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Community Update – Vengeance Testing & Cyrodiil

  • Celas_Dranacea
    Celas_Dranacea
    ✭✭✭✭✭
    Can you please add werewolves to vengeance?
    A Bosmer Nightblade Werewolf
  • SneaK
    SneaK
    ✭✭✭✭✭
    loosej wrote: »
    SneaK wrote: »
    [*] Scenario 1: We would open a Vengeance Cyrodiil campaign sometime next year with a special ruleset based on the previous and upcoming tests, and leave Grey Host open as it is now.
    [*] Scenario 2: We would close all existing Cyrodiil campaigns and open one or two Vengeance ruleset campaigns sometime next year.
    [/list]
    As a dev team, Scenario 1 is the one we strongly prefer and is the most likely. We want you to have a choice between playing in Vengeance or Gray Host, and would closely monitor both campaign populations to help inform any additional actions we should take moving forward.

    We recognize that some of our players would prefer there be no changes to their characters, effectively how they are in the Gray Host Cyrodiil campaign, while enjoying the higher population and reduced latency/game performance issues of the Vengeance campaign. This is not something that will be possible. Based on what we have learned from the tests so far, we can offer one or the other, not both, and we want to be transparent about that.

    Are we actually supposed to believe ZOS prefers scenario #1????

    There has been absolutely (ABSOLUTELY) zero evidence to support the claim that you prefer to keep Cyrodiil as is for PvPrs. This is truly remarkable, we knew all along the intention of Vengenace was to enact scenario #2. The fact that y'all are now finally saying it, but still drudging our hope along is wild. Just tell us what is happening! Do we stop playing the game or not? That’s what it boils down to. Are you investing in us the same as we are to you? The answer is historically no, but at what point do you do good on the fan base that came to ESO for Cyrodiil.

    If I were to make a guess, they'll probably start with scenario 1, and hope that the GH crowd moves to the new game mode so that in time they can switch to scenario 2 without upsetting a large part of what's left of the current pvp mains. If the new game mode can offer the live cyro experience without the performance issues, that would probably be the best path forward.

    Just being honest. I’m on an Xbox Series X, I don’t see the performance problems everyone talks about. I remember on the old gen I did. The issues I see aren’t even related to Cyrodiil, I lag out from time to time in my menu or in dungeons. I never lag out in Cyrodiil.

    And also, “the best path forward” for who? We have a decade of memories in Cyrodiil and still log in nightly making more. A new “smaller” mode cannot replace what we have.

    Tired of the smoke and mirrors.
    "IMO"
    Aldmeri Dominion
    Bosmer Nightblade AR 32 - Altmer Templar AR 26 - Dunmer Dragonknight AR 18 - Altmer Sorcerer AR 20 - Khajiit Dragonknight AR 18
    (+3 not worth mentioning, yet)
  • lostineternity
    lostineternity
    ✭✭✭✭
    LunaFlora wrote: »
    nice to see more details about Vengeance and future PvP!

    personally i do not enjoy Grey Host campaign so would be fine with Scenario 2.
    interested in the new pvp space and the new progression.

    Oh yeah, amazing, if I'm not enjoying this then no one should.
    ffs
  • loosej
    loosej
    ✭✭✭✭✭
    SneaK wrote: »
    loosej wrote: »
    SneaK wrote: »
    [*] Scenario 1: We would open a Vengeance Cyrodiil campaign sometime next year with a special ruleset based on the previous and upcoming tests, and leave Grey Host open as it is now.
    [*] Scenario 2: We would close all existing Cyrodiil campaigns and open one or two Vengeance ruleset campaigns sometime next year.
    [/list]
    As a dev team, Scenario 1 is the one we strongly prefer and is the most likely. We want you to have a choice between playing in Vengeance or Gray Host, and would closely monitor both campaign populations to help inform any additional actions we should take moving forward.

