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Why does ESO have such a bad PVP experience?

Avran_Sylt
Avran_Sylt
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They've had like 10 years to work on it.
  • Taril
    Taril
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    MMO PvP is rarely ever a particularly good experience.

    Usually because gear > skill. But also various balance concerns (Related to the "Holy Trinity" of Tank, Healer, DPS and how they all factor into PvP and the inherent problems that entire ordeal facilitates)

    Even in MMO's that are explicitly PvP orientated, where the only end-game is PvP and/or every location has PvP always enabled and so PvP balance is a major concern. The experience still ends up being kind of mediocre at best.

    For some MMO's like ESO or Destiny, you can sprinkle into the mix the decision to push people into PvP for specific non-PvP related rewards. So that PvP gets a bunch of people who would rather be doing literally anything else filling up the place, making the entire experience worse.
  • SkaraMinoc
    SkaraMinoc
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    Taril wrote: »
    MMO PvP is rarely ever a particularly good experience.

    Some good MMO PvP experiences:

    UO Red vs Blues
    UO Order vs Chaos
    UO Factions
    DAoC Thidranki Faste
    DAoC Frontiers
    WoW Alterac Valley
    WoW Arathi Basin
    GW2 WvW

    Cyrodiil is good MMO PvP when all 3 faction scores are close. Otherwise it falls apart.

    IC is good during Mayhem.

    Battlegrounds are good when the teams are evenly matched and there aren't too many healers.
    PC NA
  • Taril
    Taril
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    SkaraMinoc wrote: »
    Some good MMO PvP experiences:

    WoW Alterac Valley
    GW2 WvW

    Sadly, Alterac Valley hasn't been a good PvP experience in a LONG time. Heck, it hasn't been a "PvP" experience in over a decade... When people figured out it was better to do "Drek or kek" strats to farm honor, it became entirely about rushing the end bosses. Which even translated back into the Classic relaunch.

    GW2 WvW(vW) has its ups and downs. Much like Cyro it has been continually prone to ballgroup metas (It is also very much dependent on battlegroup since there are plenty where one server is just more populated/active in PvP making them dominant)
  • reazea
    reazea
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    ESO PvP used to be the best PvP I've ever played. Now Cyrodiil is a shadow of it's former self. It's a mystery why ZOS has chosen not to reasonably support Cyrodiil PvP when so many people love it so much when it worked properly.
  • Bammlschwamml
    Bammlschwamml
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    "Why does ESO have such a bad PVP experience?" That's a very loaded question, and i bet one day people will write master's theses and books about it. Short answer: Because it doesn't work as intended.

    Cyrodiil could have been one of the best game modes in the history of video gaming. If it worked. But for me personally it's the worst experience i ever had in over 30 years of playing video games. Because i care too much and can't let go. I love it and i hate it at the same time.

    It always seems like the game just needs a little extra work, and everything will be fine. Just a little push. Performance issues and bugs should be easy to fix. Other games can do it, so ESO will do it too, right? But somehow it just never works the way it should. It came close a couple of times, but there is always something holding it back and breaking the game.

    Why? Who knows. I don't. But i am looking forward to know the truth one day.
  • Joy_Division
    Joy_Division
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    1. The unsolvable lag made ZOS abandon their original visions for PvP end game
    2. A blatant favoritism toward defensive/healing gameplay
    3. None of the people who make decisions at ZOS are PvP enthusiasts, let alone play it often to know what its customers go through every night
  • Avran_Sylt
    Avran_Sylt
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    "Why does ESO have such a bad PVP experience?" That's a very loaded question, and i bet one day people will write master's theses and books about it. Short answer: Because it doesn't work as intended.

    Cyrodiil could have been one of the best game modes in the history of video gaming. If it worked. But for me personally it's the worst experience i ever had in over 30 years of playing video games. Because i care too much and can't let go. I love it and i hate it at the same time.

    It always seems like the game just needs a little extra work, and everything will be fine. Just a little push. Performance issues and bugs should be easy to fix. Other games can do it, so ESO will do it too, right? But somehow it just never works the way it should. It came close a couple of times, but there is always something holding it back and breaking the game.

    Why? Who knows. I don't. But i am looking forward to know the truth one day.

