina cost
    16) Revamp the concept of light/medium/heavy/armor/spell res/physical res (light armor should give more magic damage/resistances - medium should give more physical damage, mobility and avoidance - heavy should give more physical damage/resistances)
    17) Fix Clouding Swarm (invisibility)
    18) Fix infinite loading screens when using transits (happens more when in groups)
    19) Fix massive crashes on multiple clients at a time
    20) Fix infinite loading screens when inner postern walls get back up after getting repaired up to 100%
    21) Fix quick loading screens when traveling in some areas of the map (for example between Sej and Drake)
    21) Nerf destro ulti (reduce damage, increase duration)
    22) Nerf Incap and Dawnbreaker damage
    22) Fix Soulshine set to make it work with Puncturing Sweeps
    23) Bring back some sort of dynamic ultimate generation when fighting outnumbered
    24) Revamp the gem scrapping system from the Crown Store crates (scrapped items should provide more than 1gem) or reduce the cost of the atro mounts
    25) Fix Purge (Has Purge ever been fixed to affect more than the first 6players who join a group?)
    26) Fix the combination of the destro ulti with ground targetting aoe abilities such as Blazing Spears. Blazing Spears doesn't work after casting the destro ulti. You must weapon swap twice.
    27) Fix the overall dye system (colors don't match from hats to armor to shields)
    28) Fix the unbreakable CCs while mounted (must dismount before cc breaking)
    29) Fix Dragon Blood (make it ignore Battle Spirit)
    30) Give an escape move to templars (rush to ally) and dragonknights (leap)
    31) Fix the Y axis of the destro ultimate (it can reaches 2floors inside a tower or a milegate)
    32) Fix Infernal Guardian monster set proc (it can goes through doors and kill npcs before the door is even destroyed in keeps)
    33) Fix the Eclipse ability from npcs (sometimes the ability is casted on yourself but is invisible - also casted way too often)
    34) Fix Breath of Life (often it will heal others but not yourself several times in a row)
    35) Fix Mage Light major prophecy bonus overlapping (removing) Vampire Bane's 12 seconds major prophecy buff when weapon swapping in and out of the bar with Mage Light.

    I'll update this list. This is just the beginning of a short brain storming.
    Edited by frozywozy on December 12, 2016 10:06PM
    Frozn - Stamdk - AR50
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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Publius_Scipio
    Publius_Scipio
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    Dodge should reduce damage by 50 or 75% (and nullify any additional effects e.g. stun) rather than mitigate completely

    Well then that is eliminating "dodge" altogether. There would be no dodging. It will be akin to "the bullet grazed his arm". You didn't dodge the bullet and you're bleeding.

    I agree though that sometimes on my screen with combat text you'll see near an enemy after an attack DODGE DODGE DODGE DODGE all at the same time and it is annoying.
    Edited by Publius_Scipio on December 13, 2016 7:41AM
  • sirston
    sirston
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    too little too late Im perma done with eso im pretty sure of that. check out crowfall or camelot unchained.
    Whitestakes Revenge
    WoodElf Mag-Warden
    Sirston
    Magickia Dragonknight


    T0XIC
    Pride Of The Pact
    Vehemence
    The Crimson Order

    victoria aut mors
  • Publius_Scipio
    Publius_Scipio
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    ✭✭✭
    Yuke wrote: »
    Delsskia wrote: »
    Poisons

    Macros - ZOS has already stated that a third party program which gives someone an unfair advantage is considered a cheat. If ZOS wants to keep macros in the game, then do it right. Make macros creatable from within the game UI and force them to respect internal cool downs. Quit allowing 3rd party programs from mice and keyboards to bypass game mechanics.

    Software for peripheral devices from Logitech, Steelseries, Razor and the like does not ignore global cooldown. Thats a myth spread by bad players. What you describe can only by 'achieved' by 'Cheat Engine'. And thats totally the fault of Zenimax because they moved the handling of basic game mechanics from server side to client side.