    We recognize that some of our players would prefer there be no changes to their characters, effectively how they are in the Gray Host Cyrodiil campaign, while enjoying the higher population and reduced latency/game performance issues of the Vengeance campaign. This is not something that will be possible. Based on what we have learned from the tests so far, we can offer one or the other, not both, and we want to be transparent about that.

    Are we actually supposed to believe ZOS prefers scenario #1????

    There has been absolutely (ABSOLUTELY) zero evidence to support the claim that you prefer to keep Cyrodiil as is for PvPrs. This is truly remarkable, we knew all along the intention of Vengenace was to enact scenario #2. The fact that y'all are now finally saying it, but still drudging our hope along is wild. Just tell us what is happening! Do we stop playing the game or not? That’s what it boils down to. Are you investing in us the same as we are to you? The answer is historically no, but at what point do you do good on the fan base that came to ESO for Cyrodiil.

    If I were to make a guess, they'll probably start with scenario 1, and hope that the GH crowd moves to the new game mode so that in time they can switch to scenario 2 without upsetting a large part of what's left of the current pvp mains. If the new game mode can offer the live cyro experience without the performance issues, that would probably be the best path forward.

    Just being honest. I’m on an Xbox Series X, I don’t see the performance problems everyone talks about. I remember on the old gen I did. The issues I see aren’t even related to Cyrodiil, I lag out from time to time in my menu or in dungeons. I never lag out in Cyrodiil.

    And also, “the best path forward” for who? We have a decade of memories in Cyrodiil and still log in nightly making more. A new “smaller” mode cannot replace what we have.

    Tired of the smoke and mirrors.

    I'm just trying to be realistic, even though I've always been opposed to the idea of vengeance replacing current cyrodiil permanently. Large pop cap GH is a laggy mess. Current pop cap GH is less bad (until a ball group shows up), but only has 1 or 2 keep fights at any given time on that huge map. A smaller version of current GH is basically the only option that's left if we want to keep the buildcrafting aspect that makes it so interesting.

    (Edit to specify "GH" instead of the now ambiguous "cyrodiil")
    Edited by loosej on 24 November 2025 17:34
    Consistency: It's only a virtue if you're not a screwup (source: despair.com)
  • Destai
    Destai
    ✭✭✭✭✭
    ✭✭✭✭
    ZOS_Kevin wrote: »
    Destai wrote: »
    Are we still getting the PVP Q&A or is this it?

    You are still getting the Q&A. This is in addition to that.

    Sweet, thanks for confirming! I'll reply to the larger discussion here soon, but great post so far!
  • tomofhyrule
    tomofhyrule
    ✭✭✭✭✭
    ✭✭✭✭✭
    One thing I’d like to note about the Vengeance test timing: if it were a fun mode on its own basis, it wouldn’t need to bribe people to go in.

    For the first test, we had no competing events, an AP bonus, and a Golden Pursuit pushing us in. But by the third, we had a competing PvE event and no benefits to enter. The population naturally suffered.

    But in either of these scenarios with a permanent Vengeance, it will need to hold its own against events and Golden Pursuits that do not apply.

    We naturally get more population in PvP during events like MYM or the first Vengeance test. But, as Vengeance is more for the “casual PvP-on-occasion” crowd since it doesn’t appeal much to the hardcore PvPers (and the fact that ESO also has a strong “never PvP” faction), will a Vengeance - particularly a Vengeance coexisting with Grey Host - be able to support a population without anything encouraging players in?
  • Aquatorch
    Aquatorch
    ✭✭✭
    Vengeance is ridiculous and a waste of time. As a paying player and supporter of the game, I'm very disappointed you're "mandating" Vengeance. I've spent ~10 years farming the best gear, learning every class, and becoming the best I can be, only for ZOS to default Cyrodiil to a trash style of play where you can only win if your giant zerg is bigger than the other giant zerg.
  • SneaK
    SneaK
    ✭✭✭✭✭
    loosej wrote: »
    SneaK wrote: »
    loosej wrote: »
    SneaK wrote: »
    [*] Scenario 1: We would open a Vengeance Cyrodiil campaign sometime next year with a special ruleset based on the previous and upcoming tests, and leave Grey Host open as it is now.
    [*] Scenario 2: We would close all existing Cyrodiil campaigns and open one or two Vengeance ruleset campaigns sometime next year.
    [/list]
    As a dev team, Scenario 1 is the one we strongly prefer and is the most likely. We want you to have a choice between playing in Vengeance or Gray Host, and would closely monitor both campaign populations to help inform any additional actions we should take moving forward.

