There are plenty of popular PVP games!! Like dozens.
The open world PVP game I play when I'm not playing ESO is Rust. (random video from a popular content creator... see the kind of audience a content creator gets in exciting pvp games?)
There are plenty of popular PVP games!! Like dozens.
The open world PVP game I play when I'm not playing ESO is Rust. (random video from a popular content creator... see the kind of audience a content creator gets in exciting pvp games?)
It's a very different game. Name some MMORPG that has:
- Modern action combat instead of tab based
- Not shooting based
- Therocrafting instead of templates
- Megaserver or support at least hundreds, not playing with the same people over and over again
I don't know of a single person who left the game (all my guilds are PvP) that have returned... for any reason lead alone subclassing.
Not sure on player numbers, they don't really share pop caps for some reason (and they won't say why they won't share those numbers). If I had to take a guess the numbers you're seeing is carryover from the vengence test and PvE people coming to PvP for one reason or another.
I'd be curious to see if this trend holds or not.
I really hope you're lower barrier to entry and brining in the casual Pve person makes pvp thrive. I don't have confidence they will get a core group to stick around and keep the pop up.
Why would you be against a lower barrier to entry if you want the best for PvP? Accessibility has nothing to do with making the game easier or lowering the bar, it just means people shouldn't have barriers blocking them from playing something.
High bars to enter almost always decrease participation which is exactly what we don't want.
There's also the fact that casual PvErs can grow to love PvP if the experience wasn't so horrible. ESO used to do this very well in it's earlier years. Many PvPers started out as questers or more casual players.
The barrier to enter ESO PvP used to be much lower and the experience for newer or more casual players used to be much better. The game absolutely needs to get back to that if PvP is going to get anywhere.
ESO got it right in it's 2.0 era which lasted from console release to Homestead. Vengeance is a bit too barebones and unbalanced, but if we could get back to more of an ESO 2.0 environment, PvP would be doing much better.
freespirit wrote: »@LadyGP An honest question, how are the constant ball groups in Grayhost any better than your summary of Vengeance as "the zerg wins format"?
I have played both and for me the ball groups are just as boring and yes I did find Vengeance getting boring much faster during the second test. 😕
My play time has definitely scaled back I might do a couple of battlegrounds and some IC dailies then log. Not touching Cyro outside of Vengeance until they address heal stacking.
With most players in battlegrounds running Storm Calling/Assassination/insert 3rd damage line mainly Animal Companions or Aedric Spear things have become too homogeneous and repetitive. At least with whatever the new shiny set they released you still had 7 distinct classes behind the proc. Funny enough it has also added another aspect of enjoyment to the last Vengeance test for me even with the restrictions I saw more diversity in builds and playstyles compared to battlegrounds.
Give players infinite choice, but if the best options by far involve using the same few skills then you really just made most of those infinite choices irrelevant. So they need to do something to encourage the build diversity, it could be giving bonuses for pure-class and running 2/3 of your base class lines or creating synergy between specific classes to stop the railroading into Streak and Spec Bow. Balance has never been their strong point and combat changes are too slow in this game for the chaos they've unleashed with subclassing. I hope next year they can get balance changes out every 5-6 weeks instead of once every 3 months show us the real difference between the Season and Chapter formats.
The new battlegrounds have been successful at getting more players into PvP from what they reported. They were highly enjoyable preU46 and even during the first few weeks of subclassing when players were actually trying different things. With Cyro Vengeance is the first thing they've tried in I think 4 or 5 years? So it's probably safe to say there isn't anything else lined up aside from that. Even if it doesn't result in a lot of changes to get players back into PvP at least it was successful in scratching that itch current Cyro just can't reach.
Joy_Division wrote: »ESO's PVP combines two things that probably shouldn't be ever mixed: a high skill level barrier to entey ans insanely powerful proc sets/ dubious mechanics that hardly require any skill.
All this on a setting that also combines two things that shouldn't coexist: big map and a small population.
As of now... tell me - why would a lot of people play it when there's so much problems with balance? You either play some exploit build where you immortal tank, that oneshots everyone, or you die. And subclasses made things worse. Idea is self is not bad, but not in this game, not with those insane balance issues.
I truly enjoyed vengence mode, because I felt like it purely relies on your skill, rather than your build.
As of now... tell me - why would a lot of people play it when there's so much problems with balance? You either play some exploit build where you immortal tank, that oneshots everyone, or you die. And subclasses made things worse. Idea is self is not bad, but not in this game, not with those insane balance issues.