CatoUnchained wrote: »Yes, they said it was just a test. But those of us who've spent months enduring previous tests and seen the results know how this movie ends. The only thing they've ever done in the past in response to "tests" is lower the pop cap and half the group size. So, no need to panic....not yet anyway.
It wasn't skillful play... unless it was Dragonknight 1vXing in Vengeance CyrodiilThe_Meathead wrote: »Major_Mangle wrote: »There were only really one class that could reliably do more than 1v1 and that was NB. Not that it was impossible on other classes, but other than that Vengeance had very little room for expressing skill.
I'd agree with this. I was able to 1v2/3 a few times on my Templar by rolling a lot and pebble-humping (I know, I know, I'm amazing) but by and large, there just wasn't enough range in possible action for skill to shine enough to say I really outplayed anyone. By and large, Vengeance was just about who got the drop or had buddies, which was fun in its novelty to me but very, very limiting.
There's so much more going on, far far faster, and with greater disparity and variance in current PvP than was on display in Vengeance, that while I absolutely understand the warm fuzzy feeling people felt as they killed someone whose @name is usually a death wish to engage and even kinda felt it myself a few times, it's something of a false positive. Winning a race on a slow single speed go-cart where you just smash the gas pedal is only so much of a victory imo.
As Mangle mentioned, the class kits weren't balanced in the slightest either; something ZOS emphasized heavily in response whenever it was brought up. So, I have a hard time saying skill was truly highlighted in Vengeance, when to me it was pretty marginalized by the lack of how far play could take you.
Joy_Division wrote: »If ZOS gave us some customization, removed the silly AoE cap of 3, [...] I do think Vengeance has potential.
On the contrary, I think that the AOE cap at 3 is a very good thing, especially against ballgroups.
And it's likely that it also has a significant impact on lag.
It was truly something special. A glimpse into what Cyrodiil used to be and a look into the future towards what I can be again... Lastly, an ugly reminder of what Cyrodiil has devolved into currently. I really hope it isn't as you say and they take years to engineer Vengeance into a complete experience with Weapon/Armor Skills, Guild Skills and passives.colossalvoids wrote: »It might have been just a system test that has nothing to do with anything that would become Cyro in the future but when after being out of combat (when you're actually out of combat), not seeing ball groups, seeing action on multiple fronts any time of the day, massive sieges, no ganking nor tanking 10+ people, having no need for reveal and being able to cloak that works, skills being impactful and players being equalised with no more tree huggers and rock runners alive to see the resource tower it feels wrong to play what's on live now. I felt very sceptical but I simply don't want to participate in the mess it is currently anymore when I saw the template for how it could be actually fun. A shame next test would probably be in a year with ZOS speeds and the results would translate to live environment in another two to three most probably.
Major_Mangle wrote: »MincMincMinc wrote: »Joy_Division wrote: »I don't think they can do anything that will make the player base happy. I think everyone should take a trip down memory lane in the forums at look at all the complaints from years past. The complaints have gone from "All this game is good for is zerg, zerg, zerg. There's no room for individuality or small scale" to "This game is too unbalanced and now groups of 12 can beat groups of 20" and everything in between. This game is played by too many emotional people that will never be happy no matter what. Now there are calls for making vengeance permanent? LOL.... Give me a break.
We don;t need top be happy as in PvP is perfect, in the just what I want way. All ZOS needs to do is provide an environment in which many different type of players can find something they enjoy about PvP and feel like they can meaningfully contribute.
Sure, we complained a lot about the early days of Cyordiil. It was zergy because the pop caps were so high. But any of the old 1vXers would say that was the best time to 1vX. We had ball groups being ball groups, but what they could do with 24 was not as powerful/disruptive with what they can do with 12 today. We had broken builds and bad balance, but also those epic fights such that even "casual" players would consistently have fights in which they could get kills and weren't constantly matched-up with sweats who would take their lunch money. In short, there was something for everyone. Even if it wasn't everything we wanted.