    Well, ZOS spent time to streamline some of the code to improve Cyrodiil performance over the last year or so. Just imagine if the server was handling even more workload from the get-go. You'd need to plug IBM Watson and 50 Nvidia GTX 1080's overclocked into the megaserver! Maybe some Corsair Vengance RAM or Kingston....?
  • IxSTALKERxI
    IxSTALKERxI
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    frozywozy wrote: »
    17) Fix Clouding Swarm (invisibility)
    frozywozy wrote: »
    21) Nerf destro ulti (reduce damage, increase duration)

    I recommend between a 25% - 37.5% nerf per tick. 37.5% nerf would make it batswarm x 1.25 which would still be very desirable as a dps ultimate.
    frozywozy wrote: »
    22) Fix Soulshine set to make it work with Puncturing Sweep
    I heard this but tested it myself and it seemed to work correctly on sweeps? It does not work on abilities with cast time though such as inevitable detonation and healing ritual.
    frozywozy wrote: »
    23) Bring back some sort of dynamic ultimate generation when fighting outnumbered.

    Combat frenzy is a form of dynamic ultimate generation in a way - but all the tanky builds kind of ruin it haha. If such a thing were to be implemented it would need to be added very carefully. It would need to be a very very small amount of ultimate gained based on damage done and damage received and ultimate costs adjusted accordingly.
    frozywozy wrote: »
    25) Fix Purge (Has Purge ever been fixed to affect more than the first 6players who join a group?)

    This was fixed in an incremental patch after dark brotherhood after some of us highlighted to them how urgent it was.
    frozywozy wrote: »
    29) Fix Dragon Blood (make it ignore Battle Spirit)

    Not sure if that is the correct change or not - it would make it quite strong. Vampire drain heal functions the same as dragons blood and should also receive some TLC. Absorb magic and cleanse are both % based heals but aren't based on missing health so they are still decent.
    NA | PC | Aldmeri Dominion
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    Former Emperor x11 campaign cycles
    Venatus Officer | RIP RÁGE | YouTube Channel
  • Brrrofski
    Brrrofski
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    ✭✭✭✭
    Proc sets need to go, straight up. Remember how excited people got for new monster sets with 1T? How naive were we... Completely ruined PvP. Although the main one is viper. Who thought of that set?

    Poisons need to go. Where they there to try and address champion points? Because whoever uses the most wins. Again, who though of bringing these in?

    Eye of the storm needs to be blockable. *** that it's not.

    Heavy armor needs addressing. It's too strong in comparison to light and medium.

    Classes... I've played all 8 classes extensively in PvP and rarely play the same one for 2 days in a row.

    Night blade:
    Magica needs a buff. It's down there with magica dk for worst class currently. It's bomb blade or nothing. Destroyer resto is a poor man's sorc. I play a saptank in PvP and my build is strong, but there's something missing still. Like nobody plays dual wield anymore unless bombing.

    Stamina has been in the top 2 for over a year. It's so powerful. I go from say a stamplar to NB and I'm in disbelief nobody from zos can see how much stronger a NB is. It needs some slight tuning. Not too much, but really needs to be toned down a bit.

    Sorcerer:
    I think magica is fine honestly.

    Amazing how Stam has flipped. I've played Stam sorc since ic and the change is incredible. Dark deal is a tad strong. Implosion is a bit much too. The rest of its issues are black rose and proc sets.

    DK:
    Stam is OK. Again, heavy and armor and proc sets make them op.

    Magica dk... Where do I begin? Well documented that it really need buffs.

    Templar:
    Stam is in a good spot. It needs some passive tweaks
    Main one is a sustain tweak. It's the only class that relies on killing someone to sustain. Dks have battle roar and mountains bldssing. Sorc has dark exhcnage/deal as well as passive magica regen and Stam (with a skill slotted). Nbs has a crazy regen passive, plus syphoning strikes and Stam also has relentless focus. Stamplar has repetance. Just doesn't cut it.