    Was just talking about general balance, but yeah. Cyrodiil is an oddity.

    I really don't like how a lot of its mechanics (like seige weapons, forward camps, repair kits) have AP costs, nor the heavy respawn restrictions on forward camps and flagged keeps.

    Lower the cost of Forward Camps. Let players revive on them continuously but needing to wait a while before they can respawn at a FC (needing to wait half a minute before you can spawn at a FC if you just died, even if you haven't revived at it before).

    Prevent transitus travel to flagged/resource capped keeps, but let the keep act as a FC you can revive at while within range (and after waiting for a little bit) While the inner door hasn't been damaged.

    Keep the battle flowing, give defenders a reason to try and get into ground combat while the walls are being sieged instead of being a near mandate to sit on the walls.
  • Zodiarkslayer
    Zodiarkslayer
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    Because the people responsible for it neither experience nor care for it.

    The last stream was quite telling ...
    If anyone here says: OH! But, PVP! I swear I'll ...

    Thank you for the valuable input and respectfully recommend to discuss that aspect of ESO on the PVP forum.
  • Elendir2am
    Elendir2am
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    Because ZOS are doing such bad job. And when you give them critical feedback, they delete it at least.
    PvP - Recruit.
    PvE - Dragon food
    RPG - A guy who thought, that he can defeat daedric prince, yet guards still chase him off when he accidentally touches some object during daily writs.
  • Thumbless_Bot
    Thumbless_Bot
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    Avran_Sylt wrote: »
    They've had like 10 years to work on it.

    Because they don't ask the people who actually play pvp how to improve the content... full stop...
  • Rohamad_Ali
    Rohamad_Ali
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    The population has been reduced for 10 years. Servers hold less and less.
  • DemonicGoat
    DemonicGoat
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    The recent bg livestream with the lead combat/pvp dev was illuminating.


    EDIT: It appears they have pulled the VOD!
    Edited by DemonicGoat on 2 December 2024 18:06
    Please be sure to share your experiences regarding ESO with all your friends and family during the holidays this year. Word of mouth is one of the strongest,most effective tools we have as consumers.
  • Artim_X
    Artim_X
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    In hindsight, the nerfmire patch was a lot of fun...
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Casul
    Casul
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    Left ESO earlier this year and swapped to GW2. Honestly there are many similarities between WvW and Cyrodiil, but I think WvW (possibly due to rose glasses) pull ahead for me just because the variety of biomes and keeps. As well as the significance of resources and map control. There is a good amount of motivation to push people to spread out. Also, a significant +1 is that GW2 keeps everyone’s mount at the same level. So you don’t have the issue of an alt’s unleveled mount.
    PvP needs more love.
  • AngryPenguin
    AngryPenguin
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    To me it feels like ZOS pretty much gave up on Cyrodiil in about 2019. It's a real loss and hurts the game enormously in my opinion.
  • BXR_Lonestar
    BXR_Lonestar
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    I used to think ESO PVP was terrible, but then I finally got with a group who has taught me how to actually play PVP, make a proper PVP build, etc., and now I play PVP just as much, if not more than I play PVE. It really is a fun experience once you learn the ropes. But therein lies the key - and this is not meant to be a personal attack on you - but it really is an L2P issue.

    PVP builds are very different from PVE builds. PVE emphasizes sustained damage output at all costs, whereas in PVP, you need a more well rounded character that gives you burst damage windows. Once you have the proper build, its all about recognizing when your burst damage window is open and pressing that window to finish off your opponent. You also need to have enough sustain and survivability to allow your burst damage window to come open.

    Movement speed and sustain are also at a premium in a PVP build, because you want to be able to escape any situation before you get overwhelmed.

    And having good teammates makes such a huge difference in PVP play, because if you are trying to play solo, or even small group it, you can get swamped very easily. But even a well coordinated small group of 4-6 players can become a mighty obstacle to overcome if they are playing together as a unit - which takes time and practice.

    Sometimes, its just a matter of falling in with the right people to improve your gaming experience. After all, this is an mmo...
  • The_Meathead
    The_Meathead
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    I actually love ESO PvP, though maybe somewhat more conceptually than in execution?

