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Please remove Telvar scalping.

Wishingstaff
Wishingstaff
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I would like to see the whole Telvar scalping removed from the game. Earn your Telvar and leave as you see fit. I really don’t see why this is necessary. It brings zero to the game but grief.
  • Necrotech_Master
    Necrotech_Master
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    scalping?

    the port blocking was something thats been requested for years because theres been numerous complaints of people doing pvp, and then as soon as someone realizes they are about to lose the fight they can easily use an addon to just queue out and save their tel var (in a way "cheating" the other person out of any gains they could have gotten from winning the fight)

    if its that much of an issue, just make sure you take a sigil of imperial retreat with you, and you can use that to return to the home base (which has been in the game for a long long time now, but people never learned to use it because they could just "port out")
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the home tours, it has multiple target dummies, scribing altar, aetherial well, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • Firstmep
    Firstmep
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    The entire premise of the zone is the risk vs reward associated with losing telvar on death, either to player or mobs. We can talk about whether the risk vs reward ratio is worth it atm(there's a reason ic has been dead for years outside events), but the core gameplay loop really shouldn't change.
    They even changed it so you can't walk in with 0 telvar and take like 20k from someone farming.
    Edited by Firstmep on July 27, 2026 8:10AM
  • Silaf
    Silaf
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    The problem is that the PvP risk reward in imperial sewers is not balanced.

    The attacker with 0 talvar can go in a full pvp set and sneak attack the farmer in a situation where he is fighting multiple npc for hours.

    The talvar farmer must have a somewhat pve set to farm and efficently kill the npc and has to carry talvars because he is farming. He is continually engaging npc that only target him because he is the one farming.

    How is this a fair fight?

    It may be fun for the attacker but a game of PvP is made of 2 people and both should play.
    I find PvP sewers attacker dishonorable.
    Edited by Silaf on July 27, 2026 8:45AM
  • Mojey87
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    the system of tel var is so unfair which made IC dead for years, no one want to go there farm telvars and get stolen in a second, or simply die from fall and lose 50% of what you earned, it basically became toxic that not even 1% of pvp players go there.

    alliance points in Cyrodil works fine and no one complain about it, why not make IC exactly the same!!!
    and who ever say no you need high risk high reward, those are the people sneak on you and steal telvars from you, they dont puts in effort, just the enter IC steal from players and its easy money for them.
  • ValarMorghulis1896
    ValarMorghulis1896
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    After all, you only lose 50%, so you always keep half. When the IC was first introduced, you lost everything—or later, 80% (whereas now it’s only 50%). Back then, you also had to get everything to safety via the long route through the sewers, a step that’s no longer necessary. There has to be a bit of a thrill; otherwise, they might as well scrap the concept entirely 😉
    "It is often said that before you die your life passes before your eyes. It is in fact true. It's called living." Terry Pratchett
    “I meant," said Ipslore bitterly, "what is there in this world that truly makes living worthwhile?" Death thought about it. "CATS", he said eventually. "CATS ARE NICE.” Terry Pratchett
  • Northwold
    Northwold
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    IC and its mechanics feel like a zone that was designed on the assumption that the entire player base would love PvP. Maybe 1/4 of the time I've dipped in there have been stalkers waiting just outside base to kill you before you've even got anywhere in the sewers. It's not fun if you're not there for that.
  • ValarMorghulis1896
    ValarMorghulis1896
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    Northwold wrote: »
    IC and its mechanics feel like a zone that was designed on the assumption that the entire player base would love PvP.
    You shouldn't forget that about 95% of the zones in ESO are purely PvE areas. That’s plenty of room to enjoy the game without the risk of virtual death. So, let’s be fair and leave a tiny niche for people who want at least a little bit of a thrill 😉

    "It is often said that before you die your life passes before your eyes. It is in fact true. It's called living." Terry Pratchett
    “I meant," said Ipslore bitterly, "what is there in this world that truly makes living worthwhile?" Death thought about it. "CATS", he said eventually. "CATS ARE NICE.” Terry Pratchett
  • Usureki
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    I disagree with OP. There are very few things from the Imperial City that you cannot buy from Guild Traders anyway so I don't think these changes would be needed needed. IC is meant to be a guerilla PvP scenario and though I agree that it is full of sweats atm, the solution is not implementing 'baby mode' but if you really need your tel var instead of buying stuff for gold, just reach out to guild members / whoever available and stick together. Teleporting away is still possible with potions and recall stone combo at least do a tiny bit of investment and you can flee at will still.