    Magica is strong. The strongest magica class currently. I wouldn't change too much though. The main thing is radiant. It needs a range reduction. Bring it in line with impale imo. Currently people can hit you from all over the place with it. Damage is fine, but the range exceeds gap closers range which is an issue.

  • Sugaroverdose
    Sugaroverdose
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    Something tells me, that it doesn't mater what we're saying here...
    jv1BPYI.jpg
  • MalakithAlamahdi
    MalakithAlamahdi
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    Solariken wrote: »
    The root on rearming trap is too long it needs to be reduced to like two seconds. Roots as a whole need to be looked at. I think they should add root immunity to immovable pots

    I agree that there should be root immunity available via potions, but not added to immovable, that effect is already very strong. Root immunity should be its own effect.

    Maybe give that to the HA immovable skill? It would be a nice way to set it apart form others, as the current buff is garbage.
  • MalakithAlamahdi
    MalakithAlamahdi
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    Derra wrote: »
    Ishammael wrote: »
    7. Unblockable -- shouldn't be a thing. Dawnbreaker, Eye of the Storm, Fear, Petrify, etc. No skillful counter is horrible. Please make meteor reflectable again!

    Can you please point me the direction of block counters a sorc can access?

    If you dare to mention rune prison (which ironically does not break on dots - a dmg form sorcerers do not have in class access to) - i swear i´m gonna sacrifice a kitten to the dark overlord of balance himself Mr. Wrobbels.

    Edit: I think block being an unskillful mechanic needs unskillful counters. If you´d have to be reactive with blocking (like with dodging) it would be a whole different story.

    Didn't streak stun trough block? If you're a vamp you can also use the drain something skill. Or just spam curse, it ignores block.
    Edited by MalakithAlamahdi on December 13, 2016 1:38PM
  • Mojomonkeyman
    Mojomonkeyman
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    Derra wrote: »
    Ishammael wrote: »
    7. Unblockable -- shouldn't be a thing. Dawnbreaker, Eye of the Storm, Fear, Petrify, etc. No skillful counter is horrible. Please make meteor reflectable again!

    Can you please point me the direction of block counters a sorc can access?

    If you dare to mention rune prison (which ironically does not break on dots - a dmg form sorcerers do not have in class access to) - i swear i´m gonna sacrifice a kitten to the dark overlord of balance himself Mr. Wrobbels.

    Edit: I think block being an unskillful mechanic needs unskillful counters. If you´d have to be reactive with blocking (like with dodging) it would be a whole different story.

    Didn't streak stun trough block? If you're a vamp you can also use the drain something skill. Or just spam curse, it ignores block.

    Knowledge bomb dropped! My personal highlight: "Spam curse!"
    Koma Grey, Chocolate Thunder, Little Mojo, Dagoth Mojo & Mojomancy
  • Armitas
    Armitas
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    Let me ask a question here the soft cap discussion. I fought someone who had a noticeable amount of mitigation, hit hard, and had over 4k stam recovery.

    If I could reach that amount of recovery on my mDK I would be useless for damage or mitigation. I know that a lot of the damage comes straight from the weapon passive for penetration but how do you reach 4k stamina recovery without being gimped?

    It's obviously not simply stacking armor sets with recovery, something is combining together in a way that is sending stats upward in increasing velocity. I think a lot of it is % increases which work the exact opposite of soft caps. Instead of lowering a value when it gets high it accelerates the value the higher it gets. That has got to be a big part of the sustain bloat.

    Maybe the real source of sustain creep is tied into the way values are calculated and accumulated, which things are added at base value and which things are increased by % value. If we fixed the reverse soft caps, (%s) with straight values it would buff the lower end of the spectrum and clip the upper end of the spectrum which is exactly what we want.
    Edited by Armitas on December 13, 2016 4:03PM
    Retired.
    Nord mDK
  • Derra
    Derra
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    ✭✭✭✭✭
    Derra wrote: »
    Ishammael wrote: »
    7. Unblockable -- shouldn't be a thing. Dawnbreaker, Eye of the Storm, Fear, Petrify, etc. No skillful counter is horrible. Please make meteor reflectable again!

