Currently, new players are excluded from PvP because of the overwhelming dominance of tanky builds, cross-healing, and the steep learning curve required to survive against experienced players and organized groups. The reliance on specific meta builds and the long, drawn-out battles create a high barrier to entry, making it difficult for newcomers to feel effective or enjoy the experience.
Compounding this problem is the dominance of the tank meta, which has turned PvP into a battle of attrition rather than skill.
Stalemates are all too common, with tanky builds and groups running around, making it nearly impossible to secure kills.
The prevalence of "chase me" builds, "1vX" builds that are overly tanky, and groups of tanky healers who can keep themselves and their allies alive indefinitely has drained the excitement from PvP. No one enjoys spending 15 minutes in a 1v1 battle only to have it end in a draw, and yet that has become a common scenario.
The biggest issue, however, is the effect of cross-healing on PvP.
The ability of healers to make entire groups nearly immortal by spamming just one or two buttons has warped the entire dynamic of PvP.
Ball groups, which are essentially unkillable thanks to this mechanic, have become a scourge in Cyrodiil.
They're not fun to be part of, and they're certainly not fun to fight against.
These groups dominate the battlefield, making it nearly impossible for other players to enjoy the experience.
The trial group approach to PvP, which may be the root of many performance issues, has compromised the experience for everyone else, leaving little room for solo players or smaller groups to find success or enjoyment.
Further exacerbating the problem is the damage reduction across the board that came with update 35. The decrease in damage from heavy attacks, dots, and light attacks has made it even harder to break through these tanky builds. This reduction has sapped much of the intensity and danger from PvP, making battles feel drawn-out and unsatisfying.
The lack of new players in PvP is a critical issue because it prevents the community from growing and diversifying. Without fresh participants, the PvP scene becomes stagnant, with the same veteran players dominating the field. This leads to fewer battles, less variety in playstyles, and an overall decline of PvP. As veteran players eventually leave due to frustration or burnout, there will be no new blood to replace them, ultimately leading to the slow death of PvP in ESO.
To make PvP in ESO fun and engaging again, these issues must be addressed. Population balance, the overwhelming tank meta, cross-healing, and the impact of damage reductions all need urgent attention.
Without meaningful changes, the exodus of PvP players will continue...
You have to join an active pvp guild! They are out there! Always get into a pvp guild, I would recommend a casual one that runs every night.
I understand the sentiment but sometimes you just have to jump in and try it out. If you don’t vibe with them you can move on and try again. Meanwhile you can still get some practice in playing with a group.until they've done something to earn my trust.
xylena_lazarow wrote: »Under 50 is dead and should be reworked into Under X Champion Points, so that it actually serves new players learning to PvP, not a playground for 2400cp vets on minmax smurfs to farm noobs and crown their 12th different emperor alt.
WaywardArgonian wrote: »xylena_lazarow wrote: »Under 50 is dead and should be reworked into Under X Champion Points, so that it actually serves new players learning to PvP, not a playground for 2400cp vets on minmax smurfs to farm noobs and crown their 12th different emperor alt.
That or don't allow anything except crafted sets. U50 started to die when players were able to run full end-game proc set-ups (minus mythics) through the stickerbook.