ESO Witches Festival Guide

Here’s a quick guide for those folks getting ready for the ESO Witches Festival Guide released today on PC and running until the end of the month. Thanks for watching!

I tried this mission in Craglorn and it doesn’t seem to register the essence for any boss kill (cleared three delves so far). Not sure if it relates to not having One Tamerial on PS4 or it’s just been omitted. I actually feel a bit sad for Craglorn geting balanced. The place has a really steep learning curve solo. Another pve zone as difficult as Craglorn/IC would be a nice end game addition.

This is a step in the right direction for the game. World of Warcraft mastered calendar events years ago to keep the game interesting and new, this is something they need to do a lot more of in ESO to keep you coming back.

Not even mentioning that you can get the skulls from dungeons bosses, public dungeon bosses, dolmen bosses and group bosses as well i think.It is worth mentioning that it is not only delve bosses that drop that box, but any monster bosses – including world bosses and dungeon bosses.

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Cyrodiil Improvement Suggestion: Increase Keep Durability (Includes Specific ESO Examples)

Though I really enjoy Cyrodiil, I feel that sieges are currently far too short. Often a keep will get attacked, I’ll start riding there posthaste, but before I’m even halfway there it’s already been conquered. The political map of Cyrodiil is almost epilepsy inducing.

I suggest the following changes to siege warfare:

Cyrodiil Improvement Suggestion: Increase Keep Durability (Includes Specific Examples)

– Increase Wall/Gate Hit Points

Without anyone repairing them, they should resist a full barrage for at least ten minutes. Augment repair mechanics to a point where that time can be increased to 20 minutes. Keeping in mind that a successful sally, hindering the attacker’s efforts by destroying their siege equipment, will allow the walls to survive longer.

– Allow Travel to Besieged Keeps

It seems unfair that the attacker can spawn and respawn very close to the keep by the use of forward camps, but the defenders have a five minute ride ahead of them, which might very well end in being picked off before they reach the keep again. Forward camps do not work as well for defenders because “Too close to an existing graveyard”.

I suggest making travel to besieged keeps possible as long as there is no breach yet. Maybe not to the keep itself, but to the entrance of a tunnel that takes one minute to run through and leads to the keep’s interior.

– Allow Resurrection Within Besieged Keeps

For the same reasons stated above, as long as there is not yet a breach, allow defenders to resurrect within their keep. Maybe add a resurrection timer or a short term debuff that gets worse every time you die and resurrect within that keep.

– Make Freshly Conquered Keeps Invulnerable for a Short Period

To allow the new owners to enjoy their victory and reorganize themselves, make keeps invulnerable for 30 minutes after they’ve been conquered.

– Introduce Purchasable Upgrades

All Improvements listed above could be introduced in the form of keep upgrades, purchasable by use of Alliance Points. This is the main reason for the invulnerability period suggestion. They could be cheaper if all three resources are held by the keep’s owner.

Cyrodiil Improvement Suggestion: Increase Keep Durability (Includes Specific Examples)
It is my perception that stronger, more durable keeps will lead to the following improvements to the Cyrodiil experience:

– The incentive for guilds to conquer, own and defend a keep increases
– Sieges will become rarer and require more planning, but will feel more special
– With stable front lines, open world skirmishes and battles for outposts and resources will become more meaningful
– A general improvement to ambiance

Yes, fixing current issues should come first. I’m thinking in terms of upcoming content patches, maybe the next but one.

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