    When at its best, the way Builds function and allow tremendous customization really meshes well with the game's style of combat. Laugh if you wanna, because I know OPed Meta cheese absolutely ruins that at times and that Hybridization reduced the diversity and some of the necessary "rails" that made resources and careful planning extra valuable, but I still think it's pretty solid.

    Like some others have said, Cyrodiil really should be a pretty paramount PvP experience for MMOs.

    It's why many of us came to the game at Launch, visions of the best of DAoC combined with the impossibly detailed and rich setting of the Elder Scrolls.

    Regrettably, also as others have said, the tremendously low pop caps (that came about when they moved calculations to server side rather than player side to avoid cheating, and the lag grew and grew) have really hamstrung what it could be. Combine that with Ball Groups/stacking mechanics only getting stronger while you have even less people to oppose them en masse, and a further dwindling population results out of frustration towards that and other mechanical issues.

    I still play in Cyrodiil because I enjoy it, but it could be a LOT better. If it was, I think it would be ESO's crown jewel as originally intended, but for whatever reason it either can't or just doesn't get the corrections it needs to make that happen.

    Here's hoping!

    Edited by The_Meathead on 4 December 2024 17:35
  • Avran_Sylt
    Avran_Sylt
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    I used to think ESO PVP was terrible, but then I finally got with a group who has taught me how to actually play PVP, make a proper PVP build, etc., and now I play PVP just as much, if not more than I play PVE. It really is a fun experience once you learn the ropes. But therein lies the key - and this is not meant to be a personal attack on you - but it really is an L2P issue.

    PVP builds are very different from PVE builds. PVE emphasizes sustained damage output at all costs, whereas in PVP, you need a more well rounded character that gives you burst damage windows. Once you have the proper build, its all about recognizing when your burst damage window is open and pressing that window to finish off your opponent. You also need to have enough sustain and survivability to allow your burst damage window to come open.

    Movement speed and sustain are also at a premium in a PVP build, because you want to be able to escape any situation before you get overwhelmed.

    And having good teammates makes such a huge difference in PVP play, because if you are trying to play solo, or even small group it, you can get swamped very easily. But even a well coordinated small group of 4-6 players can become a mighty obstacle to overcome if they are playing together as a unit - which takes time and practice.

    Sometimes, its just a matter of falling in with the right people to improve your gaming experience. After all, this is an mmo...

    Group play, totally, love it. Any game is better when played with friends for the most part.

    Also love the gameplay where you’re engaging with other players, healing or damaging them

    On the subject matter of a L2P issue, is it really a learn to play issue? Or a learn to gear issue?

    Why can’t a fully kitted out PvE DPS toon take down a stationary blocking resource regen build PvP tank?

    What fundamental differences allow such a tank to persist indefinitely in a PvP environment, Is that intended?

    Did ZoS just decide to make band-aid fixes through Cyrodiil gear that are a PitA to acquire and are a PitA to slot as needed thanks to the cumbersome loadout system and its inaccessibility in most PvP?
  • Avran_Sylt
    Avran_Sylt
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    I actually love ESO PvP, though maybe somewhat more conceptually than in execution?

    When at its best, the way Builds function and allow tremendous customization really meshes well with the game's style of combat. Laugh if you wanna, because I know OPed Meta cheese absolutely ruins that at times and that Hybridization reduced the diversity and some of the necessary "rails" that made resources and careful planning extra valuable, but I still think it's pretty solid.

    Like some others have said, Cyrodiil really should be a pretty penultimate PvP experience for MMOs.

    It's why many of us came to the game at Launch, visions of the best of DAoC combined with the impossibly detailed and rich setting of the Elder Scrolls.

    Regrettably, also as others have said, the tremendously low pop caps (that came about when they moved calculations to server side rather than player side to avoid cheating, and the lag grew and grew) have really hamstrung what it could be. Combine that with Ball Groups only getting stronger every update, and you have even less people to oppose them en masse and a further dwindling population out of frustration towards that and other mechanical issues.

    I still play in Cyrodiil because I enjoy it, but it could be a LOT better. If it was, I think it would be ESO's crown jewel as originally intended, but for whatever reason it either can't or just doesn't get the corrections it needs to make that happen.

    Here's hoping!