I would say much was the same about Vengeance. There were a lot of things I would do differently: the balance was not there, the AoE cap of 3 is silly, weapons were pointless, etc. So, yeah, complaints. BUT, the test was still fun because it did bring PvP elements that were enjoyable (epic fights, constant fights, no unkillable builds, etc.) that do not exist on Live and, importantly, provided many opportunities for "casual' players to do things and feel as if they are making a contribution, even if it is just zerging down the next castle. I am not fully happy with everything about Vengeance, but I would be happy to play it.
I respect your thought and opinions. The test was fun for a short time. Many people like Cyrodiil just the way it is, or with a few tweaks. Stuck in combat, free pull sets, healing being issues that could be worked out. But gutting Cyrodiil so casuals can feel like they have an impact would not be good. People would start asking for a difficulty slider for Cyrodiil too.
Funny, most of the top tier pvpers would counter your statement. Having dlc cheese carry proc and pull sets is the only reason casuals are impactful. For me seeing someone say they couldn't 1v2 or 1vX in vengeance just tells me where they stand mechanically.
Take vengeance and give some stat choices through rebalanced: enchants, mundus, sets, etc. you will quickly see who is suddenly a real casual.
I only RP as a top tier player. Also, most people who claim to be top tier PvPers were outed as frauds during vengeance.
There were only really one class that could reliably do more than 1v1 and that was NB. Not that it was impossible on other classes, but other than that Vengeance had very little room for expressing skill. Claiming sets (or whatever excuse one need to feel better about themselves) is the major source of someone's success is some insane coping mechanism. Sure there are sets and other things that could use some rebalance but proper itemization is as much of a skill/knowledge as using the "wrong gear" is a skill issue as well.
Most people I see saying things like "Hehe these players aren´t actually as good as they think there were, they were just carried by sets" would say this while simultaneously sitting in the 50-100 man blobs Vengeance allowed and outnumber said people they complain about. I don´t care how people play in Cyrodiil, it´s their business, but the amount of excuses and mental gymnastic people manage to come up with is nothing less than top tier entertainment.
I personally found Vengeance bland/boring. I hope the data zos could gather can be used to improve performance, increase population without removing/restricting the version of Cyrodiil we currently have.
TyrantNikolai wrote: »Cyrodiil the way it is currently is hot garbage and cheesy no life players feeling good about killing someone only when they can get a 500 balorghs. However Vengeance would need more added to it to make the long term game play rewarding instead on just earning ap. If zos could just balance sets and add counters to high health tanky cheese builds.
MincMincMinc wrote: »Joy_Division wrote: »I don't think they can do anything that will make the player base happy. I think everyone should take a trip down memory lane in the forums at look at all the complaints from years past. The complaints have gone from "All this game is good for is zerg, zerg, zerg. There's no room for individuality or small scale" to "This game is too unbalanced and now groups of 12 can beat groups of 20" and everything in between. This game is played by too many emotional people that will never be happy no matter what. Now there are calls for making vengeance permanent? LOL.... Give me a break.
We don;t need top be happy as in PvP is perfect, in the just what I want way. All ZOS needs to do is provide an environment in which many different type of players can find something they enjoy about PvP and feel like they can meaningfully contribute.
Sure, we complained a lot about the early days of Cyordiil. It was zergy because the pop caps were so high. But any of the old 1vXers would say that was the best time to 1vX. We had ball groups being ball groups, but what they could do with 24 was not as powerful/disruptive with what they can do with 12 today. We had broken builds and bad balance, but also those epic fights such that even "casual" players would consistently have fights in which they could get kills and weren't constantly matched-up with sweats who would take their lunch money. In short, there was something for everyone. Even if it wasn't everything we wanted.
I would say much was the same about Vengeance. There were a lot of things I would do differently: the balance was not there, the AoE cap of 3 is silly, weapons were pointless, etc. So, yeah, complaints. BUT, the test was still fun because it did bring PvP elements that were enjoyable (epic fights, constant fights, no unkillable builds, etc.) that do not exist on Live and, importantly, provided many opportunities for "casual' players to do things and feel as if they are making a contribution, even if it is just zerging down the next castle. I am not fully happy with everything about Vengeance, but I would be happy to play it.