    We recognize that some of our players would prefer there be no changes to their characters, effectively how they are in the Gray Host Cyrodiil campaign, while enjoying the higher population and reduced latency/game performance issues of the Vengeance campaign. This is not something that will be possible. Based on what we have learned from the tests so far, we can offer one or the other, not both, and we want to be transparent about that.

    Are we actually supposed to believe ZOS prefers scenario #1????

    There has been absolutely (ABSOLUTELY) zero evidence to support the claim that you prefer to keep Cyrodiil as is for PvPrs. This is truly remarkable, we knew all along the intention of Vengenace was to enact scenario #2. The fact that y'all are now finally saying it, but still drudging our hope along is wild. Just tell us what is happening! Do we stop playing the game or not? That’s what it boils down to. Are you investing in us the same as we are to you? The answer is historically no, but at what point do you do good on the fan base that came to ESO for Cyrodiil.

    If I were to make a guess, they'll probably start with scenario 1, and hope that the GH crowd moves to the new game mode so that in time they can switch to scenario 2 without upsetting a large part of what's left of the current pvp mains. If the new game mode can offer the live cyro experience without the performance issues, that would probably be the best path forward.

    Just being honest. I’m on an Xbox Series X, I don’t see the performance problems everyone talks about. I remember on the old gen I did. The issues I see aren’t even related to Cyrodiil, I lag out from time to time in my menu or in dungeons. I never lag out in Cyrodiil.

    And also, “the best path forward” for who? We have a decade of memories in Cyrodiil and still log in nightly making more. A new “smaller” mode cannot replace what we have.

    Tired of the smoke and mirrors.

    I'm just trying to be realistic, even though I've always been opposed to the idea of vengeance replacing current cyrodiil permanently. Large pop cap GH is a laggy mess. Current pop cap cyrodiil is less bad (until a ball group shows up), but only has 1 or 2 keep fight at any given time on that huge map. A smaller version of current cyrodiil is basically the only option that's left if we want to keep the buildcrafting aspect that makes it so interesting.

    Yea I understand but there’s a difference in being realistic and being complacent. I don’t think they have any intention on keeping Scenario 1 in the cards even if they go that route (first). Again, I don’t really see the performance issues people speak about. IMO, saying the best path forward is this path, is not true FOR ME. And I am not alone.
    "IMO"
    Aldmeri Dominion
    Bosmer Nightblade AR 32 - Altmer Templar AR 26 - Dunmer Dragonknight AR 18 - Altmer Sorcerer AR 20 - Khajiit Dragonknight AR 18
    (+3 not worth mentioning, yet)
  • Romilly
    Romilly
    ✭✭✭
    "Strongly prefer option 1". Especially if you want to keep your hard core PVP players. We will simply not play in an environment where organized groups cannot exist. I realize this feels awfully unfair to individuals who just want to zerg and gate-camp with the largest population, which is EXACTLY what we saw in the last campaign. When target limits to 3, it's almost impossible for an organized group to fight even at a 1 to 2 odds ratio.

    You may hate ball groups and (I'd say) bombers, but think of them as a check and balance on Zergs. Just as troll tanks are a check and balance on ball groups.

    You've already killed battlegrounds, please don't do this to Cyrodiil, the last large scale permanent PVP in the whole world.
  • BolixTheOwner
    BolixTheOwner
    ✭✭
    Don't kill off normal GH
  • MJallday
    MJallday
    ✭✭✭✭✭
    With the next Vengeance test coming up in December, we wanted to give everyone an update on the Vengeance testing and where we’re headed with Cyrodiil. We recognize that you all have questions about next steps and what these tests mean for the future of Cyrodiil, and we’re here to answer some of those questions. We also want to give you as much context and info as possible, in the name of transparency.

