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How Popular Will the "Vengeance" Cyrodiil Instance be?

kojou
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Just curious what the forum population's opinion is.

I hope it will create more fair fights with large battles with many players. I am also hoping that class identity will be a bigger factor since you will only be playing class skills. I also hope it will be easier for the developers to balance since there will be less variables to have to worry about when adjusting something that is over performing.

If it can do all this, my opinion is that it will take off as the preferred way to PvP.

I know there are some theory-crafters that will be disappointed, but I look at this like ESO's equivalent of "One Make Racing" where everyone is running identical specs and player/team skill will decide who wins battles.
Playing since beta...
  • LunaFlora
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    i think it seems interesting and I'll definitely try it out
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • Chilly-McFreeze
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    Sounds interesting.
    My concerns are
    1. will enough playstyles per class be supported (e.g. will sorc be narrowed to "magsorc only instead of allowing "stamsorc" etc)
    2. how balanced will those templates be (if 1 class template gets far more power than others it's a bit niffy)
    3. wouldn't ranked BG be the better place for template vs template fights? (I understand why they test it in cyro - just from a design decision)
      [/list
  • MincMincMinc
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    kojou wrote: »
    Just curious what the forum population's opinion is.

    I hope it will create more fair fights with large battles with many players. I am also hoping that class identity will be a bigger factor since you will only be playing class skills. I also hope it will be easier for the developers to balance since there will be less variables to have to worry about when adjusting something that is over performing.

    If it can do all this, my opinion is that it will take off as the preferred way to PvP.

    I know there are some theory-crafters that will be disappointed, but I look at this like ESO's equivalent of "One Make Racing" where everyone is running identical specs and player/team skill will decide who wins battles.

    Well testing wise in this implementation yeah it will be one make racing. A hot on one class will be the same on another. Class identity will be flushed out in unique skills like streak or cloak or deep breath or sunshield. Ults will become more important and defining. Ults will feel impactful and defining build wise.

    The important thing is to not spend the whole test complaining about how limiting the builds are..... that is the whole point of the test to be limited. Focus talking about:
    • the performance and clarity of combat.
    • Do skills and ultimates feel like they are doing something?
    • Currently most skills are watered down because now everything is balanced around having 1-2 extra passives on skills. Do damage skills feel more impactful since they are just raw damage?
    • Are gap closers useful now that snares arent tied to every skill and everyone isnt spamming RATs causing a "redlight greenlight feeling".
    • Are ball groups limited now that they can't stack 12x the stats with overperforming group sets? Or extra hots on skills that let them do 400% their hp pool each tick on 12 people. Or without proc set pulls that are not telegraphed? etc.
    We should use the insightful and awesome buttons more
  • Remathilis
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    Sounds interesting.
    My concerns are
    1. will enough playstyles per class be supported (e.g. will sorc be narrowed to "magsorc only instead of allowing "stamsorc" etc)
    2. how balanced will those templates be (if 1 class template gets far more power than others it's a bit niffy)
    3. wouldn't ranked BG be the better place for template vs template fights? (I understand why they test it in cyro - just from a design decision)
      [/list

    If the point was to create a perfect balanced pvp, I would agree with the latter. However, I think the point is to strip characters down to the fewest moving pieces to see if they can get everyone in One Cyrodiil. After that, they will start trading capacity for customization until they find an acceptable balance.
  • Dojohoda
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    I will participate in the test.
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • kojou
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    Sounds interesting.
    My concerns are
    1. will enough playstyles per class be supported (e.g. will sorc be narrowed to "magsorc only instead of allowing "stamsorc" etc)
    2. how balanced will those templates be (if 1 class template gets far more power than others it's a bit niffy)
    3. wouldn't ranked BG be the better place for template vs template fights? (I understand why they test it in cyro - just from a design decision)
      [/list

    Not sure how they will handle Magicka vs Stamina, but the lines are blurred on that right now anyway, so I don't know that it matters as much anymore. I think the bigger question is how will all the weapon types be supported.

    As for one class being META, I hope that it will be easier to identify something that is over performing and correct it when the number of skills and what the skills do are this limited.

    As for BG vs AvA, since BGs already have a small population per fight the impact is lower to have all the build choices available at least from a game performance perspective. My understanding is that the goal is to allow large fights with less population restriction in the AvA battles. I assume if this becomes a popular way to play, it could be extended to BGs as well.