I respect your thought and opinions. The test was fun for a short time. Many people like Cyrodiil just the way it is, or with a few tweaks. Stuck in combat, free pull sets, healing being issues that could be worked out. But gutting Cyrodiil so casuals can feel like they have an impact would not be good. People would start asking for a difficulty slider for Cyrodiil too.
Funny, most of the top tier pvpers would counter your statement. Having dlc cheese carry proc and pull sets is the only reason casuals are impactful. For me seeing someone say they couldn't 1v2 or 1vX in vengeance just tells me where they stand mechanically.
Take vengeance and give some stat choices through rebalanced: enchants, mundus, sets, etc. you will quickly see who is suddenly a real casual.
It was truly something special. A glimpse into what Cyrodiil used to be and a look into the future towards what I can be again... Lastly, an ugly reminder of what Cyrodiil has devolved into currently. I really hope it isn't as you say and they take years to engineer Vengeance into a complete experience with Weapon/Armor Skills, Guild Skills and passives.colossalvoids wrote: »It might have been just a system test that has nothing to do with anything that would become Cyro in the future but when after being out of combat (when you're actually out of combat), not seeing ball groups, seeing action on multiple fronts any time of the day, massive sieges, no ganking nor tanking 10+ people, having no need for reveal and being able to cloak that works, skills being impactful and players being equalised with no more tree huggers and rock runners alive to see the resource tower it feels wrong to play what's on live now. I felt very sceptical but I simply don't want to participate in the mess it is currently anymore when I saw the template for how it could be actually fun. A shame next test would probably be in a year with ZOS speeds and the results would translate to live environment in another two to three most probably.
If you decided you needed to follow the zerg and press some buttons, thats all cool. Meanwhile, people like me were making our own fun across the map, pressuring different resources, keeps and making plays on towns. If you find it boring, thats cool. Lag, ballgroups, bombs and blocktanks isn't for me tho. In otherwords, yes it was special in a good way objectively whether or not one decides to take a blind eye towards the server performance. Here comes the PVE strawman again!DeadlySerious wrote: »There was nothing what so ever "special" about the vengeance zerg fest.
It was not a glimpse into what Cyrodiil used to be. It was nothing like what Cyrodiil used to be. The difference was akin to driving a pedal car vs. driving a real car. (the pedal car being vengeance mode) It was boring a PvP experience as I've ever had. It was just follow the zerg and press some buttons. Nothing else to it. I think that's why the PvE'rs were so happy with it.
If you decided you needed to follow the zerg and press some buttons, thats all cool.DeadlySerious wrote: »There was nothing what so ever "special" about the vengeance zerg fest.
It was not a glimpse into what Cyrodiil used to be. It was nothing like what Cyrodiil used to be. The difference was akin to driving a pedal car vs. driving a real car. (the pedal car being vengeance mode) It was boring a PvP experience as I've ever had. It was just follow the zerg and press some buttons. Nothing else to it. I think that's why the PvE'rs were so happy with it.
The problem is that ballgroups don't fight each other.. they fight casual and solo players inside of a trikeep, and farm AP. That's all they do. They contribute to nothing in their own faction. I've seen ballgroups use a scroll (even their own) as a source to AP farm. Rarely do I see them run the scroll back. They hold it as long as they can to lure people.
Joy_Division wrote: »Joy_Division wrote: »If ZOS gave us some customization, removed the silly AoE cap of 3, [...] I do think Vengeance has potential.
On the contrary, I think that the AOE cap at 3 is a very good thing, especially against ballgroups.
And it's likely that it also has a significant impact on lag.
I don't know if you played in ESO's early days or paid attention to the debates we had about AoE caps, but we know the following as per admitted by ZOS
- Ballgroups benefited heavily from AoE caps
- AoE caps had a negative impact on performance
- AoE caps led to undesirable AvAvA play patterns
53:00 mark. That was the lead combat dev.