    The Goals
    To recap where we started and where we’ve been with the Vengeance tests, earlier this year we set out to try some new things with Cyrodiil to address the following specific goals:
    • Significantly increase the player cap in a Cyrodiil campaign so that campaigns feel lively, full, and there’s lots of action to enjoy.
      • Cyrodiil was originally designed to support 900 total concurrent players (300 per alliance.) We have not been able to support those target numbers in the current non-Vengeance Cyrodiil campaigns. We are able to hit 900 total concurrent players with the Vengeance ruleset.
    • Reduce frustrating latency and related game performance issues in Cyrodiil, especially during large, sustained battles. And in turn, increase the fun and enjoyment.
    • Through testing, determine if overall Ability complexity is the main cause of server stress and game performance issues in Cyrodiil, especially during mass battles and in high-population campaigns.
      • We did test other potential causes of server stress and game performance issues in Cyrodiil during the Vengeance tests, such as item sets and procs, consumable items, siege weapons, quests, vendors, etc. Ability complexity was our primary suspected main cause factor, though.

    Test Summaries
    Since March, we have held three Vengeance tests. The next one will begin on December 3, 2025.

    For the first test, which was on the PC EU and NA servers, we introduced the Vengeance ruleset including normalized character stats, attributes, consumables, and Vengeance-specific weapons for all classes. We also disabled things like the Champion System, all quests, item sets, and access to banks, vendors, and crafting nodes.

    The specific goal of this test was to give us a starting point – to reduce things to the most basic level so we could evaluate the findings and begin adding things back in. At the end of this test, we saw the most players ever in Cyrodiil at one time in a single campaign, the largest sustained battles we’ve ever had in Cyrodiil, and the best overall game performance we’ve ever seen in Cyrodiil. By all accounts, we were on the right track based on our goals.

    Survey results were also the most positive following this test compared to subsequent ones, with many participants saying they enjoyed the higher population, improved game performance/lower latency, and overall experience. The aligned Golden Pursuit was also noted as a positive. The loss of unique class/character builds and customization was (and continues to be) the biggest negative point.

    For the second test, we welcomed the live console EU and NA server communities. The Vengeance ruleset was largely the same as the first test, with the addition of Vengeance versions of skills from all Weapon skill lines and the Assault and Support Skill lines to the available class templates.

    The specific goal of this test was to build upon the baseline we set during the first test, slowly begin introducing more skill lines and abilities, and evaluate the results. At the end of this test, we saw similar results with better game performance, lower latency, higher population, and larger sustained battles than possible in other Cyrodiil campaigns.

    This test overlapped with the Zeal of Zenithar event, which we recognize not everyone enjoyed.

    Survey results for this test were similar in sentiment, leaning positive. Over 80% of participants rated the added skill lines favorably (“OK”, “Good”, or “Great”), sharing appreciation for the variety and balance, while also noting that there’s room to improve.

    For the third test, we layered upon what we introduced in the two previous tests, and added in meatbag catapults, as well as performance-tailored skill lines for the Fighters Guild and Mages Guild, plus an armor skill line with active abilities for light, medium, and heavy armor. We also introduced certain progression and cosmetic systems into Vengeance, including Skyshards, mount selection, titles, and achievements.

    Similar to the second test, our goal was to introduce more things that players enjoy and expect in a Cyrodiil campaign, and monitor the impact on latency, game performance, and overall experience.

    We did not run a Golden Pursuit during this Vengeance test, and saw disappointment about that. We also ran this test during the Undaunted Celebration, which some players understandably noted they had higher interest in participating in versus this test. Even though population in Vengeance was lower during this test, it still performed well and participant numbers were still higher than our typical population caps in a normal Cyrodiil campaign.

