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Overall Health of PvP, how would i fix it? Leave your suggestions here.

GreenSoup2HoT
GreenSoup2HoT
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I'm going to be very blunt but heres what i believe needs to happen to make Cryodill a much more enjoyable experience.


1: Vicious Death: Removed or Reworked

Now that AoE cap's are no longer a thing, this set in my opinion does not need to exist. It provides a lot of grief and pigeon holes magicka players into using it. I would much rather prefer a pvp environment without this particular set. Without this set, your actions and how you play dictate if you survive a fight... not the medium armour vampire who feels safe huddling near your group.


2: Eye of the Storm: Slight Rework
  • Reduce Radius but Increase Damage. (To get that Eye of the Storm feel)
  • Disable Gap Closing while in use.
  • Reduce Speed while Channelled. (Gives players a bigger opportunity to disengage)
These changes are self explanatory.


3: Remove/Rework No stamina regeneration while Blocking/Sprinting
  • Now that block cost is normalised i feel stamina regen should not be cut to 0 while blocking or sprinting. This would enable regen builds to not be so punished by this mechanic. I feel this mechanic makes the game feel way to clunky and leaves less opportunities to reposition. It is often more costly to reposition then to dodge/tank/out heal your damage taken. Cryodill is a vast place yet i feel like im always over-encumbered.

4: Battering Ram's
  • It is way to easy to flip a keep before anyone can respond. Make it so Ram's only deal significant damage to keep door's while the Lumber-mill is claimed for that keep. This way players can respond to keeps being taken because you may see a lumber-mill trying to be obtained by the enemy faction. You could also trick the enemy factions by taking lumber-mills with a small group pulling aggro from that faction thinking its about to be siege'd.

5: Reduce Offensive keep ticks significantly and Increase Defensive ticks significantly.
  • Currently its just better to obtain empty keeps for AP instead of defending your own. This makes avoiding fights better then defending them. This is the opposite of pvp and why the term PVD exists (Player VS Door).. simply because its faster to RAM a keep door and flip it then defend your own for AP.

6: Make Siege weapons more scary.
  • In CP campaigns they are simply not killing anyone and all debuffs are being instantly purged. I could care less if its a point and click siege. Its a role-playing game. Not street fighter.


7: Negate: No longer dis-spells ground based ultimates
  • Ground based ultimate's need some love. You dont see standards, veil of blades or nova's that often in pvp because of Negate or things like Earthgore.



PS4 NA DC
  • IxSTALKERxI
    IxSTALKERxI
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    I'm going to be very blunt but heres what i believe needs to happen to make Cryodill a much more enjoyable experience.


    1: Vicious Death: Removed or Reworked

    Now that AoE cap's are no longer a thing, this set in my opinion does not need to exist. It provides a lot of grief and pigeon holes magicka players into using it. I would much rather prefer a pvp environment without this particular set. Without this set, your actions and how you play dictate if you survive a fight... not the medium armour vampire who feels safe huddling near your group.

    Yes, it can be adjusted. The damage can be made a 2 second DoT so it's 2 ticks of 10k damage instead of 1 tick of 20k or whatever (tooltip numbers). So it still punishes stacked players but doesn't instagib them.

    2: Eye of the Storm: Slight Rework
    • Reduce Radius but Increase Damage. (To get that Eye of the Storm feel)
    • Disable Gap Closing while in use.
    • Reduce Speed while Channelled. (Gives players a bigger opportunity to disengage)
    These changes are self explanatory.

    Imo, reducing radius to 8m would be enough for now. Fix it so it doesn't damage players through floors underneath the caster also.

    3: Remove/Rework No stamina regeneration while Blocking/Sprinting
    • Now that block cost is normalised i feel stamina regen should not be cut to 0 while blocking or sprinting. This would enable regen builds to not be so punished by this mechanic. I feel this mechanic makes the game feel way to clunky and leaves less opportunities to reposition. It is often more costly to reposition then to dodge/tank/out heal your damage taken. Cryodill is a vast place yet i feel like im always over-encumbered.

    This would basically undo everything... you can easily get more stam regen than block cost on a character to permablock. You could also sprint forever. Besides, the game is about resource management after all.

    4: Battering Ram's
    • It is way to easy to flip a keep before anyone can respond. Make it so Ram's only deal significant damage to keep door's while the Lumber-mill is claimed for that keep. This way players can respond to keeps being taken because you may see a lumber-mill trying to be obtained by the enemy faction. You could also trick the enemy factions by taking lumber-mills with a small group pulling aggro from that faction thinking its about to be siege'd.