Joy_Division wrote: »Joy_Division wrote: »If ZOS gave us some customization, removed the silly AoE cap of 3, [...] I do think Vengeance has potential.
On the contrary, I think that the AOE cap at 3 is a very good thing, especially against ballgroups.
And it's likely that it also has a significant impact on lag.
I don't know if you played in ESO's early days or paid attention to the debates we had about AoE caps, but we know the following as per admitted by ZOS
- Ballgroups benefited heavily from AoE caps
- AoE caps had a negative impact on performance
- AoE caps led to undesirable AvAvA play patterns
53:00 mark. That was the lead combat dev.
Everything that the devs wanted to put in place to counter the ballgroups, namely the sets that impact the groups or the skill modifications, not only did it have no effect on the Ballgroups but it strengthened the Bombers who became legion and do not even dare to attack the ballgroups.
I am not against the existence of Ballgroups but against their omnipotence.
I don't want to stop players from playing in guilds in Cyrodiil, but when they are unstoppable, it is very frustrating and the gaming experience becomes painful for most players.
So this debate between devs is very nice, but here is what we see:
- ballgroups use AoE without cap
- everytime a ballgroup arrives, lag also arrives
- in the Vengeance campaign, AOE limited to 3 = no Ballgroup, and no lag (but I don't know if it's related to that)
Of course I'm just a player and not a zos-dev (and they know all this much better than I do), but I've been playing this game in Cyrodiil for 11 years and I've seen things evolve
Now I'm ready to hear anything as long as cyrodiil becomes fun to play again.
MincMincMinc wrote: »CatoUnchained wrote: »Vengeance is closer to the original game mode than live is. PVP in Cyrodiil was more like this before the One Tamriel patch. Vengeance IS an effort to fix the original game mode. Procrodiil is not the original game mode.CatoUnchained wrote: »Please, please, please, DO NOT mandate any version of the vengeance mode on us.
My biggest fear is ZOS is putting all it's time and resources devoted to vengeance versions of PvP rather than making any effort to fix the actual Cyrodiil game mode we all got addicted to in the beginning. We don't need a new version of PvP. We need the old version to be fixed, tweaked or whatever you want to call it. We need RoA to be "monsters only" and for shield and heal stacking to be limited to only one instance of each skill. We DO NOT need a whole new game mode, that, IMO, was absolutely horrible in every way.
Why is ZOS focusing on a new game mode more than fixing the original game mode? .......I think the answer is obvious, but only ZOS knows for sure.
No, vengeance mode is NOTHING like the original game mode. It's a totally different game played on the same map.
Vengeance is very very close to the original cyrodil up until about 2016. The whole purpose was the scale of battles seen during vengeance. Crazy that Live is so far gone people thought 30 man keep fights was a "big fight"
If you decided you needed to follow the zerg and press some buttons, thats all cool. Meanwhile, people like me were making our own fun across the map, pressuring different resources, keeps and making plays on towns. If you find it boring, thats cool. Lag, ballgroups, bombs and blocktanks isn't for me tho. In otherwords, yes it was special in a good way objectively whether or not one decides to take a blind eye towards the server performance. Here comes the PVE strawman again!DeadlySerious wrote: »There was nothing what so ever "special" about the vengeance zerg fest.
It was not a glimpse into what Cyrodiil used to be. It was nothing like what Cyrodiil used to be. The difference was akin to driving a pedal car vs. driving a real car. (the pedal car being vengeance mode) It was boring a PvP experience as I've ever had. It was just follow the zerg and press some buttons. Nothing else to it. I think that's why the PvE'rs were so happy with it.
What do you lose being able to dunk on more PVE players? Is it because in Vengeance you can't because you can't exploit the broken sets? I was dunking on people during Vengeance week and it felt great.If you decided you needed to follow the zerg and press some buttons, thats all cool. Meanwhile, people like me were making our own fun across the map, pressuring different resources, keeps and making plays on towns. If you find it boring, thats cool. Lag, ballgroups, bombs and blocktanks isn't for me tho. In otherwords, yes it was special in a good way objectively whether or not one decides to take a blind eye towards the server performance. Here comes the PVE strawman again!DeadlySerious wrote: »There was nothing what so ever "special" about the vengeance zerg fest.