    Survey results for this test were more mixed than the results following the first two and we saw less positivity overall. More survey participants noted fatigue with the tests and a desire to be able to play their own unique characters and builds in Cyrodiil, and frustration that the test ran during another in-game event.


    Test Learnings
    Throughout the first three tests, we learned with certainty that in order to deliver a performant Cyrodiil, to support a large-scale PvP zone with mass-scale battles, the abilities, procs, passives, etc. must be lighter versions of the ones that exist in the rest of the game.

    The set of four graphs below illustrate the differences in population as well as the server frames per second between the Vengeance Cyrodiil campaign and non-Vengeance Cyrodiil campaigns. (On the left of each graph is the non-Vengeance campaigns and on the right are the Vengeance campaigns, on the PC EU and PC NA servers.)

    qdmiz4jb326w.png

    Next Steps
    For the test in December, we will introduce Vengeance-specific Perks and Loadout systems for character/class templates. These systems are designed to give you a bit more variety over your builds compared to what was available in previous Vengeance tests. Specifically, you will have more control over your stats with four pre-build stats packages called “Loadouts” and “Perks” are passives that give extra combat effectiveness and bonuses to your characters. The intent with these is to give characters a boost that is comparable to a single 5-piece item set that is purely passive, like Julianos.

    We will also be adding a Vengeance-specific inventory, which will store all your Vengeance items. During this test, you will also be able to collect regular items while in the Vengeance campaign – those items will be placed into your regular inventory. Many systems that were previously turned off in Vengeance will also be turned back on including quests, vendors, and leaderboards. Scattershot and Oil Catapults will also join the available options for siege weapons, and Keep Recall Stones and Channeled Repair Kits will also be added.

    We’ll share more detailed notes ahead of the December test. We’ll monitor the impact of these additional systems on latency and game performance, as we have during prior tests.

    Lastly, the Gray Host campaign (as it is now) will be up during the second half of this Vengeance test and will monitor server performance for both campaigns. This comparison will allow us valuable side-by-side data. This will be our final “adding new things” test where we compare the game performance of Vengeance with what a campaign looks like with all the systems turned on.

    We have another test or two planned for next year, for the sake of evaluating healing versus damage concerns. We’ll share more about those next year.

    So where does this put us, and where do we as a dev team realistically think we’re headed for the future of Cyrodiil? With the caveat that the December test still needs to happen, we see two realistic paths forward:
    • Scenario 1: We would open a Vengeance Cyrodiil campaign sometime next year with a special ruleset based on the previous and upcoming tests, and leave Grey Host open as it is now.
    • Scenario 2: We would close all existing Cyrodiil campaigns and open one or two Vengeance ruleset campaigns sometime next year.
    As a dev team, Scenario 1 is the one we strongly prefer and is the most likely. We want you to have a choice between playing in Vengeance or Gray Host, and would closely monitor both campaign populations to help inform any additional actions we should take moving forward.

    We recognize that some of our players would prefer there be no changes to their characters, effectively how they are in the Gray Host Cyrodiil campaign, while enjoying the higher population and reduced latency/game performance issues of the Vengeance campaign. This is not something that will be possible. Based on what we have learned from the tests so far, we can offer one or the other, not both, and we want to be transparent about that.

    Lastly, we do want to share a few early bits about some things that we are working on for PvP. You’ll hear a little more about these in January. For players who wish to enjoy a PvP experience that is more like Grey Host, we are in the early stages of working on a mid-size PvP space. It will be smaller than Cyrodiil but larger than our largest Battlegrounds, and offer enough room for 3-sided keep warfare and an overall similar experience to Cyrodiil. The goal with that will be to allow players to have their full suite of abilities, unique builds, equipment, etc. just like in Gray Host. We are also working on a PvP progression system that we’re excited to tell you a little more about early next year.

    Thank you all for your continued feedback and support. Your participation in the Vengeance tests and related surveys has been greatly appreciated. We’d like to remind everyone that when we send out surveys where it’s important we are able to verify that participants played the content, we have to send out the surveys via email. Please consider opting in to these emails if you haven’t already, so you may be included in future survey sends. Thank you!