    Noo not mahh ram! </3
    Adjust the HP of the door / walls of the keep and have resources make a greater impact on that HP.

    5: Reduce Offensive keep ticks significantly and Increase Defensive ticks significantly.
    • Currently its just better to obtain empty keeps for AP instead of defending your own. This makes avoiding fights better then defending them. This is the opposite of pvp and why the term PVD exists (Player VS Door).. simply because its faster to RAM a keep door and flip it then defend your own for AP.

    Reduce flat O'tick bonus by 33% or divide it by the amount of players capturing the objective like the rest of the tick.

    6: Make Siege weapons more scary.
    • In CP campaigns they are simply not killing anyone and all debuffs are being instantly purged. I could care less if its a point and click siege. Its a role-playing game. Not street fighter.

    Make siege ignore CP resistances, but keep in mind this will make it borderline too strong. I think siege is like 5-10% too powerful in non-cp but thats just me.

    7: Negate: No longer dis-spells ground based ultimates
    • Ground based ultimate's need some love. You dont see standards, veil of blades or nova's that often in pvp because of Negate or things like Earthgore.

    Just nerf earthgore!
    Edited by IxSTALKERxI on January 10, 2018 6:10AM
    NA | PC | Aldmeri Dominion
    Laser Eyes AR 26 Arcanist | Stalker V AR 41 Warden | I Stalker I AR 42 NB | Stalkersaurus AR 31 Templar | Stalker Ill AR 31 Sorc | Nigel the Great of Blackwater
    Former Emperor x11 campaign cycles
    Venatus Officer | RIP RÁGE | YouTube Channel
  • umagon
    umagon
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    Add player collision and end the era of players clustering on top of each other. It’s time for it to stop, no more of this non-sense. It has been going on for years now. Large scale pvp could be so much more, but with the clustering it never evolves past the “lets find a new way to spam aoe” state.
  • IxSTALKERxI
    IxSTALKERxI
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    umagon wrote: »
    Add player collision and end the era of players clustering on top of each other. It’s time for it to stop, no more of this non-sense. It has been going on for years now. Large scale pvp could be so much more, but with the clustering it never evolves past the “lets find a new way to spam aoe” state.

    Just don't go into a corner, or people can stand in front of your character and go afk for 10 mins. Oh and then there is server performance. Collision hits servers real hard.
    Edited by IxSTALKERxI on January 10, 2018 6:31AM
    NA | PC | Aldmeri Dominion
    Laser Eyes AR 26 Arcanist | Stalker V AR 41 Warden | I Stalker I AR 42 NB | Stalkersaurus AR 31 Templar | Stalker Ill AR 31 Sorc | Nigel the Great of Blackwater
    Former Emperor x11 campaign cycles
    Venatus Officer | RIP RÁGE | YouTube Channel
  • Narvuntien
    Narvuntien
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    Add more incentive to get away from the central keeps. E.g my supply train idea.

    I do agree that other than oils no one seems to die to seiges they are very teligraphed and the damage isn't really meaningful. Its too easy to heal through them. They should at least stun on hit and knock people out of thier own siege.

    Ban addons

  • AllPlayAndNoWork
    AllPlayAndNoWork
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    Drop proc sets.
    Drop monster sets.
    Drop stun.
  • Tasear
    Tasear
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    Let's just introduce traps?

    Ones you can buy and place near a keep your guild owns. ( Reason to cliam keep)

    It would help maybe more Tactical game play.

    Gold sink
    Edited by Tasear on January 10, 2018 7:03AM
  • Juhasow
    Juhasow
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    umagon wrote: »
    Add player collision and end the era of players clustering on top of each other. It’s time for it to stop, no more of this non-sense. It has been going on for years now. Large scale pvp could be so much more, but with the clustering it never evolves past the “lets find a new way to spam aoe” state.

    I see atleast 10 potential ways it could be exploited in realy really bad way and could make PvP worse.
  • umagon
    umagon
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    umagon wrote: »
    Add player collision and end the era of players clustering on top of each other. It’s time for it to stop, no more of this non-sense. It has been going on for years now. Large scale pvp could be so much more, but with the clustering it never evolves past the “lets find a new way to spam aoe” state.

    Just don't go into a corner, or people can stand in front of your character and go afk for 10 mins. Oh and then there is server performance. Collision hits servers real hard.