It was not a glimpse into what Cyrodiil used to be. It was nothing like what Cyrodiil used to be. The difference was akin to driving a pedal car vs. driving a real car. (the pedal car being vengeance mode) It was boring a PvP experience as I've ever had. It was just follow the zerg and press some buttons. Nothing else to it. I think that's why the PvE'rs were so happy with it.
It's not a strawman to point out that the majority of players swooning over the vengeance mode are primarily PvE players. That's just a fact. It can't be a straw man argument if it's true. There are less than a handful of PvP mains on here posting they think vengeance was anything other than a boring zerg fest with some potential. And none of them want to see anything other than the original version of Cyrodiil fixed. None of us want ZOS to abandon the original version of Cyrodiil.
Its hard to want to get out and play when the ballgroups trivialize all game mechanics around them. They're not playing ESO anymore basically. They cannot be slowed, they cannot be bombed or bursted, they cannot be sieged and they ultimately cannot be challenged. The wise words of Reggie Fils-Aimé "If its not fun, why bother?" echoing through those beautiful, lagging Cyrodiil mountains and forests.WaywardArgonian wrote: »The problem is that ballgroups don't fight each other.. they fight casual and solo players inside of a trikeep, and farm AP. That's all they do. They contribute to nothing in their own faction. I've seen ballgroups use a scroll (even their own) as a source to AP farm. Rarely do I see them run the scroll back. They hold it as long as they can to lure people.
Ballgroups fight other ballgroups all the time. Sometimes they do it in GvG settings in places where you don't see them because they don't want a third party to interfere. Fighting against other ballgroups is the best way to practice so it is a staple of a lot of ballgroup runs.
Ballgroups using scrolls to bait people draws significant parts of an enemy alliance to them for prolonged periods of time. A good ballgroup can occupy the better part of a faction in their own backyard. Yet often players don't use that opportunity to take back territory and instead complain in zonechat.
What do you lose being able to dunk on more PVE players? Is it because in Vengeance you can't because you can't exploit the broken sets? I was dunking on people during Vengeance week and it felt great.If you decided you needed to follow the zerg and press some buttons, thats all cool. Meanwhile, people like me were making our own fun across the map, pressuring different resources, keeps and making plays on towns. If you find it boring, thats cool. Lag, ballgroups, bombs and blocktanks isn't for me tho. In otherwords, yes it was special in a good way objectively whether or not one decides to take a blind eye towards the server performance. Here comes the PVE strawman again!DeadlySerious wrote: »There was nothing what so ever "special" about the vengeance zerg fest.
It was not a glimpse into what Cyrodiil used to be. It was nothing like what Cyrodiil used to be. The difference was akin to driving a pedal car vs. driving a real car. (the pedal car being vengeance mode) It was boring a PvP experience as I've ever had. It was just follow the zerg and press some buttons. Nothing else to it. I think that's why the PvE'rs were so happy with it.
It's not a strawman to point out that the majority of players swooning over the vengeance mode are primarily PvE players. That's just a fact. It can't be a straw man argument if it's true. There are less than a handful of PvP mains on here posting they think vengeance was anything other than a boring zerg fest with some potential. And none of them want to see anything other than the original version of Cyrodiil fixed. None of us want ZOS to abandon the original version of Cyrodiil.
Top question is - Do "hardcore PVP advocates" (Not Deltia because he liked Vengeance) want laggy unpopulated Cyrodiil or do they want accessible popcapped 600 players Cyrodiil? Remember! Gatekeeping Cyrodiil is why its dead and has such a low number of participants. When does one let go of their source of ego gratification and say "Man, Cyrodiil needs an overhaul"?
Joy_Division wrote: »Joy_Division wrote: »If ZOS gave us some customization, removed the silly AoE cap of 3, [...] I do think Vengeance has potential.