    Playing since beta...
  • Jierdanit
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    Sounds interesting.
    My concerns are
    1. will enough playstyles per class be supported (e.g. will sorc be narrowed to "magsorc only instead of allowing "stamsorc" etc)
    2. how balanced will those templates be (if 1 class template gets far more power than others it's a bit niffy)
    3. wouldn't ranked BG be the better place for template vs template fights? (I understand why they test it in cyro - just from a design decision)
      [/list

    No thanks we do not need that garbage in BGs.

    Can very much stay in cyro where they actually want to fix the performance.
    Edited by Jierdanit on 13 January 2025 17:31
    PC/EU, StamSorc Main
  • MincMincMinc
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    Zos also hasnt come out to talk about their stance on pve vs pvp. Prior they had always said that they wanted pve and pvp to be equivalent feeling and numbers wise. It was mainly to help new players not get confused, but over the years that design concept doesnt hold much salt now. Most new players can hardly tell what is going on in combat now with all of the added buffs, procs, animations going on.

    New skills lets zos balance pve and pvp seperately. Effectively they will have two games to balance, but atleast the team can listen to feedback more clearly instead of "This is strong in pvp, nerf it"...... " That is needed in pve, dont nerf it"
    We should use the insightful and awesome buttons more
  • kojou
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    Zos also hasnt come out to talk about their stance on pve vs pvp. Prior they had always said that they wanted pve and pvp to be equivalent feeling and numbers wise. It was mainly to help new players not get confused, but over the years that design concept doesnt hold much salt now. Most new players can hardly tell what is going on in combat now with all of the added buffs, procs, animations going on.

    New skills lets zos balance pve and pvp seperately. Effectively they will have two games to balance, but atleast the team can listen to feedback more clearly instead of "This is strong in pvp, nerf it"...... " That is needed in pve, dont nerf it"

    I think the "new" limited AvA experience will be better for new players. The skills should be roughly similar to what they are already used to with their class, but they won't have to farm all the META sets and skill lines to be relevant.
    Playing since beta...
  • MincMincMinc
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    kojou wrote: »
    Zos also hasnt come out to talk about their stance on pve vs pvp. Prior they had always said that they wanted pve and pvp to be equivalent feeling and numbers wise. It was mainly to help new players not get confused, but over the years that design concept doesnt hold much salt now. Most new players can hardly tell what is going on in combat now with all of the added buffs, procs, animations going on.

    New skills lets zos balance pve and pvp seperately. Effectively they will have two games to balance, but atleast the team can listen to feedback more clearly instead of "This is strong in pvp, nerf it"...... " That is needed in pve, dont nerf it"

    I think the "new" limited AvA experience will be better for new players. The skills should be roughly similar to what they are already used to with their class, but they won't have to farm all the META sets and skill lines to be relevant.

    For new and pve players for sure, this will be leaps and bounds better for them to jump in and learn. I always found it strange seeing new and bad players in greyhost. The more options and build choices to make, the weaker you are against someone who minmaxes every 0.1%....... I would know I abuse every numerical choice I can with 10 years of knowledge and hours testing each day.
    We should use the insightful and awesome buttons more
  • xylena_lazarow
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    the weaker you are against someone who minmaxes every 0.1%....... I would know I abuse every numerical choice I can with 10 years of knowledge and hours testing each day.
    As one of these minmaxers, I've no interest in a diet Cyro over other PvP games like Rivals or Fortnite or whatever, and no faith it'll be balanced unless the classes are just skins. However, if it kills the ball group meta, I'm giving it a shot.

    I haven't changed my build or looked at CMX in months, and this hasn't bothered me as much as I thought it would.
    Edited by xylena_lazarow on 13 January 2025 17:15
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • TechMaybeHic
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    During test week where it's the only campaign; I'd say probably around whatever Gray Host gets to on PCNA now. I'd say I hear more from players not interested in it at all; but there will be novelty to draw others, and the higher cap might look good. I'd say the games struggling to attract with or without the tests, honestly.

    As an optional campaign, or if they ever try this in some way down the road; I'd say it's DOA. Might be better to make an Elder Scrolls version of Mordhaus or Planetside standalone game at that point.