    Reeeealy hope they just make mounts have the fastest speed in Cyrodiil. (Or make major gallop increase the mount speed by 90% while under the effects of Battle spirit).

    Kinda annoyed that mount speed basically acts as a variable respawn timer when it comes to traversing to a flagged keep you died at when respawning in a nearby connected keep.
  • Taril
    Taril
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    Avran_Sylt wrote: »
    Why can’t a fully kitted out PvE DPS toon take down a stationary blocking resource regen build PvP tank?

    Normally it's because PvP gear and abilities will provide more access to counter specific things. Like providing more Defile to try and limit the capabilities of opponents.

    Also, PvE DPS relies on maintaining DoT effects (Both debuff and ground based AoE based). Which PvP Tanks can cleanse and move out of, vastly reducing the damage these things do compared to your average PvE boss who just sits there taking them like a champ.

    Then of course PvP gear and builds will want to stack Penetration in order to deal with enemy armour while in PvE this stat is basically useless because 90% of the existing armour on enemies is removed by Major and Minor Breach that has 100% uptime (While these debuffs can be cleansed in PvP too).
    Avran_Sylt wrote: »
    What fundamental differences allow such a tank to persist indefinitely in a PvP environment, Is that intended?

    PvE Tanks rely on blocking every single attack that comes at them. The massive damage reduction from blocking is required to survive (Dodging can work, but it's harder and more Stamina intensive).

    In PvP, armor itself provides a significant damage reduction. Meaning that a Tank who isn't blocking is still tankier than your average glass (Or balanced) build. So if you have to drop block to regain resources, you still maintain significant tankiness.

    This is also why Penetration is so valuable in PvP because there is a need to get through this inherent tankiness, especially with Breach being less consistent (Due to cleanses and things like people not standing around inside Caltrops/Boneyard)
  • Avran_Sylt
    Avran_Sylt
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    Taril wrote: »
    Avran_Sylt wrote: »
    Why can’t a fully kitted out PvE DPS toon take down a stationary blocking resource regen build PvP tank?

    Normally it's because PvP gear and abilities will provide more access to counter specific things. Like providing more Defile to try and limit the capabilities of opponents.

    Also, PvE DPS relies on maintaining DoT effects (Both debuff and ground based AoE based). Which PvP Tanks can cleanse and move out of, vastly reducing the damage these things do compared to your average PvE boss who just sits there taking them like a champ.

    Then of course PvP gear and builds will want to stack Penetration in order to deal with enemy armour while in PvE this stat is basically useless because 90% of the existing armour on enemies is removed by Major and Minor Breach that has 100% uptime (While these debuffs can be cleansed in PvP too).
    Avran_Sylt wrote: »
    What fundamental differences allow such a tank to persist indefinitely in a PvP environment, Is that intended?

    PvE Tanks rely on blocking every single attack that comes at them. The massive damage reduction from blocking is required to survive (Dodging can work, but it's harder and more Stamina intensive).

    In PvP, armor itself provides a significant damage reduction. Meaning that a Tank who isn't blocking is still tankier than your average glass (Or balanced) build. So if you have to drop block to regain resources, you still maintain significant tankiness.

    This is also why Penetration is so valuable in PvP because there is a need to get through this inherent tankiness, especially with Breach being less consistent (Due to cleanses and things like people not standing around inside Caltrops/Boneyard)

    Informative, and more or less what I’ve experienced as I’ve been tweaking my glass cannon build.
  • BXR_Lonestar
    BXR_Lonestar
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    Avran_Sylt wrote: »
    I used to think ESO PVP was terrible, but then I finally got with a group who has taught me how to actually play PVP, make a proper PVP build, etc., and now I play PVP just as much, if not more than I play PVE. It really is a fun experience once you learn the ropes. But therein lies the key - and this is not meant to be a personal attack on you - but it really is an L2P issue.

    PVP builds are very different from PVE builds. PVE emphasizes sustained damage output at all costs, whereas in PVP, you need a more well rounded character that gives you burst damage windows. Once you have the proper build, its all about recognizing when your burst damage window is open and pressing that window to finish off your opponent. You also need to have enough sustain and survivability to allow your burst damage window to come open.