On the contrary, I think that the AOE cap at 3 is a very good thing, especially against ballgroups.
And it's likely that it also has a significant impact on lag.
I don't know if you played in ESO's early days or paid attention to the debates we had about AoE caps, but we know the following as per admitted by ZOS
- Ballgroups benefited heavily from AoE caps
- AoE caps had a negative impact on performance
- AoE caps led to undesirable AvAvA play patterns
53:00 mark. That was the lead combat dev.
Everything that the devs wanted to put in place to counter the ballgroups, namely the sets that impact the groups or the skill modifications, not only did it have no effect on the Ballgroups but it strengthened the Bombers who became legion and do not even dare to attack the ballgroups.
I am not against the existence of Ballgroups but against their omnipotence.
I don't want to stop players from playing in guilds in Cyrodiil, but when they are unstoppable, it is very frustrating and the gaming experience becomes painful for most players.
So this debate between devs is very nice, but here is what we see:
- ballgroups use AoE without cap
- everytime a ballgroup arrives, lag also arrives
- in the Vengeance campaign, AOE limited to 3 = no Ballgroup, and no lag (but I don't know if it's related to that)
Of course I'm just a player and not a zos-dev (and they know all this much better than I do), but I've been playing this game in Cyrodiil for 11 years and I've seen things evolve
Now I'm ready to hear anything as long as cyrodiil becomes fun to play again.
You need to answer the question for any of subsequent text to matter. Deltia played and covered Vengeance in a video. Need a link?What do you lose being able to dunk on more PVE players? Is it because in Vengeance you can't because you can't exploit the broken sets? I was dunking on people during Vengeance week and it felt great.If you decided you needed to follow the zerg and press some buttons, thats all cool. Meanwhile, people like me were making our own fun across the map, pressuring different resources, keeps and making plays on towns. If you find it boring, thats cool. Lag, ballgroups, bombs and blocktanks isn't for me tho. In otherwords, yes it was special in a good way objectively whether or not one decides to take a blind eye towards the server performance. Here comes the PVE strawman again!DeadlySerious wrote: »There was nothing what so ever "special" about the vengeance zerg fest.
It was not a glimpse into what Cyrodiil used to be. It was nothing like what Cyrodiil used to be. The difference was akin to driving a pedal car vs. driving a real car. (the pedal car being vengeance mode) It was boring a PvP experience as I've ever had. It was just follow the zerg and press some buttons. Nothing else to it. I think that's why the PvE'rs were so happy with it.
It's not a strawman to point out that the majority of players swooning over the vengeance mode are primarily PvE players. That's just a fact. It can't be a straw man argument if it's true. There are less than a handful of PvP mains on here posting they think vengeance was anything other than a boring zerg fest with some potential. And none of them want to see anything other than the original version of Cyrodiil fixed. None of us want ZOS to abandon the original version of Cyrodiil.
Top question is - Do "hardcore PVP advocates" (Not Deltia because he liked Vengeance) want laggy unpopulated Cyrodiil or do they want accessible popcapped 600 players Cyrodiil? Remember! Gatekeeping Cyrodiil is why its dead and has such a low number of participants. When does one let go of their source of ego gratification and say "Man, Cyrodiil needs an overhaul"?
Many factual inaccuracies in your post. Not the least of which is that Deltia doesn't play ESO anymore.
If you decided you needed to follow the zerg and press some buttons, thats all cool. Meanwhile, people like me were making our own fun across the map, pressuring different resources, keeps and making plays on towns. If you find it boring, thats cool. Lag, ballgroups, bombs and blocktanks isn't for me tho. In otherwords, yes it was special in a good way objectively whether or not one decides to take a blind eye towards the server performance. Here comes the PVE strawman again!DeadlySerious wrote: »There was nothing what so ever "special" about the vengeance zerg fest.