    Can you please point me the direction of block counters a sorc can access?

    If you dare to mention rune prison (which ironically does not break on dots - a dmg form sorcerers do not have in class access to) - i swear i´m gonna sacrifice a kitten to the dark overlord of balance himself Mr. Wrobbels.

    Edit: I think block being an unskillful mechanic needs unskillful counters. If you´d have to be reactive with blocking (like with dodging) it would be a whole different story.

    Didn't streak stun trough block? If you're a vamp you can also use the drain something skill. Or just spam curse, it ignores block.

    Knowledge bomb dropped! My personal highlight: "Spam curse!"

    Yup.
    @MalakithAlamahdi knows less than jon snow but still has a ton of well meant advices for everyone.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Docmandu
    Docmandu
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    frozywozy wrote: »
    31) Fix the Y axis of the destro ultimate (it can reaches 2floors inside a tower or a milegate)

    FWIW.. think this is related to how Fire AOE damage works... ie. Wall of Elements with Fire staff will go through walls and ignore Y-axis, while the same skill with Ice or Lightning staff doesn't.

    Probably also related (or maybe deliberately "fixed" that way) to Crematorium Guards in the last stage of vMSA hitting you with their fire damage while you're on the top platform. Most likely a ZOS Solution (tm) to fix an issue in a very bad and incorrect way, like they've done a few times before (ie. just look at gap closers now.. zap to people on top of a rock, yet toppling charge still doesn't work, which was one of the reasons they made gap closers work that way).

  • RinaldoGandolphi
    RinaldoGandolphi
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    The game is fundamentally broken at this point, and its probably not ever going to be fixed...many of the old time greats tried to tell ZOS removing soft caps and introducing such an insane amount of power creep with the CP system would kill skillful play in this game, and they were absolutely right......

    As bad as some folks though the 1.x sopftcaps were, they were a far better compromise then the absolute utter trash we have now.

    Heavy Armor needs to be changed back to how it was in 1.x
    • Soft caps need to be re instituted
    • Regen hard capped at 1499 across the board...thats the hard cap...diminishing returns start kicking in at 1100)
    • Max magicka and max stamina is hard capped at 38,999 and diminishing returns start kicking in at 36,500
    • Weapon Damage and spell damage hard capped at 3100 and diminishing returns start kicking in at 2800
    • Max health hard capped at 40k, with diminishing returns kicking in at 35k
    • Champion System disabled across every Cyrodiil campaign
    • Battle Spirit damage and healing nerf reverted back to 15%
    • Battle Spirit damage sheild decrease reverted back to 15%
    • PVE dropped and undaunted monster sets disabled in Cyrodiil
    • Only armor sets allowed to be used in Cyrodiil are the ones that drop in Rewards of the worthy, or bought at the allaince war vendor or from the town vendors , or crafted sets.
    • Stealth attack stun removed
    • Stealth damage bonuses reduced by 50%
    • Empowerment no longer works on stealth attacks
    • Mage guild skills no longer empower stealth attacks

    There you go....now you will have a real pvp game. Yes the undaunted and pve sets need to go from Cyrodiil they are are HUGE problem to the balance.....Let ZOS balance pvp soley around Allaince war sets only, and release new sets every update...that way PVE stop their whining about PVP ruining all their sets, and it makes things far easier to balance in PVP without effecting the other side of the game.

    those PVE undaunted and unbalanced sets should have never been allowed in Cyrodiil in the 1st place...when you join the military, it only makes sense you wear the uniform they give you when your on duty right? Well that uniform is the alliance war sets....all the undaunted sets are fine in PVE but unbalanced in PVP, lets not totally ruin the carebears fun...its called a smart compromise...we get a balanced game, PVE get their fun proc stuff, and Wrobel gets to make fun sets for PVE its a win-win for us pvpers...