    Fun for a change up maybe; but it would never hold interest long term
  • Veinblood1965
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    It will be interesting, that being said I think it will come down to a few OP classes being played. I mean there are some class skills that just outperform other classes in PVP, Sorc for example or DK. Both classes have a lot of "tools" in their kit. Anything is better than the No-CP zones which are ghost-lands. Also depending on whether you are grouped or not. It might be fun if you are grouped to have a few different classes in your group for various needs versus solo where you need to be playing a well rounded class.
    Edited by Veinblood1965 on 13 January 2025 17:20
  • MincMincMinc
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    the weaker you are against someone who minmaxes every 0.1%....... I would know I abuse every numerical choice I can with 10 years of knowledge and hours testing each day.
    As one of these minmaxers, I've no interest in a diet Cyro over other PvP game like Rivals or Fortnite or whatever, and no faith it'll be balanced unless the classes are just skins. However, if it kills the ball group meta, I'm giving it a shot.

    I haven't changed my build or looked at CMX in months.

    Regardless of ballgroup I would rather peoples actions have more input into pvp than what sets or passive buffs they are sitting on. Ideally I would want pvp to be nocp entirely. Proc damage sets like vipers, tarnished, sloads to do no damage. With skills being brought back to earth being only actives that are more unique.

    Skills and stat sets can be way more interesting, its sad that people these days cant even comprehend a game where your active skills are interesting. One example would be crit surge for stamsorcs. If they made it simpler and got rid of the cooldown, suddenly buildpaths sprout up everywhere. You could suddenly build a dotsorc to get more ticks in a 1v1. You could fight outnumbered and have something to level the playingfield heal wise. Crit becomes a more interesting stat, dots become more interesting, you know suddenly building isnt just about stacking pen and wd with 4 timeable light attack procs.
    We should use the insightful and awesome buttons more
  • SaffronCitrusflower
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    A homogenized version of Cyro will not hold peoples interest for long. And it will result in one of two scenarios playing out. First, everyone will play the same class as it will be the strongest. Or second, people will just give up on ESO and play a game that has decent PvP.
  • Tommy_The_Gun
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    Big pros for me:
    - There will be no proc sets at all, so no annoying pull/push sets & burst dmg sets.
    - Limited skills (class only), so no Scribing, no Vamp, no Resto or Destro staff dominance.
    - Limited AOE / Group healing / DMG Shields (they teased that for example in order to heal other player, you will have to target that player). Hopefully, that means either no ball groups at all, or ball groups that can be stopped.

    Unknowns:
    It all depends how class skills will be balanced and what "Vengeance" versions of those skills will do. For instance:
    - Streak will streak, but will it have other effects or ramping cost ? There will be no way to buff up movement speed & gap closers will be limited to class only, and range of those is already low.
    - Cloak. How will it work ? Will it Cloak you at all ? Sources of detection will also be limited (detection potions may become mandatory ?).

    Those are just some examples, but depending on how it will be done, it may actually make class choice important again. Each class will be "OP" at something again.

    For me, there are really no serious cons. The only thing I am worried about is that PvP related achievements will be "on" and you will be able to get some, while I sincerely belive that for a madnes test like this PvP related achievements should be disabled for obvious reasons.
    Edited by Tommy_The_Gun on 13 January 2025 17:40
  • MincMincMinc
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    A homogenized version of Cyro will not hold peoples interest for long. And it will result in one of two scenarios playing out. First, everyone will play the same class as it will be the strongest. Or second, people will just give up on ESO and play a game that has decent PvP.

    Eso only got popular because of its pvp combat early on, which was mostly simplified straight forward skills and sets.

    Now adays we have been in a declining population since the skyrim releases with overcomplicated skills and sets getting worse and worse. Just go look at the new sets this patch.... they are all paragraph long proc sets. (comical that one dev is on fire screaming that the game is failing to function due to complicated skills and sets.... then another dev is releasing worse and worse complicated sets.)
    We should use the insightful and awesome buttons more
  • Estin
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    It's double AP and the only available campaign during its testing week, so it's going to be populated no matter what.

    As for it's popularity, people are going to need to understand that this isn't going to be the final product. Class skills and templated stats are only there for the test because everything else is disabled. More will be added to it down the road. The stream team seems to have gotten more information than what was provided to us, and the consensus looks to be that it's not going to become like a hero shooter with minimal loadout options. Other skill lines and sets do look like they're going to be added later. The whole idea of the test is to to pinpoint the performance issues so and balance skills specifically for PvP so we can get something similar to what we currently have but with a massive increase to population.
  • xylena_lazarow
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    Eso only got popular because of its pvp combat early on, which was mostly simplified straight forward skills and sets.
    Two of the sets that I got gud on in 2014 were Twin Sisters, probably the craziest bleed proc ever, and Whitestrake, a shield proc that auto saved you from being bursted once every 15 seconds. Stat sets were kinda boring to me in that you just go for the biggest or most dense numbers in support of whatever playstyle, whereas procs also did stuff.