    The major problem with scenario 1 is that you’ll be diluting an already sparse player base further

    Right now on Xbox eu there’s barely 150
    Players online

    Imagine that being cut in half

    During events you might get more. But scenario 1 would make an empty space even emptier

    If GH can’t cope with the Lag (and by your own stats it can’t) Your best best right now is closing cyro and just having 1 vengeance campaign



  • ajkb78
    ajkb78
    ✭✭✭✭✭
    L_Nici wrote: »
    I am a bit shocked, that scenario 2 is even communicated, that means its an actual possibility, that you consider to drop all usual campaigns...I am not sure how I feel about that

    I'd like to clarify this, then, if that's the concern. With this message, we wanted to be transparent and define what the only options are. It's those two. There are no others - that also does not mean we're considering both. Scenario 2 is not our end goal or what we want for everyone.

    I do share the concern about having GH and Vengeance running in parallel and neither ending up with enough population. Given the discussion about "a medium-sized pvp space" perhaps the best option would be a variation of option 1, where Cyrodiil follows the Vengeance ruleset and the "new medium-sized pvp space" retains the full GH ruleset. If the new PVP space is kind of like a mini-Cyrodiil, like a small province with engaging multi-way fighting (please learn from the poor reception of 2-team battlegrounds...) then that could work out nicely - imagine something 1/3 the size of Cyrodiil with 1/3 the population, still featuring long-running dip-in-dip-out war fighting with objectives to fight over and control. Fighting would be more intense without the "horse riding simulator" to get back to the keep you're fighting over (or at least a shorter horse ride...) and interesting.

    However another commentator raised the issue of "what would be the point of new sets if Vengeance is the only pvp option" and regardless of if it is or isn't, the elephant in the room is *there are too many sets in the game*. Full stop. Most of them are complete trash, useless for any build, and 95% are trash for any PVE situation - so the only purpose a load of sets get is to be used for PVP. I don't disagree with Vengeance, it's probably where I'll end up playing, but I do think it's well overdue time for a conversation about sets: what to do with the vast majority of existing useless sets, what is the point of introducing more sets to the game (most of which are also useless...) It's not meant as a criticism, it's just a fact that in a game with so many sets most of them will not perform as well as the meta but in this game in particular many feel essentially abandoned and so poorly-performing that I can't believe anyone ever wears them.
  • SneaK
    SneaK
    ✭✭✭✭✭
    MJallday wrote: »
    With the next Vengeance test coming up in December, we wanted to give everyone an update on the Vengeance testing and where we’re headed with Cyrodiil. We recognize that you all have questions about next steps and what these tests mean for the future of Cyrodiil, and we’re here to answer some of those questions. We also want to give you as much context and info as possible, in the name of transparency.

    The Goals
    To recap where we started and where we’ve been with the Vengeance tests, earlier this year we set out to try some new things with Cyrodiil to address the following specific goals:
    • Significantly increase the player cap in a Cyrodiil campaign so that campaigns feel lively, full, and there’s lots of action to enjoy.
      • Cyrodiil was originally designed to support 900 total concurrent players (300 per alliance.) We have not been able to support those target numbers in the current non-Vengeance Cyrodiil campaigns. We are able to hit 900 total concurrent players with the Vengeance ruleset.
    • Reduce frustrating latency and related game performance issues in Cyrodiil, especially during large, sustained battles. And in turn, increase the fun and enjoyment.
    • Through testing, determine if overall Ability complexity is the main cause of server stress and game performance issues in Cyrodiil, especially during mass battles and in high-population campaigns.
      • We did test other potential causes of server stress and game performance issues in Cyrodiil during the Vengeance tests, such as item sets and procs, consumable items, siege weapons, quests, vendors, etc. Ability complexity was our primary suspected main cause factor, though.

    Test Summaries
    Since March, we have held three Vengeance tests. The next one will begin on December 3, 2025.

