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My Wishlist for ESO 2021

SgtNuttzmeg
SgtNuttzmeg
✭✭✭✭
Before I begin I wanted to preference this first by saying obviously performance improvements first and foremost but it is my belief that these changes would generally improve the quality of life of the game, shorten the length of the average large scale pvp combat and make pvp combat more approachable for newer players. Feel free to comment critique or to add your own.

1. The lack of a true trinity to builds. In the past when you created a build in ESO you had to look at three main aspects sustain, survivability and damage. With the rise of proc sets and the buffing resource regeneration it has become too easy to sustain or to create a build that exploits "free damage". What this allows more experienced players to do is to create overly tanky builds that push 32kMax Health, that can still do massive amounts of damage and sustain with relative ease. The problem is this leads to too many fights that stalemate and forces all players to either adopt this style of build or to fail. This is incredible difficult for newer players as must of them have no idea why these builds can be so effective and it leads to situations where they feel like they cannot compete in pvp. They just get rolled. "I can't even damage this other guy yet he can pretty much one shot me just by placing all his DOTs on me."

The solution is placing a Max Health Cap on builds, reduce sustain in general (making block cost more, reworking the sustain CP passives), tweaking the damage of proc sets so that medium and light armor setups can compete with heavy setups and tweaking the set Crimison. This will encourage a more diverse set of builds, allow newer players a better starting experience with less frustration and help to ensure fights don't end in stalemates as often. I would also recommend reworking the Necromancer Goliath and Vampire Ultimate as both ultimate's would be impacted by a health cap.

2. With the obvious exception of oils, reduce the damage of siege or make it so siege of the same type cannot stack in the same area. Three meatbag catapults shouldn't be able to layer. I can count how many times I have seen a group of casual players get absolutely destroyed by a smaller group with layered Meatbag Catapults.

3. Rework purge so that all abilities that provide this function have a natural delay to them. It is clear that this skill causes significant lag for the servers, it should be reworked. What might work well is add a 3-5 second HoT to the skill purge and having the purge function occur after the duration is complete.

4. Limit the layering of HoTs of the same name. This will further reduce the skill gap in different groups and would likely help with performance.

5. Eliminate nightcapping. For those that still care about the alliance war nothing feels worse than logging off for the night only to find out that all of your progress was destroyed by a group of five people that didn't have to be up for work the next day.

6. There are many other smaller tweaks that would help the game a lot. Making it so pets cannot be targetable, adjusting the rewards of the worthy so people feel more rewarded by them and making a significant reward for capturing or returning a scroll.
Legions of Mordor Core

Cold0neFTBs
  • Greasytengu
    Greasytengu
    ✭✭✭✭✭

    4. Limit the layering of HoTs of the same name. This will further reduce the skill gap in different groups and would likely help with performance.

    Only if DoTs are limited in a similar way. Large groups will have to actually consider what morphs of a skill they use, Zergs will be hardcapped at a max of 3 of each effect (2 morphs and unmorphed), and it should limit the exploitation of over-performing DoTs.

    Also less things to purge means less purges being used.
    " I nEeD HeAlInG!!! "
  • SgtNuttzmeg
    SgtNuttzmeg
    ✭✭✭✭

    4. Limit the layering of HoTs of the same name. This will further reduce the skill gap in different groups and would likely help with performance.

    Only if DoTs are limited in a similar way. Large groups will have to actually consider what morphs of a skill they use, Zergs will be hardcapped at a max of 3 of each effect (2 morphs and unmorphed), and it should limit the exploitation of over-performing DoTs.

    Also less things to purge means less purges being used.

    I don't nessicarily think this is a necessity. Most of the really potent DoTs currently come from proc sets. Plus most of the really strong DoTs this patch are unpurgable (unfathomable darkness, the new arena destro, etc etc.) When it comes to the more competitive group play you rarely see DoTs being used anyways, they just don't compete with Harmony and the burstier forms of offensive available. You don't normally see HoT layering outside of this kind of combat so I don't think people would really notice it being removed.
    Legions of Mordor Core

    Cold0neFTBs
  • SgtNuttzmeg
    SgtNuttzmeg
    ✭✭✭✭
    Before I begin I wanted to preference this first by saying obviously performance improvements first and foremost but it is my belief that these changes would generally improve the quality of life of the game, shorten the length of the average large scale pvp combat and make pvp combat more approachable for newer players. Feel free to comment critique or to add your own.

    1. The lack of a true trinity to builds. In the past when you created a build in ESO you had to look at three main aspects sustain, survivability and damage. With the rise of proc sets and the buffing resource regeneration it has become too easy to sustain or to create a build that exploits "free damage". What this allows more experienced players to do is to create overly tanky builds that push 32kMax Health, that can still do massive amounts of damage and sustain with relative ease. The problem is this leads to too many fights that stalemate and forces all players to either adopt this style of build or to fail. This is incredible difficult for newer players as must of them have no idea why these builds can be so effective and it leads to situations where they feel like they cannot compete in pvp. They just get rolled. "I can't even damage this other guy yet he can pretty much one shot me just by placing all his DOTs on me."

    The solution is placing a Max Health Cap on builds, reduce sustain in general (making block cost more, reworking the sustain CP passives), tweaking the damage of proc sets so that medium and light armor setups can compete with heavy setups and tweaking the set Crimison. This will encourage a more diverse set of builds, allow newer players a better starting experience with less frustration and help to ensure fights don't end in stalemates as often. I would also recommend reworking the Necromancer Goliath and Vampire Ultimate as both ultimate's would be impacted by a health cap.

