- Matt Firor, in the Studio Director's Letter: 2025"We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign."
The_Meathead wrote: »Of note, he does say it will be a single Cyrodiil Campaign, and it's not going to be game-wide for PvP or even Cyrodiil.
That's significant.
The_Meathead wrote: »I've seen some people hoping that these abilities are going to be uniquely suited to PvP and actually somehow more dynamic, but I'm expecting the opposite where they're simply stripped down enough and made universal enough that they don't require much server-side interaction, and I can't but likewise expect that's gonna mean reduced player agency and extremely diminished "MMO feel."
="MincMincMinc;c-8240368"Lets be honest, the vast majority of skills and sets in the game now require a 4 year degree to understand what is happening. At what point should some damage skills just be ...... you know, damage skills. The same convolution happened in games like Yugioh where card effects went from "gain xxxx damage" to multiple paragraphs of size 4 font.
Joy_Division wrote: »"Performant" = dumbed down basic functionality.
Part of me thinks this will finally make the Templar worth a crap since this will entail making some sort of changes and a blind squirrel occasionally finds a nut.
But whatever ZOS does will the skills won't matter because so much power (and anti-performant checks) come from proc sets
Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »"Performant" = dumbed down basic functionality.
Part of me thinks this will finally make the Templar worth a crap since this will entail making some sort of changes and a blind squirrel occasionally finds a nut.
But whatever ZOS does will the skills won't matter because so much power (and anti-performant checks) come from proc sets
Maybe Blinding Flashes will return since the game was so much more performant with the old skills.
I'm sure we will be able to play meteor tennis and dynamic ulti gen again to recapture that performance.
Joy_Division wrote: »"Performant" = dumbed down basic functionality.
Part of me thinks this will finally make the Templar worth a crap since this will entail making some sort of changes and a blind squirrel occasionally finds a nut.
But whatever ZOS does will the skills won't matter because so much power (and anti-performant checks) come from proc sets
xylena_lazarow wrote: »If they nerf our skills but leave sets as is, the new camp will be DOA. Zergs all quit because the game seems to want to solely cater to sweaty 12 mans. Nerf the ball group meta and the zergs come back and fill those pop bars.
The recent collapse in zerg populations on PC/NA/GH accelerated after the Azure nerf and the bottom dropped out when the BGs update cannibalized the rest. I used to love waking up 6am my time to hit Cyro before work to catch some Asia/Oceania prime time, and its now 100% dead during those times, 1 bar across, or there's 1 guild painting all the doors on the map 1 color. Often the culprit is a particularly unbeatable ball group, so don't let the best be the enemy of the better.Nerfing ball groups isn’t some magic fix to bring zergs back
xylena_lazarow wrote: »If they nerf our skills but leave sets as is, the new camp will be DOA. Zergs all quit because the game seems to want to solely cater to sweaty 12 mans. Nerf the ball group meta and the zergs come back and fill those pop bars.
I disagree—zergs leaving has less to do with the ball group meta and more with overall performance issues and frustration with unresponsive gameplay. Nerfing ball groups isn’t some magic fix to bring zergs back, especially when the root of the problem lies in lag and server stability.
The reality is that catering to either playstyle without addressing the technical issues won't make Cyrodiil enjoyable for anyone. The game needs better infrastructure and balance, not just targeted nerfs. Blaming sweaty 12-mans feels like a scapegoat instead of looking at the bigger picture.
The_Meathead wrote: »xylena_lazarow wrote: »If they nerf our skills but leave sets as is, the new camp will be DOA. Zergs all quit because the game seems to want to solely cater to sweaty 12 mans. Nerf the ball group meta and the zergs come back and fill those pop bars.
I disagree—zergs leaving has less to do with the ball group meta and more with overall performance issues and frustration with unresponsive gameplay. Nerfing ball groups isn’t some magic fix to bring zergs back, especially when the root of the problem lies in lag and server stability.