    For the first test, which was on the PC EU and NA servers, we introduced the Vengeance ruleset including normalized character stats, attributes, consumables, and Vengeance-specific weapons for all classes. We also disabled things like the Champion System, all quests, item sets, and access to banks, vendors, and crafting nodes.

    The specific goal of this test was to give us a starting point – to reduce things to the most basic level so we could evaluate the findings and begin adding things back in. At the end of this test, we saw the most players ever in Cyrodiil at one time in a single campaign, the largest sustained battles we’ve ever had in Cyrodiil, and the best overall game performance we’ve ever seen in Cyrodiil. By all accounts, we were on the right track based on our goals.

    Survey results were also the most positive following this test compared to subsequent ones, with many participants saying they enjoyed the higher population, improved game performance/lower latency, and overall experience. The aligned Golden Pursuit was also noted as a positive. The loss of unique class/character builds and customization was (and continues to be) the biggest negative point.

    For the second test, we welcomed the live console EU and NA server communities. The Vengeance ruleset was largely the same as the first test, with the addition of Vengeance versions of skills from all Weapon skill lines and the Assault and Support Skill lines to the available class templates.

    The specific goal of this test was to build upon the baseline we set during the first test, slowly begin introducing more skill lines and abilities, and evaluate the results. At the end of this test, we saw similar results with better game performance, lower latency, higher population, and larger sustained battles than possible in other Cyrodiil campaigns.

    This test overlapped with the Zeal of Zenithar event, which we recognize not everyone enjoyed.

    Survey results for this test were similar in sentiment, leaning positive. Over 80% of participants rated the added skill lines favorably (“OK”, “Good”, or “Great”), sharing appreciation for the variety and balance, while also noting that there’s room to improve.

    For the third test, we layered upon what we introduced in the two previous tests, and added in meatbag catapults, as well as performance-tailored skill lines for the Fighters Guild and Mages Guild, plus an armor skill line with active abilities for light, medium, and heavy armor. We also introduced certain progression and cosmetic systems into Vengeance, including Skyshards, mount selection, titles, and achievements.

    Similar to the second test, our goal was to introduce more things that players enjoy and expect in a Cyrodiil campaign, and monitor the impact on latency, game performance, and overall experience.

    We did not run a Golden Pursuit during this Vengeance test, and saw disappointment about that. We also ran this test during the Undaunted Celebration, which some players understandably noted they had higher interest in participating in versus this test. Even though population in Vengeance was lower during this test, it still performed well and participant numbers were still higher than our typical population caps in a normal Cyrodiil campaign.

    Survey results for this test were more mixed than the results following the first two and we saw less positivity overall. More survey participants noted fatigue with the tests and a desire to be able to play their own unique characters and builds in Cyrodiil, and frustration that the test ran during another in-game event.


    Test Learnings
    Throughout the first three tests, we learned with certainty that in order to deliver a performant Cyrodiil, to support a large-scale PvP zone with mass-scale battles, the abilities, procs, passives, etc. must be lighter versions of the ones that exist in the rest of the game.

    The set of four graphs below illustrate the differences in population as well as the server frames per second between the Vengeance Cyrodiil campaign and non-Vengeance Cyrodiil campaigns. (On the left of each graph is the non-Vengeance campaigns and on the right are the Vengeance campaigns, on the PC EU and PC NA servers.)

    qdmiz4jb326w.png

    Next Steps
    For the test in December, we will introduce Vengeance-specific Perks and Loadout systems for character/class templates. These systems are designed to give you a bit more variety over your builds compared to what was available in previous Vengeance tests. Specifically, you will have more control over your stats with four pre-build stats packages called “Loadouts” and “Perks” are passives that give extra combat effectiveness and bonuses to your characters. The intent with these is to give characters a boost that is comparable to a single 5-piece item set that is purely passive, like Julianos.

    We will also be adding a Vengeance-specific inventory, which will store all your Vengeance items. During this test, you will also be able to collect regular items while in the Vengeance campaign – those items will be placed into your regular inventory. Many systems that were previously turned off in Vengeance will also be turned back on including quests, vendors, and leaderboards. Scattershot and Oil Catapults will also join the available options for siege weapons, and Keep Recall Stones and Channeled Repair Kits will also be added.

