Turtle_Bot wrote: »[...]
Vengeance:
As for Vengeance, this has been interesting to watch over the past few months, there were claims of vengeance killing PvP if it got introduced, but every time I log on to ESO the past few months (which is daily), live Cyrodiil Greyhost barely has 1 bar (maybe 1 alliance has 2 bars). It seems live Cyrodiil is just as dead as it's proponents claimed vengeance would be.
Is Vengeance mode the future for PvP? I doubt it. Too much is lost without the ability to theorycraft builds, but bringing back the ability for the massive scale battles is something that should be strived for, the issue I see with vengeance (assuming it is just tests to find causes of bugs/issues and test fixes that can be taken to live servers) is that it's too slow and too late (this doesn't mean ZOS should stop, but speed it up as much as possible while addressing the concerns of vengeance and balancing to ensure what the tests can find out will be in time to help live Cyrodiil).
Turtle_Bot wrote: »Solutions:
- Lastly for Vengeance, a few things here.
- ZOS needs to confirm (and stick to this) that vengeance is just tests and won't be "the final product" or at most will be an option for cyrodiil (ideally a "learner" cyrodiil for new players to learn PvP basics).
- ZOS needs to speed up these tests so they don't drag on too long.
- ZOS needs to do balancing for live Cyrodiil in the meantime so PvP doesn't die completely while waiting for the results of these tests to produce outcomes.
WuffyCerulei wrote: »For Vengeance, I personally would like it to be a separate campaign, probs replacing the no-cp one. A choice, not replacing the main Cyrodiil campaign.
Turtle_Bot wrote: »@xFocused has summed up the issues with Live Cyrodiil pretty well.
I do want to add though, the current WardenBladeX build (where X is just insert 3rd skill line of choice) that plagues PvP needs addressing. Solving Charm will fix most of the warden aspect of this build, but the elephant in the room with this build is the Assassination skill line. This skill line needs massive nerfs to it's insane crit chance bonuses (that makes it a mandatory skill line for DPS in both PvE and PvP) and the removal of firing multiple bow procs back to back that are basically ultimate level abilities, but without the long build up time (30s+) that ultimates are supposed to have.
As for the other aspects of PvP raised but not covered:
Rewards:
Rewards are an interesting topic. The main issue I see with things like locked rewards (and it's not an issue with the rewards being locked behind specific content), is that there's a certain subsection of ESO's community who are a very loud minority that feel way too entitled to have absolutely everything in this game given to them, even without participating in the content that gives it (many of them also have an extreme aversion to PvP). So while yes I agree that there should be more meaningful rewards for PvP that are locked to doing PvP activities, I just cannot see it being implemented by ZOS because of this.
Vengeance:
As for Vengeance, this has been interesting to watch over the past few months, there were claims of vengeance killing PvP if it got introduced, but every time I log on to ESO the past few months (which is daily), live Cyrodiil Greyhost barely has 1 bar (maybe 1 alliance has 2 bars). It seems live Cyrodiil is just as dead as it's proponents claimed vengeance would be.
Is Vengeance mode the future for PvP? I doubt it. Too much is lost without the ability to theorycraft builds, but bringing back the ability for the massive scale battles is something that should be strived for, the issue I see with vengeance (assuming it is just tests to find causes of bugs/issues and test fixes that can be taken to live servers) is that it's too slow and too late (this doesn't mean ZOS should stop, but speed it up as much as possible while addressing the concerns of vengeance and balancing to ensure what the tests can find out will be in time to help live Cyrodiil).
Solutions:
- Remove Rush of Agony from PvP (it's a PvE set anyway) and make Charm a regular stun.
- Directly address ball groups via limiting stacking of buffs, heals and shields. The reward for organized play in PvP should be better coordination and group based skill, not infinite power because the group can slot/stack more buffs than anyone else in the game.
- When it comes to rewards, ZOS needs to completely ignore (and ideally drown out) that small selfish subsection that is plaguing this topic and stifling any progress from being made here and actually look into adding desirable rewards for PvP activities/achievements.
- Huge balance overhaul for PvP beyond just the specifics above.
- Lastly for Vengeance, a few things here.
- ZOS needs to confirm (and stick to this) that vengeance is just tests and won't be "the final product" or at most will be an option for cyrodiil (ideally a "learner" cyrodiil for new players to learn PvP basics).