It was not a glimpse into what Cyrodiil used to be. It was nothing like what Cyrodiil used to be. The difference was akin to driving a pedal car vs. driving a real car. (the pedal car being vengeance mode) It was boring a PvP experience as I've ever had. It was just follow the zerg and press some buttons. Nothing else to it. I think that's why the PvE'rs were so happy with it.
It's not a strawman to point out that the majority of players swooning over the vengeance mode are primarily PvE players. That's just a fact. It can't be a straw man argument if it's true. There are less than a handful of PvP mains on here posting they think vengeance was anything other than a boring zerg fest with some potential. And none of them want to see anything other than the original version of Cyrodiil fixed. None of us want ZOS to abandon the original version of Cyrodiil.
You need to answer the question for any of subsequent text to matter. Deltia played and covered Vengeance in a video. Need a link?What do you lose being able to dunk on more PVE players? Is it because in Vengeance you can't because you can't exploit the broken sets? I was dunking on people during Vengeance week and it felt great.If you decided you needed to follow the zerg and press some buttons, thats all cool. Meanwhile, people like me were making our own fun across the map, pressuring different resources, keeps and making plays on towns. If you find it boring, thats cool. Lag, ballgroups, bombs and blocktanks isn't for me tho. In otherwords, yes it was special in a good way objectively whether or not one decides to take a blind eye towards the server performance. Here comes the PVE strawman again!DeadlySerious wrote: »There was nothing what so ever "special" about the vengeance zerg fest.
It was not a glimpse into what Cyrodiil used to be. It was nothing like what Cyrodiil used to be. The difference was akin to driving a pedal car vs. driving a real car. (the pedal car being vengeance mode) It was boring a PvP experience as I've ever had. It was just follow the zerg and press some buttons. Nothing else to it. I think that's why the PvE'rs were so happy with it.
It's not a strawman to point out that the majority of players swooning over the vengeance mode are primarily PvE players. That's just a fact. It can't be a straw man argument if it's true. There are less than a handful of PvP mains on here posting they think vengeance was anything other than a boring zerg fest with some potential. And none of them want to see anything other than the original version of Cyrodiil fixed. None of us want ZOS to abandon the original version of Cyrodiil.
Top question is - Do "hardcore PVP advocates" (Not Deltia because he liked Vengeance) want laggy unpopulated Cyrodiil or do they want accessible popcapped 600 players Cyrodiil? Remember! Gatekeeping Cyrodiil is why its dead and has such a low number of participants. When does one let go of their source of ego gratification and say "Man, Cyrodiil needs an overhaul"?
Many factual inaccuracies in your post. Not the least of which is that Deltia doesn't play ESO anymore.
You need to answer the question for any of subsequent text to matter. Deltia played and covered Vengeance in a video. Need a link?What do you lose being able to dunk on more PVE players? Is it because in Vengeance you can't because you can't exploit the broken sets? I was dunking on people during Vengeance week and it felt great.If you decided you needed to follow the zerg and press some buttons, thats all cool. Meanwhile, people like me were making our own fun across the map, pressuring different resources, keeps and making plays on towns. If you find it boring, thats cool. Lag, ballgroups, bombs and blocktanks isn't for me tho. In otherwords, yes it was special in a good way objectively whether or not one decides to take a blind eye towards the server performance. Here comes the PVE strawman again!DeadlySerious wrote: »There was nothing what so ever "special" about the vengeance zerg fest.
It was not a glimpse into what Cyrodiil used to be. It was nothing like what Cyrodiil used to be. The difference was akin to driving a pedal car vs. driving a real car. (the pedal car being vengeance mode) It was boring a PvP experience as I've ever had. It was just follow the zerg and press some buttons. Nothing else to it. I think that's why the PvE'rs were so happy with it.
It's not a strawman to point out that the majority of players swooning over the vengeance mode are primarily PvE players. That's just a fact. It can't be a straw man argument if it's true. There are less than a handful of PvP mains on here posting they think vengeance was anything other than a boring zerg fest with some potential. And none of them want to see anything other than the original version of Cyrodiil fixed. None of us want ZOS to abandon the original version of Cyrodiil.