    2. With the obvious exception of oils, reduce the damage of siege or make it so siege of the same type cannot stack in the same area. Three meatbag catapults shouldn't be able to layer. I can count how many times I have seen a group of casual players get absolutely destroyed by a smaller group with layered Meatbag Catapults.

    3. Rework purge so that all abilities that provide this function have a natural delay to them. It is clear that this skill causes significant lag for the servers, it should be reworked. What might work well is add a 3-5 second HoT to the skill purge and having the purge function occur after the duration is complete.

    4. Limit the layering of HoTs of the same name. This will further reduce the skill gap in different groups and would likely help with performance.

    5. Eliminate nightcapping. For those that still care about the alliance war nothing feels worse than logging off for the night only to find out that all of your progress was destroyed by a group of five people that didn't have to be up for work the next day.

    6. There are many other smaller tweaks that would help the game a lot. Making it so pets cannot be targetable, adjusting the rewards of the worthy so people feel more rewarded by them and making a significant reward for capturing or returning a scroll.

    Edit:

    Fixing the health desync bugs should be a priority. I can't count how many new people complain about how they were hit by 5 snipes or overload LAs in less than a second. Don't understand that it's a bug.
    Legions of Mordor Core

    Cold0neFTBs
  • Greasytengu
    Greasytengu
    ✭✭✭✭✭

    4. Limit the layering of HoTs of the same name. This will further reduce the skill gap in different groups and would likely help with performance.

    Only if DoTs are limited in a similar way. Large groups will have to actually consider what morphs of a skill they use, Zergs will be hardcapped at a max of 3 of each effect (2 morphs and unmorphed), and it should limit the exploitation of over-performing DoTs.

    Also less things to purge means less purges being used.

    I don't nessicarily think this is a necessity. Most of the really potent DoTs currently come from proc sets. Plus most of the really strong DoTs this patch are unpurgable (unfathomable darkness, the new arena destro, etc etc.) When it comes to the more competitive group play you rarely see DoTs being used anyways, they just don't compete with Harmony and the burstier forms of offensive available. You don't normally see HoT layering outside of this kind of combat so I don't think people would really notice it being removed.

    So if you can only have one instance of a DoT on you then why would that exclude the op proc sets?

    And why should healers have yet another restriction placed on them? Being forced to group, constant nerfs, battle spirit. Add to that the fact they are basically the #1 target for any competent player. All DPS have to do is not stand in red and mash whatever AOE is vogue in the meta, why should they get things so easy?
    " I nEeD HeAlInG!!! "
  • SgtNuttzmeg
    SgtNuttzmeg
    ✭✭✭✭

    4. Limit the layering of HoTs of the same name. This will further reduce the skill gap in different groups and would likely help with performance.

    Only if DoTs are limited in a similar way. Large groups will have to actually consider what morphs of a skill they use, Zergs will be hardcapped at a max of 3 of each effect (2 morphs and unmorphed), and it should limit the exploitation of over-performing DoTs.

    Also less things to purge means less purges being used.

    I don't nessicarily think this is a necessity. Most of the really potent DoTs currently come from proc sets. Plus most of the really strong DoTs this patch are unpurgable (unfathomable darkness, the new arena destro, etc etc.) When it comes to the more competitive group play you rarely see DoTs being used anyways, they just don't compete with Harmony and the burstier forms of offensive available. You don't normally see HoT layering outside of this kind of combat so I don't think people would really notice it being removed.

    So if you can only have one instance of a DoT on you then why would that exclude the op proc sets?

    And why should healers have yet another restriction placed on them? Being forced to group, constant nerfs, battle spirit. Add to that the fact they are basically the #1 target for any competent player. All DPS have to do is not stand in red and mash whatever AOE is vogue in the meta, why should they get things so easy?

    I think tweaking the damage as I said in Point #1 is more realistic. There should still be a benefit to out numbering a foe. Besides the good groups will still continue to not using DoTs because like I said they simply aren't on the same level of burst in group play.

    It doesn't really restrict healers. It encourages a more diverse sourcing of HoTs. The biggest offenders of this kind of stacking is from a Heal that people of all roles use and all classes have access too. A change of this nature would diversify the kits of the supporting and DPS roles. Any group with a small enough number of healers where DPS focusing down just the healers is likely not receiving the benefits of this level of layering.

    Making the Cap only one instance of a HoT isn't even a necessity, they could make it two or even three. The problem comes when groups actively have 3+ instances of HoTs which happens a lot in really sweaty larger scale groups. It isn't a nerf to healers. This is about healthy gameplay and poor game design. Healing should have always been restricted to groups and HoTs need to be limited in away where people can actually fight.

    This all goes back to the main issue I brought up about combat, combat currently is balanced in away that naturally creates stalemates. Which is really bad for performance. We need less "free damage", we need more of a reason to care about sustain and we need to curtail healing so that it is realistic and not just off the charts.

    DPS have it easy because like I said there are no weaknesses to builds anymore. They don't need to think about Damage, Sustain or Survivability. You throw a few good healers in a group with some DDs that no what they are doing and they become almost unkillable. You put crimison on said group and they don't even need to use skills. Just stand there and not die.
    Legions of Mordor Core

    Cold0neFTBs
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