- ZOS needs to speed up these tests so they don't drag on too long.
- ZOS needs to do balancing for live Cyrodiil in the meantime so PvP doesn't die completely while waiting for the results of these tests to produce outcomes.
Ball groups are just way too overpowered at the moment with the number of stackable heals and shields they can have. Siege does nothing, PUG groups can’t fight them due to the comped out meta they run, there needs to be a middle ground for this. A 12 man group should not be able to hold almost 3 bars at a single keep hostage
AD_ThisIsTheWay wrote: »@xFocused I hear you on the ball groups being too overpowered. Again, I am a lot more of a BG guy than a Cyro guy. But in my opinion, being a part of a successful ball group is a lot of fun though. Seeing the results of a well-practiced and tested strategy within your team is incredibly rewarding. I understand a lot of balancing still needs to be done. But I don't think we should ignore the fun elements of team work either.
Turtle_Bot wrote: »
- Directly address ball groups via limiting stacking of buffs, heals and shields. The reward for organized play in PvP should be better coordination and group based skill, not infinite power because the group can slot/stack more buffs than anyone else in the game.
AD_ThisIsTheWay wrote: »@xFocused I hear you on the ball groups being too overpowered. Again, I am a lot more of a BG guy than a Cyro guy. But in my opinion, being a part of a successful ball group is a lot of fun though. Seeing the results of a well-practiced and tested strategy within your team is incredibly rewarding. I understand a lot of balancing still needs to be done. But I don't think we should ignore the fun elements of team work either.
Turtle Bot said it best in his post below.Turtle_Bot wrote: »
- Directly address ball groups via limiting stacking of buffs, heals and shields. The reward for organized play in PvP should be better coordination and group based skill, not infinite power because the group can slot/stack more buffs than anyone else in the game.
I’ve been playing PvP in this game for years. From Cyro to IC to battlegrounds to dealing with all the terrible metas, bugs, glitches and the like. I can firmly say this current state of Cyro is one of the worst I’ve ever seen
Ball groups are just way too overpowered at the moment with the number of stackable heals and shields they can have. Siege does nothing, PUG groups can’t fight them due to the comped out meta they run, there needs to be a middle ground for this. A 12 man group should not be able to hold almost 3 bars at a single keep hostage
Warden charm, rush of agony, these are two game breaking features in desperate need of a fix. See the multiple threads on here about both of these things and you’ll understand why
I know there’s more but all in all, I can firmly say that lately on prime time, almost every alliance is only sitting at 1-2 bars instead of 3. Can’t blame them. Cyro is a mess right now and it’s not looking to get any better
ESO PvP Is in Decline
Ball Groups Are Out of Control
The biggest elephant in the room is the state of ball groups.
Stacked heals, stacked buffs, stacked shields — it’s all gotten ridiculous. They can sprint through an entire keep, wipe entire factions of people without breaking much of a sweat, and shrug off entire factions because the sheer amount of layered defensive power is unlike anything else in the game.
There is no counterplay anymore. Except for another ball group and even that most of the time ends in a stalemate. It’s not even about skill at this point — it’s about stacking mechanics to the point of absurdity.
Speed Creep Has Broken Combat
ESO was always a game where line of sight mattered more than raw mitigation. But now?
People are zooming around keeps at speeds that simply break the intended flow of combat. (Remember when people actually using Gap closers) When the best defense is to outrun and LOS faster than abilities can even register, something has gone very wrong. Speed creep is outpacing the fundamental design of the game.
I’m saying it because I care about it. Many of us do— but it’s hard to keep defending a game mode that the developers seem reluctant to support.
ESO PvP Is in Decline
Ball Groups Are Out of Control
The biggest elephant in the room is the state of ball groups.
Stacked heals, stacked buffs, stacked shields — it’s all gotten ridiculous. They can sprint through an entire keep, wipe entire factions of people without breaking much of a sweat, and shrug off entire factions because the sheer amount of layered defensive power is unlike anything else in the game.
There is no counterplay anymore. Except for another ball group and even that most of the time ends in a stalemate. It’s not even about skill at this point — it’s about stacking mechanics to the point of absurdity.
Speed Creep Has Broken Combat
ESO was always a game where line of sight mattered more than raw mitigation. But now?