    Movement speed and sustain are also at a premium in a PVP build, because you want to be able to escape any situation before you get overwhelmed.

    And having good teammates makes such a huge difference in PVP play, because if you are trying to play solo, or even small group it, you can get swamped very easily. But even a well coordinated small group of 4-6 players can become a mighty obstacle to overcome if they are playing together as a unit - which takes time and practice.

    Sometimes, its just a matter of falling in with the right people to improve your gaming experience. After all, this is an mmo...

    Group play, totally, love it. Any game is better when played with friends for the most part.

    Also love the gameplay where you’re engaging with other players, healing or damaging them

    On the subject matter of a L2P issue, is it really a learn to play issue? Or a learn to gear issue?

    Why can’t a fully kitted out PvE DPS toon take down a stationary blocking resource regen build PvP tank?

    What fundamental differences allow such a tank to persist indefinitely in a PvP environment, Is that intended?

    Did ZoS just decide to make band-aid fixes through Cyrodiil gear that are a PitA to acquire and are a PitA to slot as needed thanks to the cumbersome loadout system and its inaccessibility in most PvP?

    Regarding whether this is a L2P issue or a gear issue - it can actually be both. sometimes you just have to keep experimenting to figure out what build is going to work best for your playstyle, but understand that there is no singular playstyle to rule them all. They all have strengths and weaknesses - and a role to play on the battlefield. So your experience can even vary based on the particular battle/encounter. And a good/experienced PVP player will understand how to play a fight to their strengths and to avoid an encounter where they will be at a disadvantage.

    With respect to a stationary block tank being unkillable - this simply isn't true. I have a block tank that I play when I want to troll people or try to bog down the enemy advance. It's an incredibly useful and overlooked playstyle IMO, but I am far from killable. I can tank a group of 20 unorganized players, but a group of 4 who know what they're doing can kill me. It's all about knowing what skills/abilities will force the tank to drop block, and then having a coordinated damage dump in that tiny window of opportunity that you have, because if you don't focus all your damage then, you will fail at killing the tank. So this is definitely an L2P/Coordination thing. It could also be a gear thing too if your setup doesn't allow for good burst DPS opportunities.
  • Thumbless_Bot
    Thumbless_Bot
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    Avran_Sylt wrote: »
    I used to think ESO PVP was terrible, but then I finally got with a group who has taught me how to actually play PVP, make a proper PVP build, etc., and now I play PVP just as much, if not more than I play PVE. It really is a fun experience once you learn the ropes. But therein lies the key - and this is not meant to be a personal attack on you - but it really is an L2P issue.

    PVP builds are very different from PVE builds. PVE emphasizes sustained damage output at all costs, whereas in PVP, you need a more well rounded character that gives you burst damage windows. Once you have the proper build, its all about recognizing when your burst damage window is open and pressing that window to finish off your opponent. You also need to have enough sustain and survivability to allow your burst damage window to come open.

    Movement speed and sustain are also at a premium in a PVP build, because you want to be able to escape any situation before you get overwhelmed.

    And having good teammates makes such a huge difference in PVP play, because if you are trying to play solo, or even small group it, you can get swamped very easily. But even a well coordinated small group of 4-6 players can become a mighty obstacle to overcome if they are playing together as a unit - which takes time and practice.

    Sometimes, its just a matter of falling in with the right people to improve your gaming experience. After all, this is an mmo...

    Group play, totally, love it. Any game is better when played with friends for the most part.

    Also love the gameplay where you’re engaging with other players, healing or damaging them

    On the subject matter of a L2P issue, is it really a learn to play issue? Or a learn to gear issue?

    Why can’t a fully kitted out PvE DPS toon take down a stationary blocking resource regen build PvP tank?

    What fundamental differences allow such a tank to persist indefinitely in a PvP environment, Is that intended?

    Did ZoS just decide to make band-aid fixes through Cyrodiil gear that are a PitA to acquire and are a PitA to slot as needed thanks to the cumbersome loadout system and its inaccessibility in most PvP?

