This also points more towards vengeance IS a permanent solution. These presets reduce amount of calculations, because they are more "hard-coded" by nature than buffs from gear, CP, etc. This system is similar to GW2 btw. If this is the way - all Cyrodiil will be dead as RW rn. Hope it is not the way they see Cyrodiil.
Also they spent too much effort drawing icons etc. They could left them with one default texture for everything actually and give a very simple name if it really just for testing. So, with this taken into account, it looks like this is DO doing to become live one day and this is VERY bad.
I was shocked! [sarcasm] to hear the developer in charge of the Vengeance "test" mention that its U49 incarnation scheduled for early 2026 aims at balancing outgoing damage/healing caps for their simplified abilities.
If Vengeance were truly a performance test, there'd be no need to worry about its combat balance -- nor would there be a justification to invest considerable dev resources in new UIs, or new systems (perks), or new inventory tabs, or any of these enhancements being invested in this misguided game mode for lazy, casual players who are unwilling to engage with the depth of ESO's existing PvP.
Passing Vengeance off as a test has always felt pretty disingenuous to me for this reason. Do the developers really think we're that stupid? (Don't answer that. Many of us are.) What began as a "can we even do this?" exercise in validating performance assumptions/hunches has clearly morphed into a "omg, it's working -- this is how we fulfill our OG vision for massive warfare in Cyrodiil!"
Well, to that I say: if that's how you see it, you are making a big mistake and throwing the baby out with the bathwater. Solving performance at the expense of character expression, build diversity, and theorycrafting to such a massive extent is absurd!
The short spurts of Vengeance on live server may still be "tests" insofar as they are testing new functionality re-introduced to Cyrodiil, but please -- respect our intelligence and stop pretending that Vengeance as a concept is a "test". It's obvious to anyone paying attention that Cyrodiil as many of us know and love today will soon be eclipsed by this ill-conceived experiment.
I understand that eradicating lag in Cyrodiil is the goal. I understand that making PvP more accessible to new players is also a priority. It's just sad that ZoS' approach here is to go completely counter to the studio's other mantras: play how you want! (Except in Vengeance.) Subclassing is the new shiny way to play out your power fantasy! (Except in Vengeance.) These "hard-coded" templates, loadouts, generic gear, morphless skills are NO REPLACEMENT for the depth of customization that ESO players have grown to expect with their characters over the past 10 years. Please stop pretending otherwise.
Sincerely,
A long-time Cyrodiil enjoyer and Vengeance hater
He also said that the same test you're talking about will happen alongside Grey Host. The vibe I got from that is that the end result would be a completed Vengeance mode alongside Grey Host if possible.
I was shocked! [sarcasm] to hear the developer in charge of the Vengeance "test" mention that its U49 incarnation scheduled for early 2026 aims at balancing outgoing damage/healing caps for their simplified abilities.
If Vengeance were truly a performance test, there'd be no need to worry about its combat balance
spartaxoxo wrote: »He also said that the same test you're talking about will happen alongside Grey Host. The vibe I got from that is that the end result would be a completed Vengeance mode alongside Grey Host if possible.
Yeah. They're testing both being live together and also said they've implemented some backend things to improve regular Cyrodiil performance and will continue to do so.
I think a version of Vengeance being released to replace the change of Ravenwatch being no proc makes sense, personally.
I was shocked! [sarcasm] to hear the developer in charge of the Vengeance "test" mention that its U49 incarnation scheduled for early 2026 aims at balancing outgoing damage/healing caps for their simplified abilities.
If Vengeance were truly a performance test, there'd be no need to worry about its combat balance -- nor would there be a justification to invest considerable dev resources in new UIs, or new systems (perks), or new inventory tabs, or any of these enhancements being invested in this misguided game mode for lazy, casual players who are unwilling to engage with the depth of ESO's existing PvP.
I was shocked! [sarcasm] to hear the developer in charge of the Vengeance "test" mention that its U49 incarnation scheduled for early 2026 aims at balancing outgoing damage/healing caps for their simplified abilities.
If Vengeance were truly a performance test, there'd be no need to worry about its combat balance
You test performance by ramping up what is available, as they have been doing - adding more and more skill lines. The next phase of that is then seeing how that performance operates with different parameters. When someone does damage - that's a calculation, when someone heals that damage that's another calculation. If the damage is too high and the healing is too low you'll get skewed performance data because people will be dying too quickly.
Passing Vengeance off as a test has always felt pretty disingenuous to me for this reason. Do the developers really think we're that stupid? (Don't answer that. Many of us are.) What began as a "can we even do this?" exercise in validating performance assumptions/hunches has clearly morphed into a "omg, it's working -- this is how we fulfill our OG vision for massive warfare in Cyrodiil!"