    This game in 2014 was full of bizarre math like Resto being BIS for PvE damage at one point. There was no straightforward path leading to weird overpowered tactics like animation cancelling or perma block casting. Turned out if you run Weighted and ani cancel like a skooma fiend, you could run those perma block casters out of stam, but few bothered trying.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Muizer
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    kojou wrote: »
    I know there are some theory-crafters that will be disappointed

    Because the rule set is going to be different for one week? That doesn't make sense.
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • robpr
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    If its gonna be double AP then it will be popular no matter the contents.

    If its gonna be just 50% then people will hop in just to check as its first time something new happened since adding destroyable bridges and gates.
  • IncultaWolf
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    I'll try it out. But if the test is successful I hope it only stays in Cyrodiil. I'm a battlegrounds player first and I don't want my builds to be limited.
  • Stamicka
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    Among ESO’s current population it probably won’t be that popular. Most people left just like to outbuild and cheese other people. I think this is part of the reason no proc wasn’t a big success.

    I think people from more serious PvP games or old ESO would like it since it’ll probably be more balanced and it’ll allow them to fit more people in Cyrodiil.

    I definitely like the idea so I’ll be happy to check this out,
    PC NA and Xbox NA
  • MincMincMinc
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    Eso only got popular because of its pvp combat early on, which was mostly simplified straight forward skills and sets.
    Two of the sets that I got gud on in 2014 were Twin Sisters, probably the craziest bleed proc ever, and Whitestrake, a shield proc that auto saved you from being bursted once every 15 seconds. Stat sets were kinda boring to me in that you just go for the biggest or most dense numbers in support of whatever playstyle, whereas procs also did stuff.

    This game in 2014 was full of bizarre math like Resto being BIS for PvE damage at one point. There was no straightforward path leading to weird overpowered tactics like animation cancelling or perma block casting. Turned out if you run Weighted and ani cancel like a skooma fiend, you could run those perma block casters out of stam, but few bothered trying.

    That sounds all good and peachy, but the two major negatives are that you start undermining the GCD system and clutter combat with animations. Before each player would have 2-3 animations outgoing and now you can have the 2-3 skill animations and a monster animation, 2 sets, and a mythic, arena. Idk I would rather they keep the integrity of the combat system and make skills and stats more interesting or interactive with each other.

    Stat sets are boring and you just go for the most dense set...... proc sets are boring and you just go for the highest tooltip that automatically kills someone for you. The difference is that the stat requires someone to actively attack you to do damage, where the proc set can just passively do damage for you outside of the gcd system.

    Well the old perma block became a thing when zos changed the rules of what hit block. Before all dots would hit each tick of block cost, meaning you could gas out someone blocking fairly easily solo with dots. When these effects stopped hitting block, now you could only hit 2-3 ticks instead of the full 8 per second. Today the only reason you can stop permablock builds is with unblockable stuns or by accidentally catching them out when weapon swapping.
    We should use the insightful and awesome buttons more
  • Soarora
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    I think it will be popular in that people who don't normally PvP will come in and everyone who does normally PvP will be funneled into it. The newness and the shortness of the test will likely result in a high population. If a mode like this was made available permanently then I think it would serve as a good way to get PvErs into PvP, perhaps serving as a replacement for <50 or no cp, but I doubt it would become more popular than standard cyrodiil.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 4/8 Tris
    • Dungeons: 32/32 HMs - 24/26 Tris
    • All Veterans completed!

      View my builds!
  • Joy_Division
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    Big pros for me:
    - There will be no proc sets at all, so no annoying pull/push sets & burst dmg sets.
    - Limited skills (class only), so no Scribing, no Vamp, no Resto or Destro staff dominance.
    - Limited AOE / Group healing / DMG Shields (they teased that for example in order to heal other player, you will have to target that player). Hopefully, that means either no ball groups at all, or ball groups that can be stopped.

    Unknowns:
    It all depends how class skills will be balanced and what "Vengeance" versions of those skills will do. For instance:
    - Streak will streak, but will it have other effects or ramping cost ? There will be no way to buff up movement speed & gap closers will be limited to class only, and range of those is already low.
    - Cloak. How will it work ? Will it Cloak you at all ? Sources of detection will also be limited (detection potions may become mandatory ?).