    It will also allow them to release PVP sets that you "PVP for" instead of being forced to grind PVE content just to be competitive in PVP....lets remove the PVE dependence from Cyrodiil by standardizing gear across Cyrodiil....all sets except ones bought for Allaince points of Tel var stones are disabled in Cryodiil...and let ZOS release new pvp sets as they go along...we need to remove the unbalanced PVE nonsense from Cryodiil if we ever hope to want a semi-balanced game...part of why 1.x was so close was because Cyrodiil wasn't full of unbalanced undaunted PVe sets...

    Updated:forgot to include crafted sets
    Edited by RinaldoGandolphi on December 13, 2016 6:23PM
    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
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    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • Malamar1229
    Malamar1229
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    Solariken wrote: »
    The root on rearming trap is too long it needs to be reduced to like two seconds. Roots as a whole need to be looked at. I think they should add root immunity to immovable pots

    I agree that there should be root immunity available via potions, but not added to immovable, that effect is already very strong. Root immunity should be its own effect.

    hes right. snare immunity should be on a sep pot.
  • Bandit1215
    Bandit1215
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    Ishammael wrote: »
    Fix wings.
    Fix mist form.
    Fix cloak.
    Fix clouding swarm.
    Fix gap closers.
    Fix willows path.
    Did I forget something?

    Dragon Blood.

    Dragon blood isn't broken to my knowledge. All of the things I listed are actually broken.

    It's not "broken" per se, but rather it is just absolute garbage. A percentage on top of a percentage of MISSING health is the problem. If a magdk has 30k health and needs a quick burst heal at 10k health then here is how much it will heal. 20,000(amount of health missing)*0.33(dragon blood heals 33 percent of missing health)÷2(heals are cut in half in cyrodiil)= 3,300.

    So at execute range, using a high cost ability will not even get you back out of execute range, or any amount of substantial health whatsoever. And quess what! If you get even lower, youll get a slightly bigger heal but you will still be in execute range, but if you use it when you have more remaining health, it HEALSO EVEN LESS! So my question is, at what point does one decide to heal? When you are only missing a small amount of health to get the most miniscule heal possible or wait until you are in execute range to get a bigger heal but won't get you OUT of execute? So I retract my previous statement. IMO, yes, DB is VERY broken.
    Edited by Bandit1215 on December 13, 2016 5:58PM
    CP 561
    • vSO HM - Completed
    • vAA - Completed
    • vHRC - Completed

  • Dreyloch
    Dreyloch
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    Derra wrote: »
    Dreyloch wrote: »
    Here's a real solution to many of the issues in PvP. Make armor sets for PvP ONLY, and PvE sets for PvE ONLY.

    The sets out there on the cyrodiil vendors right now are useless. Save maybe 3-4 sets, all of them are garbage compared to the sets that came with 1T, and the 1T sets are way easier to obtain. Need impen for a small piece from a dungeon? Run with folks that will give it to you. Heck I got a Gem of Curses Ring(Rattlecage set) from a complete stranger. Just had to ask at the end of the dungeon run. But If I wanted a sharpened Elf Bane 1H weapon of some sort? I could end up spending millions in AP. There's no comparison.

    The PvP sets need to be reworked into something viable for PvP "Only". All these other sets from 1T (save maybe monster helms) should not work in Cyro at all. We should also be able to get these PvP sets without a craptacular RNG risk. It should be like buying from the telvar vendor. Make a chest piece cost 100-200k ap with proper useable traits (a variety of them too, not JUST impen). it's ok. Gives us something to work for. But we need to lose the RNG bags. It's stupid, and lazy design, and there needs to be better... completely PvP centric sets.

    Moving along, whoever said get rid of "stealth breaking" things like caltrops? I say get out of stealth and fight. Get rid of stealth in Cyro. Disable it. You want to gank me before I can react NB? Sorry, now you gotta build to survive and not be just a glass cannon. I know that break's "immersion" for a lot of you(said with utter sarcasm), but this is PvP. I'm not saying you can't use stealth, slip away, mist form etc. I'm saying it should only be used in PvE land. ZoS needs to figure out better escape mechanics for DK's and Temps, and make something else for NB's. Sorcs have streak, at a cost. They're ok imo.

    please - no.