    If you can't stomach getting ganked or if you just 'want to farm pve' maybe go to the myriad of other places in Tamriel you can do so in peace instead of demanding the world to change to fit your specific needs. PvP in ESO sometimes feel like griefing as the skill gaps are huge and balancing is terrible, but even doing a ganker has its theorycrafting and time investment needs.
  • Gabriel_H
    Gabriel_H
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    Northwold wrote: »
    IC and its mechanics feel like a zone that was designed on the assumption that the entire player base would love PvP.

    IC and to some extent Cyrodiil are ZOS' answer to other MMOs having PvP servers. The goal is still PvE but with the added risk and enemy player is going to gank you while you are farming the only 6 mobs in the game that give 1 reputation, when you need 10,000 rep to get some of the best upgrades in the game ... sorry had a WoW flashback there.
  • LadyLavina
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    Earn your Telvar and leave as you see fit.


    Lol, no. It adds risk for higher reward. If you take away the risk, the value of absolutely everything bought and resold for gold from that system tanks to rock bottom.

    You used to lose ALL your Tel Var in the early days. They already compromised by lowering it to half.

    I mean this with all respect friend, but if you're not happy with the system, just don't go there. You have a vast amount of money-making pve content available to you.

    This werewolf solo farming bosses in IC loses 16k tel var to one ganker

    PC - NA @LadyLavina 1800+ CP PvP Tank and PvP Healer
  • Eldovar
    Eldovar
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    Extraction zone style maps are usually pretty niche.

    Marathon is trying to make a PvE version because they don’t make enough money

    Sea Of Thieves introduced ‘safer seas’ and custom servers because it chased players away (and thus not spending money)

    Even Division 2 is experimenting with a PvE darkzone that rotates because people don’t engage with the content.

    The only game that had a smash hit lately was Arc Raiders and that’s because they match friendly players with other friendlies and if you betray people you gets switched to PvP hardcore player servers.

    There is a reason why Imperial City is empty most of the time. This is very niche and this gameplay only clicks for a very specific kind of person.
    Edited by Eldovar on July 27, 2026 10:41AM
  • LadyLavina
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    Eldovar wrote: »
    There is a reason why Imperial City is empty most of the time. This is very niche and this gameplay only clicks for a very specific kind of person.

    That's absolutely a fair series of points, friend. If they had incorporated some of what those other titles have done from the beginning, it would likely have fostered a more dedicated user base for IC. It's definitely a bit niche as it is, and has become more so over the years as more of the old guard pvp base has eroded away from dissatisfaction.

    Perhaps a healthy middle ground would be an alternative zone of similar design that awarded fewer Tel Var, or some variation thereof.

    I appreciate the well-spoken example based point making. This forum needs more of that lol.
    PC - NA @LadyLavina 1800+ CP PvP Tank and PvP Healer
  • alakeyfox
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    IC is fundamentally flawed because there's no way outside of Vengeance 1.5 to force everyone to come in as PvPvE, which is the intended purpose of IC.
  • CalamityCat
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    Silaf wrote: »
    The problem is that the PvP risk reward in imperial sewers is not balanced.

    The attacker with 0 talvar can go in a full pvp set and sneak attack the farmer in a situation where he is fighting multiple npc for hours.
    Okay, there isn't a nice way to say this but if you are farming tel var for hours and not regularly banking it, you're doing it wrong. Even when my PvP guild are doing group raids in IC we stop off regularly to bank our loot. Never walk around with more than you're prepared to lose! If I'm PvPing and farming, as soon as I'm close to needing a bank stop I start heading to the sewer entrances for my alliance, so I can pop in as soon as I want to bank. If I die for any reason, I'll usually release and pop into the base and bank everything I have left at the same time.
    The talvar farmer must have a somewhat pve set to farm and efficently kill the npc and has to carry talvars because he is farming. He is continually engaging npc that only target him because he is the one farming.

