Maintenance for the week of April 6:
• [COMPLETE] ESO Store and Account System for maintenance – April 8, 9:00AM EDT (13:00 UTC) - 6:00PM EDT (22:00 UTC)

Fixing PvP- Original Idea

  • Gundug
    Gundug
    ✭✭✭✭✭
    What a series of fantastic ideas! I would add to this list that drinking a potion should have a chance of having a negative reaction, causing your character to become violently ill and steadily lose HP. Blocking should lock players into a 5 second uninterruptible channel that locks your character direction, and attacks on their flanks or back should do double damage. Sorcerer pets should have a chance of rebelling against their master and attacking them. These pets cannot be unsummoned. No free damage for you!
  • Galbsadi
    Galbsadi
    ✭✭✭
    Gundug wrote: »
    What a series of fantastic ideas! I would add to this list that drinking a potion should have a chance of having a negative reaction, causing your character to become violently ill and steadily lose HP. Blocking should lock players into a 5 second uninterruptible channel that locks your character direction, and attacks on their flanks or back should do double damage. Sorcerer pets should have a chance of rebelling against their master and attacking them. These pets cannot be unsummoned. No free damage for you!

    Attacking a player in PvP should have a chance of summoning guards from that player's faction to attack you, and you should get a bounty for dueling or attacking other players!
  • Skall66
    Skall66
    ✭✭✭
    Galbsadi wrote: »
    AusarViled wrote: »
    Your math is completely wrong. 55K hours is roughly 6.7 years of playing mmos. At that rate if you play roughly 11 hours a day like I did when I was a kid you will hit that number, some times it was a lot more then that

    55,000 / 10 = 5,500 hours per year.
    5,500 / 365 (last time I checked there are 365 days in a year) = 15.06849315068493 hours per day, every day.

    I play a lot, but I find it highly doubtful that anybody has the time to play THAT much in 10 years. (In over 10 years? Sure. Probably applies to me too, but not just in 10 years.)

    For it to be 6.7 years (as your incorrect math suggests), you'd have to be playing 22.49 hours per day every day for those 6.7 years.

    For this to be possible only play 11 hours per day (your suggestion, and again assuming that you play that much EVERY day), that'd be roughly 13.7 years (13.6986301369863 years. 55000 / 365 / 11).

    A more realistic situation is probably that someone averages 9ish hours per day every day if they play a lot (that allows for the 11 and even 15 hour days, but also allows for a kid to, oh, IDK, go to school, and an adult to have a job), and to hit 55k hours, you'd need to be playing for roughly 16.75 years, or, if you only played 10 years, you'd hit closer to 32.85k hours, not 55k.

    Maybe he played all those MMOs at the same time and add the hours, that could also explain all those bad ideas
    Mudcrab magnet
    Xbox EU
  • hakan
    hakan
    ✭✭✭✭✭
    what pvp needs is stopping changing everything so dramatically and give classes/abilities a proper use. They removed some class buffs cuz it was "too overloaded" but then gave warden/necro a ton of it. even worse, they play alnost identically. Passive and active buffs from class skills+ wrecking blow+ either shalks or bones. thats it.

    what you offer is horrible btw. like a lot of it just useless nonsense e.g. remove heal from mark target. i mean thats not even an issue here.
  • notyuu
    notyuu
    ✭✭✭✭✭
    ✭✭
    Op, for your sake I hope this is satire
    but in the unforutnate event that it isn't

    A: most of your meger playtime is spent in BGs (as you claim) yet you blame balance issues on CP, Cp does not apply in BGs...like at all

    B: Making all ulitmates a channel would mean that nobody would use them, ever..at all, plus what about defensive ulitmates?

    C: You seem really bent on projectiles not tracking, you are aware that they are easily dodge-rolled to grant you a full ~1 second of projectile immunity via them missing completely?

    D : The balance "adjustments" you suggested would render each class basically a (more) crippled shadow of what they are

    E: Increasing the range of gap closing skills to 30 meters means they would be effected by the "reach" passive, which while it's funny to have to have a 35 meter gap closer (which we used to have) it was.....buggy (to keep a long story short) beyond all reason

    F: your general balance point for PvP (cap resist, ban proc sets) would achieve moot, as people would make use of the more advanced methods to stay alive, such as healing, negation skills and blocking. As for the proc set part, we literally just HAD that (from Early Feb until blackwood released) in cyro and while it was fun for the first 3 weeks or so it kinda made PvP a drag

    G: The problem with matchmaking in BGs is that your MMR only goes up and not down, if zos made MMR work better (up for win, down for 3rd place) then things would be more balanced

    H: Bad servers, this is the only suggestion on this list that dosn't come off as stark raving mad.
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    AusarViled wrote: »
    Hello, reader... this will be a controversial post so get ready to cringe- let me tell you about myself first to establish credibility.