People are zooming around keeps at speeds that simply break the intended flow of combat. (Remember when people actually using Gap closers) When the best defense is to outrun and LOS faster than abilities can even register, something has gone very wrong. Speed creep is outpacing the fundamental design of the game.
I’m saying it because I care about it. Many of us do— but it’s hard to keep defending a game mode that the developers seem reluctant to support.
There is something very strange about speed in the current PvP. Let's review this.
Run speed is 100%, sprint is 140%. The speed cap is 200%.
It is almost impossible to get to the speed cap without sprinting: Major= 30%, minor 15%, 3 swift 21%, celerity 10%. Without spring you are at 176%, not capped even with those build concessions (sacrificing 3 enchants and one red CP) But these players are at 200%.
Here's the thing: they need sprint...but...you cannot cast abilities when sprinting. These players are running super fast yet using abilities all the time.
My orc NB has 10% orc bonus to spring, 9% medium armor bonus to spring, equips major and minor and sometimes 1-2 swift and sometimes celerity. He is at the cap but frequently just cannot catch these players eg in towers.
ESO PvP Is in Decline
Ball Groups Are Out of Control
The biggest elephant in the room is the state of ball groups.
Stacked heals, stacked buffs, stacked shields — it’s all gotten ridiculous. They can sprint through an entire keep, wipe entire factions of people without breaking much of a sweat, and shrug off entire factions because the sheer amount of layered defensive power is unlike anything else in the game.
There is no counterplay anymore. Except for another ball group and even that most of the time ends in a stalemate. It’s not even about skill at this point — it’s about stacking mechanics to the point of absurdity.
Speed Creep Has Broken Combat
ESO was always a game where line of sight mattered more than raw mitigation. But now?
People are zooming around keeps at speeds that simply break the intended flow of combat. (Remember when people actually using Gap closers) When the best defense is to outrun and LOS faster than abilities can even register, something has gone very wrong. Speed creep is outpacing the fundamental design of the game.
I’m saying it because I care about it. Many of us do— but it’s hard to keep defending a game mode that the developers seem reluctant to support.
There is something very strange about speed in the current PvP. Let's review this.
Run speed is 100%, sprint is 140%. The speed cap is 200%.
It is almost impossible to get to the speed cap without sprinting: Major= 30%, minor 15%, 3 swift 21%, celerity 10%. Without spring you are at 176%, not capped even with those build concessions (sacrificing 3 enchants and one red CP) But these players are at 200%.
Here's the thing: they need sprint...but...you cannot cast abilities when sprinting. These players are running super fast yet using abilities all the time.
My orc NB has 10% orc bonus to spring, 9% medium armor bonus to spring, equips major and minor and sometimes 1-2 swift and sometimes celerity. He is at the cap but frequently just cannot catch these players eg in towers.
Without new players PvP will die, and with all the changes and gear to grind it’s to much to learn to have fun at PvP now as a brand new player.
Izanagi.Xiiib16_ESO wrote: »The problem with organised groups right now is that the disparity between a 12m and 6-7m is really large due to the power of stacked sets and the amount of heals / support in the game now.
Izanagi.Xiiib16_ESO wrote: »Unfortunately there are various speed hack tools out there and it's very hard to prove if people use it.
Also you can simply sprint let go of sprint for a split second, cast and re-sprint.
Players will also do this around the resource tick timer so sprinting doesnt impact their resource gain. ZOS could fix this by ensuring that if a player was sprinting at any time between the last tick being calculated and the new tick calculation the resources are adjusted but that requires a code change. (same with blocking).
Rohamad_Ali wrote: »Open world Vengence PvP day. That would mitigate something for me
Rohamad_Ali wrote: »Open world Vengence PvP day. That would mitigate something for me
That would scare all the PvEers from the game for good, and could lead to the end of the game imo. Short-term fun, long-term tomb.
Izanagi.Xiiib16_ESO wrote: »Unfortunately there are various speed hack tools out there and it's very hard to prove if people use it.
Also you can simply sprint let go of sprint for a split second, cast and re-sprint.
Players will also do this around the resource tick timer so sprinting doesnt impact their resource gain. ZOS could fix this by ensuring that if a player was sprinting at any time between the last tick being calculated and the new tick calculation the resources are adjusted but that requires a code change. (same with blocking).
How do they know when the resource tick timer is up, is that an addon?