@ZOS_BrianWheeler
Hi everybody, title says it all. This is a list of small and simple changes I believe will drastically improve PVP next patch. AFAIK these changes will all be relatively simple, work very well together in terms of balancing all the most egregious mechanics at once rather than nerfing 1 while leaving the other intact, and will not affect PVE at all. I also included explanations so devs and players can consider the reasoning.
These changes are meant to work with and complement the changes already implemented in the PTS 6.3.1 Flames of Ambition patch, and will play nice with CP and no CP pvp.
(1) Malacath nerfed to +15% damage done (currently +25%)
The number can be adjusted but 15% is probably the lowest you can go without making this item useless.
Even at 15%, this one item will increase your damage more than the entire Stuhn's set bonuses combined. This is plenty strong and leaves open Malacath as a viable option to build around, without making it a no-brainer in pvp.
(2) Innate player impen value reduced to 675, or 10% crit resist (currently 1350, or 20% crit resist)
This change will effectively add a flat, ADDITIVE +10% modifier to all crit damage done in PVP only.
With crit chances being nerfed, the meta is going to be pushed even harder into Malacath. But if crit gets buffed too much, it becomes meta. If Malacath gets nerfed too hard, it becomes unusable.
The solution is a modest nerf to Malacath, and a small buff to crit, which this provides.
If this isn't enough of a buff to crit, then Battle Spirit can add a flat 5% crit chance to all players as well.
(3) 2 HP-based heals (Arctic Blast and Hircine's Fortitude) get a 10% cost increase
These two HP based heals are overperforming, and HP based heals will be stronger than ever next-patch, especially in no-CP pvp.
However, they are a somewhat unique mechanic that players can build around, and completely reworking how these abilities work would be a huge pain for the developers with little payoff since there's always the risk that they just become completely unusuable or broken in some new, unforeseen ways.
The nerf should be small, since Werewolf is already getting slightly nerfed next patch and in this fantasy world where ZOS implements these changes, Malacath will also be nerfed, furthering reducing the power of max HP-based builds.
The small cost increase should make max HP builds still viable on Wardens and Werewolves, make the ability still useful for those with lower max HP, and punishes excessively defensive Warden/WW play by more quickly draining their resources.
(4) Only 1 named proc set DoT can be applied to a player at a time
Multiple instances of the same proc set Damage-Over-Time effects should not stack infinitely. Currently, if a 4 man group of players are all running Unleashed Terror (
https://eso-sets.com/set/unleashed-terror) and vMA 2h (
https://eso-sets.com/set/perfected-merciless-charge), then they can apply 4 separate Unleashed Terror dots and 4 separate vMA dots which all stack to do insane damage.
Not only is this frustrating to play against, it kills group comp diversity because everyone in a pvp group (for instance, a BG team) will just stack the "best" proc sets.
Every player should only be affected by 1 named proc DoT effect at most. No more connecting 4 Vateshran Ele beams on 1 person, no more stacking 4 unleashed terrors on 1 person. This will also force larger groups to diversify their proc sets if they want to maximize their numbers advantage over smaller groups of opponents.
(5) Transformation Ultis should not give you a full heal (necro goliath and vampire scion)
(I know Goliath is not technically a full heal, but it might as well be at 30k restored + 30k max HP)
Currently, using Goliath of Vamp Scion transformation completely resets the fight, WHILE giving the transforming player a huge power spike for 20 seconds.
This has given rise to a playstyle which the hardcore PvP community has lovingly dubbed "clownform". No one likes being robbed of kills you worked super hard to earn. It's not fair and it's not fun.
The fix is simple.
Vamp Scion should only restore a flat 10,000 HP upon transformation. A vampire player is at 2000 HP and about to die. He hits Scion. Currently, this effectively gives the player an instant 40,000 HP heal. After the fix, the player should transform and have 12,000 HP.
Goliath should restore 15,000 HP upon transformation to help them better make use of the 30,000 max HP, but in exchange the cost of the ultimate should go up to 300 to match Vamp Scion.
The transformations should be powerful, but it should not be an insane full reset button. This way, a player is encouraged to transform more aggressively, while still being able to be punished for bad play.
(6) Mistform should get a VERY SPECIFIC scaling cost increase
Mistform is a weird ability in terms of balance.
There's a few voices in the community that have never played or tested mistform builds in real PVP scenarios who are asking for all sorts of nerfs that will essentially destroy Vampire in pvp completely. But I totally understand why they feel this way, because in SPECIFIC scenarios, a build that has overinvested into Mistform can be extremely unfair and unfun to play against.
The problem is simple: the ability to remain in mistform forever.
The solution, however, requires a little bit of thought. Let me explain:
IF you revert mistform back to high-cost 4 second channel, I'm sorry to tell you that no one who actually understands this game will go vamp in PvP anymore. The old mistform was viable in the OLD meta, but it will not be viable in the current meta. IF mistform just gets reverted to a high cost 4 second ability, curing Vamp and building for block-mitigation with Race against Time will again be the ONLY option for slow mag classes who actually want to actually perform in PvP. And they will NEVER do it as effectively as stam classes. I won't waste paragraphs explaining why in this post, but if you are genuinely curious as to my reasoning, feel free to send me a private message and I'd be happy to explain, or maybe I'll explain in one of my reply posts.
The same is true for the following: disabling HP regen, turning off ALL magicka return while mistforming, or making it impossible to invest reduced spell cost glyphs into the ability. ALL 3 of these these changes will make mistform 100% unusable and again, if you're not sold, I will be happy to explain in DM or in a reply post.
But there is a fix that will allow slow magicka classes to make use of mistform in a skillful way while getting rid of the unfun, unfair ability to stay in mist for 10+ seconds with little consequence: scaling cost increase.
Dodge roll has it, Streak has it, and for the EXACT SAME REASON THEY HAVE IT, Mistform should have it.
The perfect mistform cost increase should apply this way:
(A) After channeling for 3 seconds, the cost of Mistform begins to increase every second (similar to how Blood for Blood HP cost increases every tick)
(B) The cost-increase should be a FLAT number, not a %, and DOUBLE every second you remain in Mistform (after the initial 3 seconds):
ASSUMING triple infused cost-reduction jewelry glyphs:
First tick: 400
Second tick: 400
Third tick: 400
Fourth tick: 400 + 150
Fifth tick: 400 + 300
Sixth tick: 400 + 600
Seventh tick: 400 + 1200
Eighth tick: 400 + 2400
Ninth tick: 400 + 4800
etc.
(C) The cost-increase should persist for 2 seconds after leaving Mistform. Recasting Mistform within that time refreshes the timer and continues to exponentially increase cost.
These changes accomplish two things:
First, it allows Mistform players to weave the ability into their PvP rotations to mitigate burst abilities, predictively guard against enemy CC, and retain mobility in CC heavy fights.
Second, it punishes Mistform players for overrelying on Mistform, while rewarding Mistform players for good management of the 3 second / 2 second windows. Meanwhile, Mistform players will still get the OPTION of using Mistform for prolonged periods of time... but they will have to pay a big cost in order to do so.
Put simply, it raises the Mistform skill ceiling, creates counterplay, puts a hard limit on how long somebody can stay in Mistform, while keeping Mistform as a viable alternative to the RaT/block-mitigation playtsyle.
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The goal of these changes is not to create a wishlist of game-transforming overhauls. These are small, realistic changes that will hit the biggest issues that plague PvP today. They also address issues that the PTS patchnotes do NOT address. If you love ESO PVP please show your support on this thread, and even if it's not this patch cycle, maybe
@ZOS_BrianWheeler will consider some of these issues for future patches.