    I don´t want to farm any more gear.

    Just make pvp sets easier to aquire and worthwhile to use - but don´t devalue any gear ever for one specific type of content. No. Nonono.

    Ok, then live with proc sets ment for PvE content to continue to kill you before you can even react. It's fine if ZoS changes the current sets, and I don't typically like carrying around more than one set either. But something has to change. The PvP and PvE sets need to only be viable in their respective areas.
    "The fear of Death, is often worse than death itself"
  • Sugaroverdose
    Sugaroverdose
    ✭✭✭✭✭
    The game is fundamentally broken at this point, and its probably not ever going to be fixed...many of the old time greats tried to tell ZOS removing soft caps and introducing such an insane amount of power creep with the CP system would kill skillful play in this game, and they were absolutely right......

    As bad as some folks though the 1.x sopftcaps were, they were a far better compromise then the absolute utter trash we have now.

    Heavy Armor needs to be changed back to how it was in 1.x
    • Soft caps need to be re instituted
    • Regen hard capped at 1499 across the board...thats the hard cap...diminishing returns start kicking in at 1100)
    • Max magicka and max stamina is hard capped at 38,999 and diminishing returns start kicking in at 36,500
    • Weapon Damage and spell damage hard capped at 3100 and diminishing returns start kicking in at 2800
    • Max health hard capped at 40k, with diminishing returns kicking in at 35k
    • Champion System disabled across every Cyrodiil campaign
    • Battle Spirit damage and healing nerf reverted back to 15%
    • Battle Spirit damage sheild decrease reverted back to 15%
    • PVE dropped and undaunted monster sets disabled in Cyrodiil
    • Only armor sets allowed to be used in Cyrodiil are the ones that drop in Rewards of the worthy, or bought at the allaince war vendor or from the town vendors , or crafted sets.
    • Stealth attack stun removed
    • Stealth damage bonuses reduced by 50%
    • Empowerment no longer works on stealth attacks
    • Mage guild skills no longer empower stealth attacks

    There you go....now you will have a real pvp game. Yes the undaunted and pve sets need to go from Cyrodiil they are are HUGE problem to the balance.....Let ZOS balance pvp soley around Allaince war sets only, and release new sets every update...that way PVE stop their whining about PVP ruining all their sets, and it makes things far easier to balance in PVP without effecting the other side of the game.

    those PVE undaunted and unbalanced sets should have never been allowed in Cyrodiil in the 1st place...when you join the military, it only makes sense you wear the uniform they give you when your on duty right? Well that uniform is the alliance war sets....all the undaunted sets are fine in PVE but unbalanced in PVP, lets not totally ruin the carebears fun...its called a smart compromise...we get a balanced game, PVE get their fun proc stuff, and Wrobel gets to make fun sets for PVE its a win-win for us pvpers...

    It will also allow them to release PVP sets that you "PVP for" instead of being forced to grind PVE content just to be competitive in PVP....lets remove the PVE dependence from Cyrodiil by standardizing gear across Cyrodiil....all sets except ones bought for Allaince points of Tel var stones are disabled in Cryodiil...and let ZOS release new pvp sets as they go along...we need to remove the unbalanced PVE nonsense from Cryodiil if we ever hope to want a semi-balanced game...part of why 1.x was so close was because Cyrodiil wasn't full of unbalanced undaunted PVe sets...

    Updated:forgot to include crafted sets
    There's will not be balance, there's would be 1-3 top tier builds in clone wars, in other words - same sh*t but people will loose any choice.
    Also most of the damage is dealt due to CP and in "perfect softcap world" with critical damage which wasn't even mentioned by you, with nerfing damage reduction it will be just oneshotfest.
    Edited by Sugaroverdose on December 13, 2016 9:21PM
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