    Regarding whether this is a L2P issue or a gear issue - it can actually be both. sometimes you just have to keep experimenting to figure out what build is going to work best for your playstyle, but understand that there is no singular playstyle to rule them all. They all have strengths and weaknesses - and a role to play on the battlefield. So your experience can even vary based on the particular battle/encounter. And a good/experienced PVP player will understand how to play a fight to their strengths and to avoid an encounter where they will be at a disadvantage.

    With respect to a stationary block tank being unkillable - this simply isn't true. I have a block tank that I play when I want to troll people or try to bog down the enemy advance. It's an incredibly useful and overlooked playstyle IMO, but I am far from killable. I can tank a group of 20 unorganized players, but a group of 4 who know what they're doing can kill me. It's all about knowing what skills/abilities will force the tank to drop block, and then having a coordinated damage dump in that tiny window of opportunity that you have, because if you don't focus all your damage then, you will fail at killing the tank. So this is definitely an L2P/Coordination thing. It could also be a gear thing too if your setup doesn't allow for good burst DPS opportunities.

    Not splitting hairs, but, imo, not having the right gear would count as a l2p issue...

    Also, there are troll tanks that can absolutely take damage from 4 sweaties and not die. The answer isn't to nerf these tanks and heal bots, it's to not reward them with medal score. Reward those actually doing damage. I think zos' philosophy on this is flawed and needs to be revisited for the health of bgs.
    Edited by Thumbless_Bot on 9 December 2024 16:33
  • Taril
    Taril
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    Also, there are troll tanks that can absolutely take damage from 4 sweaties and not die. The answer isn't to nerf these tanks and heal bots, it's to not reward them with medal score. Reward those actually doing damage. I think zos' philosophy on this is flawed and needs to be revisited for the health of bgs.

    The main thing is...

    Such builds are basically what BG's wants.

    Capture the Relic, Chaosball, Domination and Crazy King all have objectives that are directly more suited to having an unkillable tank.

    Holding the Relic/Chaosball or sitting on a flag forever is literally what the game modes want you to do, which is most easily done by an unkillable tank.

    Such is the nature of objective based modes (Even if we take into consideration other objective based modes such as payloads, that too promotes tanks to sit on the payload).

    The only objective based mode I can recall off hand that didn't directly make Tanks valuable would be WoW's Strand of the Ancients BG as it was a Seige mode (Where the objective was attackers had to break down several gates and then reach a relic. Whereby tanks were useless because it was all about attackers nuking down the gates and defenders nuking down the attackers. No "Hold onto this objective" stuff at all)
  • BXR_Lonestar
    BXR_Lonestar
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    Also, there are troll tanks that can absolutely take damage from 4 sweaties and not die. The answer isn't to nerf these tanks and heal bots, it's to not reward them with medal score. Reward those actually doing damage. I think zos' philosophy on this is flawed and needs to be revisited for the health of bgs.

    Its funny you should say that because I actually play one of those troll tanks sometimes in BG's (and in Cyrodil). The last match I played, we lost, but the only two relics we captured were from me. I don't think they're getting rewards for not being killed, they're getting rewards for playing the objective - which I think is legitimate. The character is purpose built to capture points and run relics. That's what needs to be done, so I don't see this as a problem. It is not as if it is a guaranteed win, you can still do a lot of things to counter it, like negating and constantly bashing/crowd controlling the relic so that person can't get their hands on the relic. That is pretty much why I only scored twice, even though I was running unstoppable potions :/.

    Honestly, I just think it is part of the game and people need to learn how to address the issue. Lots of good/experienced players know how to deal with this situation and some are still figuring it out. It doesn't mean its an illegitimate playstyle in an objectives based gamemode.

  • Solariken
    Solariken
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    reazea wrote: »
    ESO PvP used to be the best PvP I've ever played. Now Cyrodiil is a shadow of it's former self. It's a mystery why ZOS has chosen not to reasonably support Cyrodiil PvP when so many people love it so much when it worked properly.

    Well said!

    It's still really fun most of the time, despite its mountain of balance issues.
  • Necrotech_Master
    Necrotech_Master
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    Taril wrote: »
    Avran_Sylt wrote: »
    Why can’t a fully kitted out PvE DPS toon take down a stationary blocking resource regen build PvP tank?

    Normally it's because PvP gear and abilities will provide more access to counter specific things. Like providing more Defile to try and limit the capabilities of opponents.