    How is this a fair fight?

    It may be fun for the attacker but a game of PvP is made of 2 people and both should play.
    I find PvP sewers attacker dishonorable.
    Again this isn't the way. If you are farming PvE content, you use a build that suits that content and the opponents you're going to encounter. Same goes for being in a PvP area farming tel var. You are going to meet people who want to kill you, so if you plan on being in there for a long time, build accordingly. A 17k health glass cannon DPS build is useless. A good Nightblade with stealth and the ability to PvP is very capable of killing monsters too. Or just subclass the shadow line for the cloak skill. Invis potions are an alternative, I just prefer to cloak.

    Then, have a plan of what you are going to do if someone attacks. Build skills/stats according to that plan and ideally practice it before you have loot on you. You can put all your stats into health, eat health buff food and wear more tanky gear so you have a better chance of surviving. I'd aim for at least 30k health, as PvPers can see who is low health and will attack if you look squishy. Once you know what you're doing and you're ready, then it's time to build more for damage. Or join a group because a team will heal and rez you as well as helping to kill larger foes or other players.

    Situational awareness and learning to use stealth around buildings/terrain is essential in IC. Players won't attack what they can't see, and often the best response to a large enemy group is to retreat into a building and hide until they pass to the next area. I see a lot of PvEers killed because they're out in the open, not keeping their buffs/HOTs active and not looking around them to notice approaching PvPers. Especially while you're fighting, because being low health or distracted makes you a perfect target.

    The alternative for the PvP shy is to just farm gold elsewhere and buy the tri-stat glyphs when you need them. I'm a PvPer and I sometimes buy glyphs just out of convenience.
  • Varana
    Varana
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    And again, I'd think one change would make the whole situation infinitely better:

    You can only loot as many Tel'Var as you carry yourself.
    If you want to gank someone to get their 16k TV, you have to do that while carrying 16k yourself.
    If you have 0 TV and kill someone, you get nada.

    You know, risk and reward.
  • CameraBeardThePirate
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    Silaf wrote: »
    The talvar farmer must have a somewhat pve set to farm and efficently kill the npc

    This is the part that isn't true though. You can kill bosses on a PvP setup more than fast enough to hit the respawn timers (i.e., kill all the bosses in 15 minutes on a PvP setup). You don't need to kill the bosses any quicker than this since you'll end up hitting an empty zone if you do.

    IC is a PvP zone. Go in with a PvP build.
  • Firstmep
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    Mojey87 wrote: »
    the system of tel var is so unfair which made IC dead for years, no one want to go there farm telvars and get stolen in a second, or simply die from fall and lose 50% of what you earned, it basically became toxic that not even 1% of pvp players go there.

    alliance points in Cyrodil works fine and no one complain about it, why not make IC exactly the same!!!
    and who ever say no you need high risk high reward, those are the people sneak on you and steal telvars from you, they dont puts in effort, just the enter IC steal from players and its easy money for them.

    Erm, no they changed it a while back you no longer take half of someone's telvar if you have 0 on you.
  • Delimber
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    It would be nice to have a version where you can do the story quest without having it interrupted by other players.

    If you want to farm TV, stay out of the city and stick tot the sewers.

    You can still get the monster helms from the City bosses if you've done enough damage to the boss before getting killed...provided the other player/players kill the boss.

    I have a couple Arcanist builds that makes short work of the NPC's and some of the Banner bosses. Once I hit 3k TV port back to base, wash rinse, repeat. (one for CP and one for No-CP)

    But it's easy for me to say that because I've gotten all the questing there done, so it isn't as annoying to get wrecked farming.