These "hard-coded" templates, loadouts, generic gear, morphless skills are NO REPLACEMENT for the depth of customization that ESO players have grown to expect with their characters over the past 10 years. Please stop pretending otherwise.
Sincerely,
A long-time Cyrodiil enjoyer and Vengeance hater
Passing Vengeance off as a test has always felt pretty disingenuous to me for this reason. Do the developers really think we're that stupid? (Don't answer that. Many of us are.) What began as a "can we even do this?" exercise in validating performance assumptions/hunches has clearly morphed into a "omg, it's working -- this is how we fulfill our OG vision for massive warfare in Cyrodiil!"
I mean what did you expect to happen if the test showed positive results? Like I wouldn’t expect them to do these Vengeance tests and then make changes totally unrelated to their findings lol.These "hard-coded" templates, loadouts, generic gear, morphless skills are NO REPLACEMENT for the depth of customization that ESO players have grown to expect with their characters over the past 10 years. Please stop pretending otherwise.
Sincerely,
A long-time Cyrodiil enjoyer and Vengeance hater
The level of build customization in ESO is not a good thing and it would actually be healthy if they reeled it back in. It’s an accessibility issue as is. Making a build now is so much more complex than it was in 2015-2016.
Even beyond ESO, overwhelming people with customization ends up creating niche audiences and hobbyists. As an example, PC gaming wouldn’t be nearly as big today if it wasn’t for pre-built systems and user friendly software and operating systems. You get more control and customization when you build your own PC of course, but there’s quite a bit of research and knowledge needed for that.
There has to be a balance between customization, accessibility, and user friendliness if you want something to reach a large audience.
Beyond that, this is PvP we are talking about. With ESO’s customization, 2 players can be fully geared out at max level and 1 of those players can literally have double the raw power of the other person. There’s so many situations where one build is simply better than another without any tradeoffs at all.
If someone is serious about fair PvP, why would
they put up with that? Truly competitive players or pvpers want to win or lose based on skill, otherwise they’ll quit for more skill based games. The lack of balance and the level at which you can outbuild someone keeps ESO unappealing to many of the people who enjoy PvP games.
Some level of build customization in ESO is fine. With sets and skill lines so wildly out of balance with each other though, it’s become a huge issue, both for accessibility and skill expression.
There’s definitely a vocal group of ESO “pvpers” that must love farming players with builds that can’t compete. If you really deserve to be getting kills, you’ll do just fine on more equal footing.
MincMincMinc wrote: »So with the 9/11/25 livestream we got insight that they will now have a perk system which aims to replicate having passive skills and stat set bonus choices. There is also a loadout system which are just premade setups for new players to quickly pick perks without hand choosing. At first I was worried the loadout system was not going to let us choose perks by ourselves, but it seems that is not the case and you can individually choose passives.
This is actually very smart and speeds up testing times since they don't need to make passives and balance them for each class, keeping the systems all separate. This also points more towards vengeance not being a permanent solution as a permanent solution would have involved balancing out each class with passives like live has. These systems appear to be quick throwaway menus for the purpose of testing.
We shall see on pts, but this should also mean that skills will scale and change with stats. So once they finish with basic systems like achievements and leaderboards we may see them move on to implement mundus, food, gear, enchants, potions.
JustLovely wrote: »
Why are you promoting vengeance so hard all the time. Every thread on vengeance is the same three or four people talking amongst themselves about the virtues of vengeance and the lost cause you'd like live cyrodiil to become. It's like you're trying to push the live system we already have out of the conversation.
What's going on here?
JustLovely wrote: »MincMincMinc wrote: »So with the 9/11/25 livestream we got insight that they will now have a perk system which aims to replicate having passive skills and stat set bonus choices. There is also a loadout system which are just premade setups for new players to quickly pick perks without hand choosing. At first I was worried the loadout system was not going to let us choose perks by ourselves, but it seems that is not the case and you can individually choose passives.
This is actually very smart and speeds up testing times since they don't need to make passives and balance them for each class, keeping the systems all separate. This also points more towards vengeance not being a permanent solution as a permanent solution would have involved balancing out each class with passives like live has. These systems appear to be quick throwaway menus for the purpose of testing.
We shall see on pts, but this should also mean that skills will scale and change with stats. So once they finish with basic systems like achievements and leaderboards we may see them move on to implement mundus, food, gear, enchants, potions.
Why are you promoting vengeance so hard all the time. Every thread on vengeance is the same three or four people talking amongst themselves about the virtues of vengeance and the lost cause you'd like live cyrodiil to become. It's like you're trying to push the live system we already have out of the conversation.
What's going on here?
JustLovely wrote: »
Why are you promoting vengeance so hard all the time. Every thread on vengeance is the same three or four people talking amongst themselves about the virtues of vengeance and the lost cause you'd like live cyrodiil to become. It's like you're trying to push the live system we already have out of the conversation.