    1) played MMOs for nearly 10 years, and have nearly 55K hours in mmos collectively .
    2) have 750 hours in eso, 500 on steam, nearly 200 on this account, most of the played time is in BGs

    The Problem

    Eso struggles from what i will call the damage implosion effect, it is caused by stats that run out of control due to the CP system- while nerfed- did not address the core issues because of one reason- one can not balance PvE and PvP at the SAME time. I seen this discussion here before... but here is the 500Iq those posts miss, that this solution is in itself a SYMPTEM.

    The true cause of the poor balancing and struggle in eso occurs due to the metas creates in game, through poor decisions on Zos. This post shall attempt to fix most if not all CORE issues.


    Ultimates

    All ultimate's should be channeled, there is no reason for abilities so powerful to just activate. They should be used strategically and not spammed as a 'get F of me'. This is poor design which promotes no thinking and zerging. Minimum 5-6 second channel time for any ultimate, so they can act as traps


    Dragging Hit boxes

    Templar

    The first poor cause of combat in eso is the inconsistent and poorly designed hit boxes, that do not PUNISH mistakes. This results in abilities that are spammed with no risk. Here are simple fixes to some of the most egregious skills.


    1) Biting Jabs / sweep- once selected and used, should lock the user in place, there should be no reason [both physics] and logic, that a fighter -even with magic- should be capable of leaning forward and twisting and turning like made of clay. Logic aside, add a modifier to jabs, that if the first hit misses, the character becomes unbalanced, if hit will knock them down.
    2) piercing javelin- The ability should not track to the enemy, make it a single straight box that travels- if it misses your cool down is increased by 5 seconds
    3) focused charge: the charge should begin slowly then accelerate without the ability to cancel it, that would allow you to dodge it, and hit the templar in movement
    4) sunflare: should be aimed, and made into a cc like archers aoe, should be no reason such a power ability auto locks
    5) Backlash- should be limited to an enemy directly in front of you, no reason it should be active from behind
    6) Radiant destruction: should be an aimed cone, and reduce so that it activates if enemy has min 25% hp like all executes

    Necromancer

    1) Skull / Blast Bones: should not track, should require aiming at enemy- same treatment as javalin. Being at range should always be harder then being up close
    2) Skeletal mage: should only fire in straight lines [cant move either]
    3) Death scythe: cap at to 25% hp recovered, locks direction and impossible to move to realign your hit.
    4) bone totem: make it pulse once, and apply 6 second of fear, or once for the buff [you can get knocked out of it, and miss your buff]
    5) spirit mender: same way, make it a burst heal, in cc aoe.

    Warden

    1) the bear must engage each enemy manually, and not attack/ harass without you doing anything. If you want the bear to swipe, you must press the button, costs 10 ultimate [removes the execute from the ability] . This also applies to all sorc pets. No free damage for you.

    2) Dive: no tracking, single strait line
    3) scorch: should act like a trap, put a warden rune, and only activates if enemy steps on it- morph to cone, line, or mine field
    4) swarm: should be active only in the cc area you put it down in, removes all invisibility while you stand in it.
    5) Frost cloak: should have a 15 second cool down, same as all shields: impossible to reset it

    Sorc / Mage Guild / Psycjic order

    - All spam able aoes, need to fully expire before you put them down again. Due to massive regan, one can simply spam aoe until you hit the enemy. Bad design
    - single targets, should be made into cones, that become more narrow the further away you are [should be nearly impossible to line up far away]
    - Dark Exchange: make it consume 100% of your stamina [simple fix]
    - curse: should disappear if you knock down the sorc within the 4 seconds [loose focus]
    - mages fury: should be manually aimed, does exponentially less damage the further you are.
    - bolt escape: should stun you after you escape, make it 35M in a random direction [to make it harder to use]
    -