    I just do the one daily most of the time these days.
    Solo PvP and PvE most of the time.
    CP 2900+
  • Jaavaa
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    I would like to see the whole Telvar scalping removed from the game. Earn your Telvar and leave as you see fit. I really don’t see why this is necessary. It brings zero to the game but grief.

    Just 😂
  • Panderbander
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    Enter IC assuming that you only have half the Telvar it displays, and if you happen to make it out without dying, great, you got a 100% bonus reward.

    Temper expectations and it becomes much more fun.
    Edited by Panderbander on July 27, 2026 5:24PM
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • AlnilamE
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    It's the only currency in the game that has that type of mechanic, so it should stay as is.
    Varana wrote: »
    And again, I'd think one change would make the whole situation infinitely better:

    You can only loot as many Tel'Var as you carry yourself.
    If you want to gank someone to get their 16k TV, you have to do that while carrying 16k yourself.
    If you have 0 TV and kill someone, you get nada.

    You know, risk and reward.

    But the balance of the 50% would disappear into the ether.
    The Moot Councillor
  • danwtayl
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    You want to talk about pain. Bring back the 90% loss to another player. I remember those days. I think it's fine the way it is now. I mean, is Telvar really still that important these days. I could lose 16k and at most shrug about it.

    Though, being blocked from porting out even at your own base when you have over 100 Telvar is stupid. I cannot image anyone caring about anthing under a few thousand Telvar. Instead if blocking porting out, take the Telvar on porting out instead.
  • Wishingstaff
    Wishingstaff
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    I do have more TelVar than I could possibly ever need. The rewards for it aren’t that great. Losing it to mobs or a zone boss is totally fine. Gankers and groups farming everyone else, that should be dropped. IMO.
  • Zallion
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    Gank me once, shame on you. Gank me twice, shame on me.

    Adapt.

    This is the nature of pvp in this game. Build for it.
  • kargen27
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    Before they introduced the flags in each district Imperial City was a blast. Had large battles that could last sometimes for hours. Part of the fun was and still is the risk of loss when you die. The only instance in the entire game where death has a consequence. When the sewers were still kind of active I liked dropping down as far from home as I could with 10,000 telvar and then try and bop my way back home.
    Much like Kenny Rogers told us don't count your chips when you are sitting at the table don't count your telvar until you leave the zone. If you don't worry about the amount you have in your pockets while running around you will have a much better time. Imperial City does need a few tweaks but how telvar works isn't one of them.
    and then the parrot said, "must be the water mines green too."
  • MasterSpatula
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    PVEers being farmed by PVPers was always the intent of the zone.

    If that seems kinda ethically questionable to you, it's because it is. It always was. It's not like they didn't know that when they made it.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • spartaxoxo
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    IC PvP is not balanced. It heavily favors low risk, high reward playstyles like ganking and large groups. That's why that's the only people left in there.
    Edited by spartaxoxo on July 28, 2026 12:48AM
  • Necrotech_Master
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    After all, you only lose 50%, so you always keep half. When the IC was first introduced, you lost everything—or later, 80% (whereas now it’s only 50%). Back then, you also had to get everything to safety via the long route through the sewers, a step that’s no longer necessary. There has to be a bit of a thrill; otherwise, they might as well scrap the concept entirely 😉

    it originally was 80% loss if you died to a player, and 20% loss if you died to an NPC

    then it was changed to 50% loss in any case (cause people were cheesing by running off and making sure an npc got the killing blow)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the home tours, it has multiple target dummies, scribing altar, aetherial well, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • Nihilr
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    All the players against this are propping up prices in guild traders or just enjoy hunting weak players trying to farm...
    I've read enough.
  • sshogrin
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    PVEers being farmed by PVPers was always the intent of the zone.

    If that seems kinda ethically questionable to you, it's because it is. It always was. It's not like they didn't know that when they made it.

    This is absolutely NOT true.
    Originally you had to get to IC by going into Cyrodiil, then crossing Cyrodiil to get to an IC entrance. You couldn't queue for IC, only Cyrodiil.
    Please don't make things up like this.
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