What's going on here?
Vengeance is a hard separation between PvE and PvP which has been much needed for years. That alone gives it a ton of potential. In the long term this will shield PvP from the negative side effects of changes that were made with PvE in mind.
I see Vengeance sort of like a fresh start. It has totally different skills, it doesn't have sets yet, and there's no subclassing. All of this makes it much easier to tweak and balance than the current mess.
There's no game that I've played that was as much fun as ESO in 2015-2018 and I don't even see anything on the horizon that's going to change that. Why wouldn't I push for something to bring back ESO PvP's early feel? Vengeance is a far better foundation than the current environment which has 100s and 100s of sets and subclassing. It's basically impossible to get the current game in a balanced state without literally removing or reworking the majority of the stuff in the game.
MincMincMinc wrote: »At the same time these new players and casual players prefer vengeance and normally wouldnt be able to play in GH because it is a terrible environment unless you are a 1vXer, ball grouper, or in a zerg guild.
If Vengeance were truly a performance test,...
Beyond that, this is PvP we are talking about. With ESO’s customization, 2 players can be fully geared out at max level and 1 of those players can literally have double the raw power of the other person. There’s so many situations where one build is simply better than another without any tradeoffs at all.
If someone is serious about fair PvP, why would they put up with that? Truly competitive players or pvpers want to win or lose based on skill, otherwise they’ll quit for more skill based games. The lack of balance and the level at which you can outbuild someone keeps ESO unappealing to many of the people who enjoy PvP games.
Some level of build customization in ESO is fine. With sets and skill lines so wildly out of balance with each other though, it’s become a huge issue, both for accessibility and skill expression.
There’s definitely a vocal group of ESO “pvpers” that must love farming players with builds that can’t compete. If you really deserve to be getting kills, you’ll do just fine on more equal footing.
We clearly have very different ideas of what makes someone good at the game, and that's OK. Fortunately for you, it seems the devs agree with yours and don't agree with mine.
IMO, if someone is serious about PvP, they shouldn't shy away from investing the time and resources to take full advantage of ESO's complex builds. Knowing how to theorycraft and leverage an effective setup is part of what makes someone skilled at the game. If one person is CP 3000 with all stickers learned, tens of millions of gold/AP earned, tens of thousands of raw mats hoarded, and thousands of hours of practice, I don't think it's unreasonable for that to represent a material advantage when they fight a CP 140 who just started the game a month prior. What's wrong with asking a new player to put in some time and effort and earn their power?
To your point: why would someone serious about PvP put up with "that" ^? Because that's literally ESO's gameplay loop. That's what makes ESO, ESO. Play the game, earn resources, invest them, grow stronger. If that's too much of a hassle for someone who claims to enjoy "skill-based" games, then perhaps that's just an excuse they're telling themselves to avoid putting in a modicum of work.
But part of what appeals to a lot of ESO's players is that ESO's PvP is different, has always been different, and rewards investment (intellectual and material) in the game.
It was actually stated that it wasn't a replacement.
IMO, if someone is serious about PvP, they shouldn't shy away from investing the time and resources to take full advantage of ESO's complex builds. Knowing how to theorycraft and leverage an effective setup is part of what makes someone skilled at the game. If one person is CP 3000 with all stickers learned, tens of millions of gold/AP earned, tens of thousands of raw mats hoarded, and thousands of hours of practice, I don't think it's unreasonable for that to represent a material advantage when they fight a CP 140 who just started the game a month prior. What's wrong with asking a new player to put in some time and effort and earn their power?
To your point: why would someone serious about PvP put up with "that" ^? Because that's literally ESO's gameplay loop. That's what makes ESO, ESO. Play the game, earn resources, invest them, grow stronger. If that's too much of a hassle for someone who claims to enjoy "skill-based" games, then perhaps that's just an excuse they're telling themselves to avoid putting in a modicum of work.
licenturion wrote: »
But for some reason a lot of current Cyro players want Vengeance killed as soon as possible because they see this optional choice as a threat because they fear a lot of people would switch to Vengeance.
Which also clearly signifies they actually understand why Vengeance is so popular compared to live Cyro, if they are so afraid of it.
JustLovely wrote: »Every thread on vengeance is the same three or four people talking amongst themselves about the virtues of vengeance and the lost cause you'd like live cyrodiil to become. It's like you're trying to push the live system we already have out of the conversation.
I was saying that the effort put into these Vengeance "tests" feels like more than just testing. It seems like they’re planning to gut build diversity in PvP. If that happens, I’m done for good. I didn’t run dungeons hundreds of times because it was fun—I did it for the gear. Same with grinding skill lines, skyshards, morphs, and spending millions testing builds. If all that gets tossed out, ESO is over for me - have fun runing PBUG/Fortnite in ESO skin.