The reality is that catering to either playstyle without addressing the technical issues won't make Cyrodiil enjoyable for anyone. The game needs better infrastructure and balance, not just targeted nerfs. Blaming sweaty 12-mans feels like a scapegoat instead of looking at the bigger picture.
We can all only speak to our own experiences on that subject, but many of my friends that took part in Cyrodiil heavily at one point no longer do - and it wasn't because of performance, it was because of frustration with Class Balance but especially with Ball Groups. After one time too many, they just noped off into the sunset when it comes to Cyrodiil.
I know for myself, Ball Groups and lag are connected. I never experience it when they're not present, and while I certainly don't deal with it every time they're in sight, if I have lag - they're the source. I don't know why big zerg on zerg fights don't bring the same sort of lag for me, but my totally peanut gallery non-expert opinion is that it's likely because the amount of calculations being done on such a tiny spot and in such mega-abundance are just too much for the Servers at times.
So, to me (again, this is just me), it's a double whammy.
Ball Groups have caused people to quit playing, because stacking mechanics are out of hand.
Ball Groups/stacked calculations bring lag that larger and less stacked groups of players do not.
If I was ZOS, I'd look there first when trying to correct performance AND to bring back more players. Ball Groups will and should always have a massive advantage over a similar sized or even most larger groups of less organized players because of organization, planning, communication and focus, but the stacking mechanics need to be dialed back for both lag and gameplay reasons.
xylena_lazarow wrote: »The recent collapse in zerg populations on PC/NA/GH accelerated after the Azure nerf and the bottom dropped out when the BGs update cannibalized the rest. I used to love waking up 6am my time to hit Cyro before work to catch some Asia/Oceania prime time, and its now 100% dead during those times, 1 bar across, or there's 1 guild painting all the doors on the map 1 color. Often the culprit is a particularly unbeatable ball group, so don't let the best be the enemy of the better.Nerfing ball groups isn’t some magic fix to bring zergs back
There have been many days where I myself logged out because the only action on the map was a ball group farming a tri keep, and I'm not alone in that respect. Conversely, I'd find myself staying up a little later on the nights where it's all random zerg fights and players are willing to spread out to outposts and resources because they don't feel hard obligated to defend Arrius/Glade/Fare for the entire evening. So yeah, it would bring players back. At least one.Even if ball groups disappeared tomorrow, it wouldn’t magically fix the declining population
MincMincMinc wrote: »The_Meathead wrote: »xylena_lazarow wrote: »If they nerf our skills but leave sets as is, the new camp will be DOA. Zergs all quit because the game seems to want to solely cater to sweaty 12 mans. Nerf the ball group meta and the zergs come back and fill those pop bars.
I disagree—zergs leaving has less to do with the ball group meta and more with overall performance issues and frustration with unresponsive gameplay. Nerfing ball groups isn’t some magic fix to bring zergs back, especially when the root of the problem lies in lag and server stability.
The reality is that catering to either playstyle without addressing the technical issues won't make Cyrodiil enjoyable for anyone. The game needs better infrastructure and balance, not just targeted nerfs. Blaming sweaty 12-mans feels like a scapegoat instead of looking at the bigger picture.
We can all only speak to our own experiences on that subject, but many of my friends that took part in Cyrodiil heavily at one point no longer do - and it wasn't because of performance, it was because of frustration with Class Balance but especially with Ball Groups. After one time too many, they just noped off into the sunset when it comes to Cyrodiil.
I know for myself, Ball Groups and lag are connected. I never experience it when they're not present, and while I certainly don't deal with it every time they're in sight, if I have lag - they're the source. I don't know why big zerg on zerg fights don't bring the same sort of lag for me, but my totally peanut gallery non-expert opinion is that it's likely because the amount of calculations being done on such a tiny spot and in such mega-abundance are just too much for the Servers at times.
