I just don't understand why people don't like PvP, especially in ESO which has such excellent, active, dynamic combat that really shines in PvP where anything can happen. There's a big sandbox for people who like to play at war and there are BG's for people who like small-scale objectives.
Yes, "gitting gud" is a barrier to entry in some ways, but in my opinion it's no more an issue for PvP than learning vMA or learning to pull the DPS needed for vet trials.
What is so awful that makes the road to unlocking Caltrops such an unbearable slog? I'm genuinely curious for any who would answer this (and tag me in case I forget about the thread).
vyndral13preub18_ESO wrote: »Honest question. Where would you like to put caltrops instead? I get the idea taking it away from pvp. But where would you put it? Unless you made up a new skills line that could be unlocked by PVP or PVE I don’t see a solution that works.
Honestly the biggest reason I am opposed to moving those skills away from PVP is because they act as an incentive to get people to try PVP in this game.
vyndral13preub18_ESO wrote: »Honest question. Where would you like to put caltrops instead? I get the idea taking it away from pvp. But where would you put it? Unless you made up a new skills line that could be unlocked by PVP or PVE I don’t see a solution that works.
You also have to looks at the rest of the arguement. If you put this skill into one of the PVE lines it forces pvp players into more PVE. And if you put it on a weapon it limits choices. Both of those options are worse in my mind then having some pvers running around pvp for, as you point out, a fairly short amount of time.
Just because Elder Scrolls has a history of pve, does not mean that this game follows that. This game was centered around the war with the split factions with plenty of other things to do if you get bored.I'm sorry but I just don't buy this argument. ESO is a pve mmo with added pvp, much like Battlefield is a pvp game with some pve. I have a hard time believing anyone honestly feels ESO is primarily a pvp game.
Look, we get it. Most don't want to pvp because they just don't like getting nuked down by other players and it hurts their sensitive feelings. They like a script of predictability. They don't want to put time into learning how to pvp. Don't try to hide this as anything different than that.

Why not have both a PVP option (Caltrops) and PVE option that basically does the same thing? There are a few skills on the Undaunted skill line that hardly nobody ever uses like Trapping Webs. That could easily be modified to have basically the same snares and damage as Caltrops. Make it only obtainable by reaching about the same level of experience doing dungeons as required for Caltrops in PVP.
"Now, a question to pvp'ers who like it the way it is: why do you even want people like me and other pve'ers in Cyrodiil with you?"
Wrong question and wrong people asked. The question is why would ZoS require something used in PvP to be acquired in PvE and why require PvP for a skill people might want for PvE.
The answer is simple. They want players to play as much content as possible. The reason they want you playing all kinds of content? The more content you play and the more content you repeat the stronger the game.
Back to your question. Why do PvP'rs want to keep Caltrops in Cyrodiil? Some for no other reason than they have to PvE so want you to have to PvP. Some actually hope some of these players new to PvP will come to like it and stick around. Doesn't matter their reason though because the reason Caltrops is locked behind PvP is it is good for the game.
PREDICTION
Threads complaining about "Grinding for Caltrops" will eventually turn into threads complaining about a Caltrops nerf.
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https://www.youtube.com/watch?v=l61ggeu0OGM#t=0m18s "Now, a question to pvp'ers who like it the way it is: why do you even want people like me and other pve'ers in Cyrodiil with you?"
Wrong question and wrong people asked. The question is why would ZoS require something used in PvP to be acquired in PvE and why require PvP for a skill people might want for PvE.
The answer is simple. They want players to play as much content as possible. The reason they want you playing all kinds of content? The more content you play and the more content you repeat the stronger the game.
Back to your question. Why do PvP'rs want to keep Caltrops in Cyrodiil? Some for no other reason than they have to PvE so want you to have to PvP. Some actually hope some of these players new to PvP will come to like it and stick around. Doesn't matter their reason though because the reason Caltrops is locked behind PvP is it is good for the game.
I was going to write something similar to this but don't need to, since you are spot on here! And I actually agree that it is good for the game. I participate in both PvE and PvP but it took me years to have the time or the interest to PvP.