    Those are just some examples, but depending on how it will be done, it may actually make class choice important again. Each class will be "OP" at something again.

    For me, there are really no serious cons. The only thing I am worried about is that PvP related achievements will be "on" and you will be able to get some, while I sincerely belive that for a madnes test like this PvP related achievements should be disabled for obvious reasons.

    Was there an announcement saying there would be no proc sets or what the campaign conditions? A page, thread, or video where all the information we know is compiled somewhere?
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • kojou
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    Big pros for me:
    - There will be no proc sets at all, so no annoying pull/push sets & burst dmg sets.
    - Limited skills (class only), so no Scribing, no Vamp, no Resto or Destro staff dominance.
    - Limited AOE / Group healing / DMG Shields (they teased that for example in order to heal other player, you will have to target that player). Hopefully, that means either no ball groups at all, or ball groups that can be stopped.

    Unknowns:
    It all depends how class skills will be balanced and what "Vengeance" versions of those skills will do. For instance:
    - Streak will streak, but will it have other effects or ramping cost ? There will be no way to buff up movement speed & gap closers will be limited to class only, and range of those is already low.
    - Cloak. How will it work ? Will it Cloak you at all ? Sources of detection will also be limited (detection potions may become mandatory ?).

    Those are just some examples, but depending on how it will be done, it may actually make class choice important again. Each class will be "OP" at something again.

    For me, there are really no serious cons. The only thing I am worried about is that PvP related achievements will be "on" and you will be able to get some, while I sincerely belive that for a madnes test like this PvP related achievements should be disabled for obvious reasons.

    Was there an announcement saying there would be no proc sets or what the campaign conditions? A page, thread, or video where all the information we know is compiled somewhere?

    So far just the Twitch stream, which showed:
    - No Passives (Champion or Otherwise)
    - No Set Bonuses
    - No Skills Outside of some limited versions of class skills

    I'm sure there will be more details soon, but they will be putting a new campaign in the live server for a performance test for us to see how it works. This may be what gets me to do some PvP more regularly if it works. :smile:
    Edited by kojou on 13 January 2025 20:31
    Playing since beta...
  • SeaGtGruff
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    I'll wait until after I try it out to form an opinion, but I'm definitely looking forward to trying it out.

    If the older campaigns are still an option once the new campaign is out of the testing phase and has gone live, I might stick to my existing home campaign, at least for a while, because I've never changed my home campaign before and am not sure how that works as far as the best way to go about it, what if any penalties might be incurred for switching, etc.
    I've fought mudcrabs more fearsome than me!
  • Kickimanjaro
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    I am disappointed because I assumed that the test Cyrodiil campaign would be live on PTS today for me to start looking at how to run my build and coordinate with my group.

    Do we know if it will ever come to PTS first or just to the live server for that one week?

    I'll definitely participate when it goes live, glad that they're trying something with Cyrodiil rather than just letting it fester like they have been.
  • silky_soft
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    kojou wrote: »
    So far just the Twitch stream, which showed:
    - No Passives (Champion or Otherwise)
    - No Set Bonuses
    - No Skills Outside of some limited versions of class skills

    I'm sure there will be more details soon, but they will be putting a new campaign in the live server for a performance test for us to see how it works. This may be what gets me to do some PvP more regularly if it works. :smile:


    This is the only written thing I have seen. So rip tri-pot spammers.

    Update 45
    Arriving in tandem with the dungeon DLC is the Update 45 base-game patch. This free update includes a host of changes and improvements that all ESO players can enjoy.

    Cyrodiil Champions Test Campaign

    Update 45 introduces the early stages of the new Cyrodiil Champions test PvP campaign. When playing a Cyrodiil Champions test campaign, you and your fellow players are locked to specific class builds, including abilities, attributes, and items. This test allows us to monitor how the server reacts to simplified abilities, with the goal being to collect data and help us plan for the future of Cyrodiil and abilities.

    During this test, seven set Cyrodiil Champion classes are available, and access to some features are blocked, including Crown Store provisions, items not included in the class templates, and more. During a Cyrodiil Champions campaign, all competitors are at equal power levels—it all comes down to skill!

    Note that with Update 45, we are only just beginning to test the Cyrodiil Champions campaigns. Expect a full rollout with greater options and a more polished experience in the future.

    This recent update has made me sad. Sad for the game. Sad for the community. Sad to pay whatever it is now. I want the previous eso back.
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