    Also, PvE DPS relies on maintaining DoT effects (Both debuff and ground based AoE based). Which PvP Tanks can cleanse and move out of, vastly reducing the damage these things do compared to your average PvE boss who just sits there taking them like a champ.

    Then of course PvP gear and builds will want to stack Penetration in order to deal with enemy armour while in PvE this stat is basically useless because 90% of the existing armour on enemies is removed by Major and Minor Breach that has 100% uptime (While these debuffs can be cleansed in PvP too).
    Avran_Sylt wrote: »
    What fundamental differences allow such a tank to persist indefinitely in a PvP environment, Is that intended?

    PvE Tanks rely on blocking every single attack that comes at them. The massive damage reduction from blocking is required to survive (Dodging can work, but it's harder and more Stamina intensive).

    In PvP, armor itself provides a significant damage reduction. Meaning that a Tank who isn't blocking is still tankier than your average glass (Or balanced) build. So if you have to drop block to regain resources, you still maintain significant tankiness.

    This is also why Penetration is so valuable in PvP because there is a need to get through this inherent tankiness, especially with Breach being less consistent (Due to cleanses and things like people not standing around inside Caltrops/Boneyard)

    nerfing defile, and nerfing other unique anti-heal builds (like fasallas) is something i think is contributing to this negative environment

    we also lost a CP that buffed defiles as well

    on a whole anti-healing mechanics were nerfed hard, now they barely counter anything

    the other thing is someone healing themselves as far as im aware, gets double buffed for heals (major/minor mending increases healing DONE, and major/minor vitality buffs healing RECEIVED, so if you were the source of the heal, your heal would by my understanding be buffed both my healing done and healing received)

    defiles only counter effectively 1 of those buffs now, it used to be large enough to cover both buffs

    other forms of anti-healing like heal absorption are very weak comparatively (at best can absorb 1-2 burst heals) and not reliable to apply because theres few sources and most of them have some kind of delay in application

    snake in the stars was nerfed into the ground before it released, and can be OK only with very short bursts, and does not counter burst healing effectively (its more penalizing to hots), but the 4 second duration and 8 second downtime makes it very niche
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

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

    feel free to stop by and use the facilities
  • Extinct_Solo_Player
    Extinct_Solo_Player
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    Just give me Pre Dark-Brotherhood Patch PVP. I'd rather have that than the current mess we have right now.
  • blktauna
    blktauna
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    Avran_Sylt wrote: »
    They've had like 10 years to work on it.

    neglect is an ugly thing.
    PCNA
    PCEU
  • Deimus
    Deimus
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    Short list of issues that I think would go a long way to improving the ESO PvP experience if addressed:
    • Poor class balance. Yeah balance will never be perfect, but it's rare to see such prolonged gaps in performance levels between classes in an active game. A class shouldn't be the best or worst performing for years in your game, and if over half of your PvP population is playing 2 out of your 7 classes then something is wrong.
    • Glaring flaws in their combat system around healing. Most games have a dedicated stat for healing to guide players into building for it, but ESO could use the already existing penalties from the armor passives to mimic this. They could reduce healing you do on yourself and allies by 30% while wearing more than 1 piece of medium armor, and healing while wearing more than 1 piece of heavy armor only affects yourself at full strength while healing others at a 70% reduction. So you will have to wear 5 light armor pieces to build into being an effective healer. The other more glaring issue around healing is HoT stacking and cross healing. Heal stacking pretty much is like turning on god mode in PvP it eliminates the competitive aspect and removes all risk from the game. Limit heals to 1 unique instance per player with additional casts just refreshing the duration.
    • Very slow responses to any imbalances if they are addressed at all. Remember Tarnished Nightmare with 60k damage procs for a month? That set should've been disabled in PvP until the bug was fixed soon as they became aware of it. Faster responses will make players feel like that area of the game is important and not an afterthought.
    • While it has greatly improved from what it was 3 years it server performance can still crap the bed sometimes mainly when ball groups are around which also strips away the experience of open world PvP in general.
    • Also if they want to get that +500 rapport boost with PvPers addressing bugs that require you feed yourself to the Slaughterfish or give Uncle Sheo a visit to remove would go a long way.
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