So, to me (again, this is just me), it's a double whammy.
Ball Groups have caused people to quit playing, because stacking mechanics are out of hand.
Ball Groups/stacked calculations bring lag that larger and less stacked groups of players do not.
If I was ZOS, I'd look there first when trying to correct performance AND to bring back more players. Ball Groups will and should always have a massive advantage over a similar sized or even most larger groups of less organized players because of organization, planning, communication and focus, but the stacking mechanics need to be dialed back for both lag and gameplay reasons.
Its pretty funny because alot of the times its 1vX mechanics used by a few players look OP. So the Zerg majority population freaks out and screams that it shouldnt exist and things should be easier for zergs.... yada yada more numbers should win and skill shouldnt matter. However then ball groups basically become infinitely powerful with no cap or checks left in place. Inevitably massacring zergs with their own rules they called for.
Avran_Sylt wrote: »MincMincMinc wrote: »The_Meathead wrote: »xylena_lazarow wrote: »If they nerf our skills but leave sets as is, the new camp will be DOA. Zergs all quit because the game seems to want to solely cater to sweaty 12 mans. Nerf the ball group meta and the zergs come back and fill those pop bars.
I disagree—zergs leaving has less to do with the ball group meta and more with overall performance issues and frustration with unresponsive gameplay. Nerfing ball groups isn’t some magic fix to bring zergs back, especially when the root of the problem lies in lag and server stability.
The reality is that catering to either playstyle without addressing the technical issues won't make Cyrodiil enjoyable for anyone. The game needs better infrastructure and balance, not just targeted nerfs. Blaming sweaty 12-mans feels like a scapegoat instead of looking at the bigger picture.
We can all only speak to our own experiences on that subject, but many of my friends that took part in Cyrodiil heavily at one point no longer do - and it wasn't because of performance, it was because of frustration with Class Balance but especially with Ball Groups. After one time too many, they just noped off into the sunset when it comes to Cyrodiil.
I know for myself, Ball Groups and lag are connected. I never experience it when they're not present, and while I certainly don't deal with it every time they're in sight, if I have lag - they're the source. I don't know why big zerg on zerg fights don't bring the same sort of lag for me, but my totally peanut gallery non-expert opinion is that it's likely because the amount of calculations being done on such a tiny spot and in such mega-abundance are just too much for the Servers at times.
So, to me (again, this is just me), it's a double whammy.
Ball Groups have caused people to quit playing, because stacking mechanics are out of hand.
Ball Groups/stacked calculations bring lag that larger and less stacked groups of players do not.
If I was ZOS, I'd look there first when trying to correct performance AND to bring back more players. Ball Groups will and should always have a massive advantage over a similar sized or even most larger groups of less organized players because of organization, planning, communication and focus, but the stacking mechanics need to be dialed back for both lag and gameplay reasons.
Its pretty funny because alot of the times its 1vX mechanics used by a few players look OP. So the Zerg majority population freaks out and screams that it shouldnt exist and things should be easier for zergs.... yada yada more numbers should win and skill shouldnt matter. However then ball groups basically become infinitely powerful with no cap or checks left in place. Inevitably massacring zergs with their own rules they called for.
Well, TBH this game doesn't really have the equivalent of picking up a Rocket Launcher. Or a Single-target Nuke, that could help with breaking the 1vX'er and stripping players out of a ball-group.
Heh. Maybe make a lasso skill that has a range of up to 40m to pull them out from under the protection of the ball. (Roll-dodgeable though, best to try and fish out players not paying attention).
Avran_Sylt wrote: »Well, TBH this game doesn't really have the equivalent of picking up a Rocket Launcher. Or a Single-target Nuke, that could help with breaking the 1vX'er and stripping players out of a ball-group.
Heh. Maybe make a lasso skill that has a range of up to 40m to pull them out from under the protection of the ball. (Roll-dodgeable though, best to try and fish out players not paying attention).