    Allowing dodging to go through a few players if the end location is clear alleviates excessive body blocking. The servers handle collision just fine as it is on for all of the npcs. Enabling collision for players isn’t going blow up the server. Having 60+ standing in one small spot spamming aoe impacts the server performance much more than collision ever would.
  • Qbiken
    Qbiken
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    Drop proc sets.
    Drop monster sets.
    Drop stun.

    Sure, remove 60+ sets of the game......sounds healthy....

    In general I feel that both healing and healing reducing effects needs to be toned down a bit. There´re so many sources of healing and since it´s really easy to mitigate a lot of damage (if you know how certain mechanics works) you can without much effort become really tanky and have a lot of healing. Healing reducing effects are also incredible strong and needs to be toned down a bit. The befoul-passive is a big part of this. Also sets like Durok´s Bane needs to have a longer cooldown and/or shorter duration. Many people complained about "unkillable" permablockers in PvP a while ago and blamed block-cost for this while it´s actually a mitigation and healing issue if you ask me...
  • Lord_Ninka
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    On the live server I see 2 major issues: Permablock builds and Eye of the Storm clusters. I still need to check it out on the PTS, but is sounds like the change to block cost has removed the first issue.

    As for Eye of the Storm, I've long thought that a AoE cap on stacked identical abilties would be in order. I'm sure the devs would be better than me at working out the exactly right formula, but even a simple hard cap at, say, 3 identical abilities stacked would be an improvement, I think, so that you only take damage from 3 Eye of the Storm at the time, or only 3 caltrops at once.
    I would still have it possible to freely stack different AoEs, so that you can take damage from up to 3 of each AoE in the game at the same time, for instance 3 Eye of the Storm, 3 Volley, and 3 wall of fire all at once.

    Along with the removal of the general AoE cap, I think it would make it a small challenge instead of dead easy to succesfully mow people down by bunching up in a tight ball and spamming AoEs, while still allowing more counterplay to tight balls of players than on the current live server. And above all, it would encourage variation within a group and discourage 20 people bunching up stacking the exact same ability. And sometimes the zerging group just is bigger and stronger than yours, and in that case I would personally much rather be mowed down by 20 people using a wide variety of skills than by a mindless Eye of the Storm train.

    Oh yeah, and Earthgore needs some sort of nerf, but I'm not determined how, so I'm just waiting to see what the devs figure out.
    Edited by Lord_Ninka on January 10, 2018 10:37AM
  • Trashs1
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    holy ***.... so many grap sugestions in one topic hurt my eyes....
    Dolche des Königs (DDK); EuPC, DC, Sotha Sil,
  • BohnT
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    Fix the lag this is the first thing that need to happen. The balance is crap but if i can't use skills properly it doesn't matter at all

    Balance classes:
    Bring Stamwarden, Magsorc and Stamnb back to the the other classes and buff stamdk a bit.

    Stamwarden needs a general overhaul for pvp and pve
    Magsorc has to lose BoL it's the same problem as shimmering shield
    Stamnb will be fine when Fear and incap ccs are fixed so you can actually break them

    All classes need an easy was to get rid of snares and roots combined with a immunity for a few seconds.
    Right now you lose nothing to snare people but getting rid of snares is linked to crazy high opportunity costs

    Balance Xv1 mechanics all of them

    Remove poisons from the game
  • martinhpb16_ESO
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    Drop proc sets.
    Drop monster sets.
    Drop stun.

    So that presumably your toon becomes invincible.
    At least the spelling is difficult for you.
    Hew's Bane*
  • Xsorus
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    Step one

    Stop adding MOBILE PBAE or MOBILE high damage cones to the game.

  • IxSTALKERxI
    IxSTALKERxI
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    Xsorus wrote: »
    Step one

    Stop adding MOBILE PBAE or MOBILE high damage cones to the game.

    That'll probably be next DLC's proc set. An overpowered version of grothdarr. :trollface:
    NA | PC | Aldmeri Dominion
    Laser Eyes AR 26 Arcanist | Stalker V AR 41 Warden | I Stalker I AR 42 NB | Stalkersaurus AR 31 Templar | Stalker Ill AR 31 Sorc | Nigel the Great of Blackwater
    Former Emperor x11 campaign cycles
    Venatus Officer | RIP RÁGE | YouTube Channel
  • AllPlayAndNoWork
    AllPlayAndNoWork
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    Drop proc sets.
    Drop monster sets.
    Drop stun.

    So that presumably your toon becomes invincible.

    No, so everyone has a level playing field.
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