It has multiple reasons. The first Vengeance Test people were happy, finally something was done for PvP, it was something new, many participated and rightfully gave the feedback it runs great. Yet even in the first Vengeance there was a huge divide between PvP Opinion and PvE Opinion, PvE people think its great, because its so easy to get in and they won't get nuked by skilled people.
The second Test added Weapon lines, huge change and had a golden Pursuit, yet it was already evident after just a few days how the population got lower. It was not new anymore, not exciting it simply had no long term value playing after finishing the Golden Pursuit.
The third test now happens parallel to the biggest PvE Event without a golden pursuit. You could argue thats a reason people don't play it, but there is the point, PvE people do not play it because their event is more important to them, PvP people do not play it, because its just way to dumbed down. If Vengeance had any chance of longterm success people would still play it. PvP people often do not care for the Undaunted Event yet they are also not there. I think that shows very clearly that Vengeances "Success" Story is just short term, something you can do once in a while but not permanently. Those who play PvP regulary leave it be, those who don't leave after a few days, in the end thats just a downward spiral until no one plays PvP anymore.
Vonnegut2506 wrote: »Just so I understand the mental gymnastics you are going through to condone speed running: You are claiming an event where the sole purpose is to run group dungeons is the "absolute worst time" to do the quick quest in that group dungeon?
twisttop138 wrote: »I had a raid lead who very much believed deep down in her soul that while in a dungeon or a trial, if you were to force the lock on a chest instead of picking it, that it would lower the amount and quality of items in the chest for everyone.
My opinion tends to be that anything that has RNG (crates, leads, plans, mats, motif, gear...) should have a pity system. Such bad RNG shouldn't happen IMO, because it pushes away players.
It is frustrating that ZOS has taken the stance that more variety is good and everything's possible except they won't actually buff underperforming options to make it feel possible. Sure, it's possible to do vMoL HM with builds from 2018. What is not possible is finding 11 other people, 2 of which are tanks, 2 of which are healers, and at least one to lead... who will let you do vMoL HM with builds from 2018. I straight-up quit trials because I'm over trudging through groups where I feel like a terrible player for not playing exactly how other people want me to (if I had a nickel for every time I was belittled for something small that genuinely made 0 difference to the run...) and I'm not going to fight the uphill battle of not subclassing.
Since the U48 preview stream, it became pretty obvious that it was never about testing performance.you cant test performance limits on an empty server no one plays!!!!!
Hey everyone,
I’ve been playing ESO since beta, and one of the things I’ve always loved is how diverse the community can be - different builds, different playstyles, different people all coming together.
But lately, I feel like discrimination and gatekeeping are at an all-time high.
Instead of helping or supporting each other, people are being excluded or mocked for their playstyle, identity, or simply not matching someone else’s “meta.”
Here’s an example that happened today, in vet pledge, so fairly medium LVL content, we're not talking about trifecta or else huh:
Meanwhile, this main arcanist :
- Left after 1 wipe
- Didn't focus adds and that's what wiped the group
- Had like 20k hp (no food buff?) and DIED FIRST
This is what happens when design forces everyone into a single box. People don’t want to carry anyone who doesn’t fit the exact mold, and players who experiment or just want to enjoy a different style get punished for it. I keep seeing people point fingers at the ESO community for being “toxic” or “gatekeeping,” but honestly? The root of the problem is ZOS.
ZOS keeps pushing heavy attack sets, but they’re some of the weakest and most frustrating designs I’ve ever seen. At the same time, everything is being funneled into the beam meta. The end result? Players are stuck in a corner: either you run the one style that ZOS clearly wants, or you get insulted, excluded, and told you’re “unviable.”
It’s not just about players being mean, it’s about how the game is designed. If sets and builds were actually balanced, if multiple playstyles were equally viable, there wouldn’t be this endless discrimination against anyone who isn’t running the current meta.
And here’s the real kicker: ZOS keeps advertising ESO with the slogan “Play how you want.” But the reality is the opposite, set design and balancing push everyone into the same narrow beam meta. If you actually try to “play how you want,” you’re punished for it even in basic content, whether through weak sets, bad scaling, or being excluded from groups. The marketing and the gameplay direction just don’t line up.