I can add a few other observations:
- There are way more abilities behind a PvE wall. So I honestly don't quite understand this whole conversation. Why would PvP be segmented out and not offer anything that can be used across the whole game, as happens in PvE? In order to "fix" this, ZOS would have to re-do all of the skill trees so nothing useful is obtainable in any of these specialized trees, and that seems like a lot less fun.
- My PvP main still doesn't have the meteor ultimate from the Mage's Guild line because I don't feel like running around and grabbing a bunch of books so I can advance the skill line. She doesn't have Dawnbreaker, either. Do the Mage's Guild, Undaunted, and Fighter's Guild lines need to be re-worked because they have abilities useful in PvP and you must PvE your way through them?
- Almost all of the Assault skills can be useful in PvE (not just Caltrops), and I use them there. If anything, I'd like to see more of the Support skills and some of the passives on either line be more universally useful.
- I can see why PvE'rs can dislike PvP in the beginning especially... I did. My issue actually stemmed from feeling like I couldn't do anything on my own, and I would get frustrated when I had run for what felt like forever only to get ganked or immediately die and, you guessed it, run some more. I hated all the running; sometimes all of the time I had allotted to play would just involve running to try and find action and it was very, very unsatisfying. PvE "immediate action" seems much more accessible. There is a bigger learning curve, imo, for PvP. You need a fast horse, you need to watch zone chat, and getting around can be incredibly difficult if your faction is doing poorly and doesn't have much of the map. You get four repeatable quests and two of them are things that are likely unobtainable, even with a group, because the faction is focusing on winning the campaign, not quests.
- I am not sure how to remedy this short of suggesting that the quests be a little more creative. "Participate in a battle that last more than five minutes." "Deal x damage to a door or wall with a siege weapon." Objectives that help and reward people to participate where the action IS in Cyrodiil, rather than giving them goals that make no sense.
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Now, a question to pvp'ers who like it the way it is: why do you even want people like me and other pve'ers in Cyrodiil with you? I was nothing but a weak link the entire time. I had no desire to "git gud" at pvp...I was only there to get an ability and gtfo. I didn't care to learn strategies or lookup pvp builds. Cyrodiil was just a means to an end. I was literally a dps DK with a healing staff and a bow. I understand people tend to have a natural aversion to change, but being against making Caltrops and/or Vigor obtainable via pve seems counterproductive for a pvp'er.
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What I'm saying is: if there were no pve'ers in your ranks who are only there to unlock an ability, Cyrodiil would be filled with people with an interest in pvp...people who want to be good at pvp and take it seriously. ...
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Wouldn't Cyrodiil be more fun/engaging for pvp'ers if everyone one there had a genuine interest in pvp?
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Anyway, I'm sure I'll get more people who totally miss the point and parrot "but pvp'ers have to do pve bla bla bla" bs. ...
Thestephenmcraeub17_ESO wrote: »Or maybe the Assault and Support lines could just level like most other skill lines - with use. The more you cast rapids, the more you level your assault line. The more you cast barrier, the more you level your support line. It would be tedious and horrible, but one could always just put it on their bar to level it the way all other skills go. That way, you would only have to travel to Cyrodiil, get the skill lines, and never PvP a day in your life and still get level 10 assault and support as you used them.
And maybe the skill lines get 1.5% more XP while in Cyrodiil...something to keep the PvP crowd happy.
But as far as the main point goes, I agree. Leveling skills for PvE in a PvP environment is awful and just feeds AP to other alliances while bringing down your own alliance. I have no desire to PvP on my characters that I didn't build for it, so why would ZOS and my alliance even WANT me to PvP?
That said, I think that the undaunted and PVP skill lines should be at account level.. That way, having tried that activity enough to fully level that line should be enough to be fairly sure whether you do or don't want to do that kind of activity anymore - so it shouldn't keep forcing PVEers to re-level PVP lines on subsequent characters - just as it shouldn't keep forcing PVPers to re-level undaunted mettle on their subsequent characters.