    NightBlade

    -Blade: remove the ranged execute, your a malee class play like one [or make it aimed like all sorc abilities]
    -teleport strike: increase the distance to 35M, but make it aimed, the damage is done through a 1M aoe
    -Mark Target: remove the heal on marked target or add a 8 second timer on it
    -grim focus: switch to heavies only
    strike: turn this ability into a bomb, stun from all directions, but must be aimed
    cloak: make its effect permanent, but can not recast until the target hit with it has died. No escaping into shadows to avoid hits [bad game design]
    shade: should be a turret like skeleten for necro: does not move beyond area its spawned
    Stife_ get rid of this ability entirely, its not needed for NB
    criple /drain power- acts like swarm

    Dragon Knight

    -whip: give it a 3 second charge up, cant cancel but increase its range by 16M
    -searing strike: make it arc up to 6M, but roots you, and you cant animation cancel
    -fire breathe: increase the range to 50M, decrease its damage the further away you get- locks in place on cast
    -fiery grip: must be manually aimed, should not teleport player but drag them: dodge roll to get out of the pull
    -: inferno: like other turrets is limited to area it was used
    Leap: increase range to 50M like teleport, remove the knock down
    Stone fist: if first hit misses, should reset cool down, not continue being spammed


    Vampire:

    Remove all stages of vampirism, and make stage 2 the default. Increase the damage of drain to 100% and make it a pool like sorc storm pool. Rest of abilities are fine

    Werewolf

    make all the abilities have friendly fire, and werewolves being able to be hit by allies attacks- should fix them.

    All malee weapons

    Add a stagger effect, if you ability is blocked, you should stagger and get 'unbalanced', if your attack misses, you gain -40% movement speed, to prevent spamming

    -Critical rush: increase range to 30M, remove all damage from this ability. Should be a gap closer.
    -flurry: should be unable to pierce block at all, daggers dont pierce shields or swords.
    -whirlwind: add actual cones instead of a hit scan, i recommend one blade every 15 degrees of arc around player

    Bow

    - Sorry you bow mains, but you range is getting reduced by 70%. At the speed the player fires the bow, is only doable with a short bow, if a trained archer can fire about 1 arrow every 2.5 seconds with accuracy at range longer then 30M.
    - poison abilities: do not stack, change them to bleed, poison, stun, and slow. [Injection, lethal arrow, etc]

    Second Major Problem with PVP- SETS

    In comp you have 2 options, proc or tank, so the solution is simple.

    1) set max resist in pvp to 18K, so that people actually die.
    2) make all proc sets in pvp illegal

    3) increase all players HP by 15K in pvp, and regulate it by class.
    DK: 35K, NB: 20K, Wa: 35K, Sorc: 20K, Necro: 30K, WW: 25K, Vamp: 25K, Temp: 25K etc


    ... this will remove the garbage meta in game, and open a lot of options [GW2, does this by controlling the usable limit of gear, you do not need to do this.]

    Bad Match Making system

    Add tracked K/D ratio, and match players by skill not by level.
    Add CP count bracket and merge pvp ques: 1-20, 21-31, 32-40, 41-50, CP under 160, 160-230, 231-300, 301- 370, etc
    Add actual reason to pvp: award 500 end for pvp quots : kill 300 players, take 2 forts, etc


    Bad Servers:

    I have rarely played a pvp game where ping was above 50, invest the money given to you and actually upgrade your servers, stop giving players excuses.


    Overall

    thanks for reading this post, and i know your typing right now "your wrong' .... tell me if you disagree or if you agree. I doubt i am a vocal minority

    I write this with no exaggeration. I disagree with every one of your proposed changes. You are looking to totally change what ESO is and your conception of what is real does not match the historical record. If you consult fencing / dueling manuals written in the Medieval Era, they all stress that a fighter must be agile, constantly in motion, parrying while opening up lines of attack. What a Templar does while jabbing is only half of what medieval duelists were trained to do (i.e., templars are 100% exposed in doing this ability).

    People don;t need to post a resume in an attempt to establish credibility. What they write and their overall ideas will indicate how well they know the game, how much enjoyment they take from it, and their grasp of the game's history, development, and overall aim.

    The devs have certainly made many, many decisions I disagree with. But at least they are not trying to turn ESO into something entirely different from what its customers have literally spent years of their lives and thousands of dollars investing in.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • PigofSteel
    PigofSteel
    ✭✭✭✭
    Dont fix nothing its good.
  • dem0n1k
    dem0n1k
    ✭✭✭✭✭
    [snip]
    Friendly fire... LOL!

    [edited for baiting/trolling]
    Edited by ZOS_Icy on June 25, 2021 6:42PM
    NA Server [PC] -- Mostly Ebonheart Pact, Mostly.
Sign In or Register to comment.