Top question is - Do "hardcore PVP advocates" (Not Deltia because he liked Vengeance) want laggy unpopulated Cyrodiil or do they want accessible popcapped 600 players Cyrodiil? Remember! Gatekeeping Cyrodiil is why its dead and has such a low number of participants. When does one let go of their source of ego gratification and say "Man, Cyrodiil needs an overhaul"?
Many factual inaccuracies in your post. Not the least of which is that Deltia doesn't play ESO anymore.
It was not a glimpse into what Cyrodiil used to be. It was nothing like what Cyrodiil used to be. The difference was akin to driving a pedal car vs. driving a real car. (the pedal car being vengeance mode) It was boring a PvP experience as I've ever had. It was just follow the zerg and press some buttons. Nothing else to it. I think that's why the PvE'rs were so happy with it.
It is nothing like fact and It might be a good idea to only speak for yourself.
It's not a strawman to point out that the majority of players swooning over the vengeance mode are primarily PvE players. That's just a fact. It can't be a straw man argument if it's true. There are less than a handful of PvP mains on here posting they think vengeance was anything other than a boring zerg fest with some potential. And none of them want to see anything other than the original version of Cyrodiil fixed. None of us want ZOS to abandon the original version of Cyrodiil.
You need to answer the question for any of subsequent text to matter. Deltia played and covered Vengeance in a video. Need a link?What do you lose being able to dunk on more PVE players? Is it because in Vengeance you can't because you can't exploit the broken sets? I was dunking on people during Vengeance week and it felt great.If you decided you needed to follow the zerg and press some buttons, thats all cool. Meanwhile, people like me were making our own fun across the map, pressuring different resources, keeps and making plays on towns. If you find it boring, thats cool. Lag, ballgroups, bombs and blocktanks isn't for me tho. In otherwords, yes it was special in a good way objectively whether or not one decides to take a blind eye towards the server performance. Here comes the PVE strawman again!DeadlySerious wrote: »There was nothing what so ever "special" about the vengeance zerg fest.
It was not a glimpse into what Cyrodiil used to be. It was nothing like what Cyrodiil used to be. The difference was akin to driving a pedal car vs. driving a real car. (the pedal car being vengeance mode) It was boring a PvP experience as I've ever had. It was just follow the zerg and press some buttons. Nothing else to it. I think that's why the PvE'rs were so happy with it.
It's not a strawman to point out that the majority of players swooning over the vengeance mode are primarily PvE players. That's just a fact. It can't be a straw man argument if it's true. There are less than a handful of PvP mains on here posting they think vengeance was anything other than a boring zerg fest with some potential. And none of them want to see anything other than the original version of Cyrodiil fixed. None of us want ZOS to abandon the original version of Cyrodiil.
Top question is - Do "hardcore PVP advocates" (Not Deltia because he liked Vengeance) want laggy unpopulated Cyrodiil or do they want accessible popcapped 600 players Cyrodiil? Remember! Gatekeeping Cyrodiil is why its dead and has such a low number of participants. When does one let go of their source of ego gratification and say "Man, Cyrodiil needs an overhaul"?
Many factual inaccuracies in your post. Not the least of which is that Deltia doesn't play ESO anymore.
Ah, well, I did manage to find this video.https://www.youtube.com/watch?v=Na8VI-a39Lk&ab_channel=Deltia%27sGaming
So it looks like Deltia did in fact play some vengeance. I'd encourage you to watch the video several times and take to heart what he has to say about it. My sentiments match his exactly. And his comments in the video run contrary to most of the assertions you have made about the vengeance mode.
I am now a bit confused though about what's going on with Deltia. He did sell the rights to his website last year. But this video sure looks like he's representing himself, not Nazura. So don't know what to say about that. Maybe the deal fell through for some reason. Or maybe Nazura is paying Deltia to continue to produce content. ESO certainly isn't his main focus anymore if you look at deltiasgaming.com.
Do you have any links to anything eso related from Deltia in the last six months other than what I linked to by chance?