I like PvP,
I don't like someone collecting 3k+ telvar stones from me just for clicking 2 skills on his gang build.
While on the other hand if his gang attempt fails and he dies he loses 50ish tel-vars at most.
Thievery should be a risky business - it is rewording until caught but you should loose much more when being caught.
Well the second part of thievery's consequences is missing in ESO!
It's gank* not gang. But I dont feel there is anything wrong with the current system. Group up if you are having trouble.
Taleof2Cities wrote: »
I like PvP,
I don't like someone collecting 3k+ telvar stones from me just for clicking 2 skills on his gang build.
While on the other hand if his gang attempt fails and he dies he loses 50ish tel-vars at most.
Thievery should be a risky business - it is rewording until caught but you should loose much more when being caught.
Well the second part of thievery's consequences is missing in ESO!
We should only be able to stole 1.5xtel vars we are carrying.
To get 3k we would have to carry at least 2k stones.
I think it would be a valid and a better distribution of risk. To get a big prize one should be prepare to also lose big
Taleof2Cities wrote: »
I like PvP,
I don't like someone collecting 3k+ telvar stones from me just for clicking 2 skills on his gang build.
While on the other hand if his gang attempt fails and he dies he loses 50ish tel-vars at most.
Thievery should be a risky business - it is rewording until caught but you should loose much more when being caught.
Well the second part of thievery's consequences is missing in ESO!
We should only be able to stole 1.5xtel vars we are carrying.
To get 3k we would have to carry at least 2k stones.
I think it would be a valid and a better distribution of risk. To get a big prize one should be prepare to also lose big
That's a good way to fix it. Although I think the coefficient should be lower - like you should carry 4k telvars to be able to steal 1k. I think it is a healthy ratio as most gank attempts does not end up with gankster's death - I'd say a good gankster dies 1 time in 10 attempts.
JamieAubrey wrote: »Closed the “hole” under the stairs at Aleswell.
Twohothardware wrote: »tamrielwinner wrote: »the destro ult nerf is unwarranted
There's never been nerfs more warranted than ones applied to Destro Ult lol.
Only one of the morphs needed adjustment, not both.
JamieAubrey wrote: »Closed the “hole” under the stairs at Aleswell.
We really could need a fix for the jumping into the keeps exploit...
@ZOS_GinaBruno @ZOS_KaiSchober @ZOS_JessicaFolsom
Still lots of people abusing it in EU.
https://forums.elderscrollsonline.com/en/discussion/389822/jumping-walls-with-chain-or-bolt-exploit-or-not-fixing-pvp-nor-not#latest
Destruction Staff
Elemental Storm: Reduced the radius of this ability and its morphs to 8 meters from 10 meters.
Why on earth would you nerf both morphs??? Only eye of the storm was problematic... Why nerf the PVE morph?
lmao did I just watch spider man entering a keep?
The nerf to pve morph of destro ulti was really unnecessary...
Stonesthrow wrote: »Would really like to see the population numbers on PVP vs PVE like people who:
PVP 100% of the time
PVP/PVE are 50%/50%
PVP only once or twice a week
PVP not at all, ever, no interest
Then make decisions that affect both worlds according to player participation instead of treating them as equals just because.
Joy_Division wrote: »I do know why "PvEers" (which is an odd term. I PvP and PvE. What arbitrary label are you going to attach to me?) can not grasp the idea that something can overperform in that part of the game as well.
As a DPS Warden, Sorcerer, Templar, or NB, you will pretty much by default ignore your own class ultimates and use Destro in every situation. (Even as a DK, destro ultimate is more useful in anything not a stationary single target boss fight, which the developers haven't made in a long time).
That's a pretty strong sign that the destro ultimate is too powerful.
MyrddinEmrys wrote: »Stop nerfing MagSorcs. We already get beat to crap by Stam now. We don't need our bread and butter AoE reduced in any way...
Please completely separate PVP and PVE. ZoS keeps punishing PVE players because of PVP issues and it is completely unacceptable. Add you nerfs to Battle Spirit and stop screwing over 90% of your players.
Destruction Staff
Elemental Storm: Reduced the radius of this ability and its morphs to 8 meters from 10 meters.
Why on earth would you nerf both morphs??? Only eye of the storm was problematic... Why nerf the PVE morph?
I agree. The PVE nerfs being done here to cater to the PVP guys is getting ridiculous. I've yet to hear a worthwhile explanation for why the heck ZOS does not balance PVP and PVE separately.
VerboseQuips wrote: »Twohothardware wrote: »tamrielwinner wrote: »the destro ult nerf is unwarranted
There's never been nerfs more warranted than ones applied to Destro Ult lol.
Only one of the morphs needed adjustment, not both.
Why does the PvE gameplay always have to be affected by the problems that are strictly PvP-related?
Can you guys please have a look at the knockback/CC from Binding/Aurora Javelin? Whenever someone breaks free during the knockback their character rubber bands back and forth several times between the starting location and 8-meter endpoint. Best fix: disallow break free until the target hits the ground.
Can you guys please have a look at the knockback/CC from Binding/Aurora Javelin? Whenever someone breaks free during the knockback their character rubber bands back and forth several times between the starting location and 8-meter endpoint. Best fix: disallow break free until the target hits the ground.
best fix? lol, that would literaly make the CC unbreakable for a short while. That is the worst fix possible.
Jospin Preda wrote: »nothing about lethal arrow bug in pvp ?... and about the poor performances and lags ? great !
Can you guys please have a look at the knockback/CC from Binding/Aurora Javelin? Whenever someone breaks free during the knockback their character rubber bands back and forth several times between the starting location and 8-meter endpoint. Best fix: disallow break free until the target hits the ground.
best fix? lol, that would literaly make the CC unbreakable for a short while. That is the worst fix possible.
But they could reduce the time it takes for the target to fly from point A to B. Seriously though, the rubber banding has to stop, it looks like trash and makes it really hard to follow up with another attack.
Can you guys please have a look at the knockback/CC from Binding/Aurora Javelin? Whenever someone breaks free during the knockback their character rubber bands back and forth several times between the starting location and 8-meter endpoint. Best fix: disallow break free until the target hits the ground.
best fix? lol, that would literaly make the CC unbreakable for a short while. That is the worst fix possible.
But they could reduce the time it takes for the target to fly from point A to B. Seriously though, the rubber banding has to stop, it looks like trash and makes it really hard to follow up with another attack.