    We’ll share more detailed notes ahead of the December test. We’ll monitor the impact of these additional systems on latency and game performance, as we have during prior tests.

    Lastly, the Gray Host campaign (as it is now) will be up during the second half of this Vengeance test and will monitor server performance for both campaigns. This comparison will allow us valuable side-by-side data. This will be our final “adding new things” test where we compare the game performance of Vengeance with what a campaign looks like with all the systems turned on.

    We have another test or two planned for next year, for the sake of evaluating healing versus damage concerns. We’ll share more about those next year.

    So where does this put us, and where do we as a dev team realistically think we’re headed for the future of Cyrodiil? With the caveat that the December test still needs to happen, we see two realistic paths forward:
    • Scenario 1: We would open a Vengeance Cyrodiil campaign sometime next year with a special ruleset based on the previous and upcoming tests, and leave Grey Host open as it is now.
    • Scenario 2: We would close all existing Cyrodiil campaigns and open one or two Vengeance ruleset campaigns sometime next year.
    As a dev team, Scenario 1 is the one we strongly prefer and is the most likely. We want you to have a choice between playing in Vengeance or Gray Host, and would closely monitor both campaign populations to help inform any additional actions we should take moving forward.

    We recognize that some of our players would prefer there be no changes to their characters, effectively how they are in the Gray Host Cyrodiil campaign, while enjoying the higher population and reduced latency/game performance issues of the Vengeance campaign. This is not something that will be possible. Based on what we have learned from the tests so far, we can offer one or the other, not both, and we want to be transparent about that.

    Lastly, we do want to share a few early bits about some things that we are working on for PvP. You’ll hear a little more about these in January. For players who wish to enjoy a PvP experience that is more like Grey Host, we are in the early stages of working on a mid-size PvP space. It will be smaller than Cyrodiil but larger than our largest Battlegrounds, and offer enough room for 3-sided keep warfare and an overall similar experience to Cyrodiil. The goal with that will be to allow players to have their full suite of abilities, unique builds, equipment, etc. just like in Gray Host. We are also working on a PvP progression system that we’re excited to tell you a little more about early next year.

    Thank you all for your continued feedback and support. Your participation in the Vengeance tests and related surveys has been greatly appreciated. We’d like to remind everyone that when we send out surveys where it’s important we are able to verify that participants played the content, we have to send out the surveys via email. Please consider opting in to these emails if you haven’t already, so you may be included in future survey sends. Thank you!

    The major problem with scenario 1 is that you’ll be diluting an already sparse player base further

    Right now on Xbox eu there’s barely 150
    Players online

    Imagine that being cut in half

    During events you might get more. But scenario 1 would make an empty space even emptier

    If GH can’t cope with the Lag (and by your own stats it can’t) Your best best right now is closing cyro and just having 1 vengeance campaign



    No, their best bet is crossplay. By no means should “best” be accompanied with removing a part of ESO that some people consider 99% of their game.
    "IMO"
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  • loosej
    loosej
    ✭✭✭✭✭
    SneaK wrote: »
    loosej wrote: »
    SneaK wrote: »
    loosej wrote: »
    SneaK wrote: »
    [*] Scenario 1: We would open a Vengeance Cyrodiil campaign sometime next year with a special ruleset based on the previous and upcoming tests, and leave Grey Host open as it is now.
    [*] Scenario 2: We would close all existing Cyrodiil campaigns and open one or two Vengeance ruleset campaigns sometime next year.
    [/list]
    As a dev team, Scenario 1 is the one we strongly prefer and is the most likely. We want you to have a choice between playing in Vengeance or Gray Host, and would closely monitor both campaign populations to help inform any additional actions we should take moving forward.

    We recognize that some of our players would prefer there be no changes to their characters, effectively how they are in the Gray Host Cyrodiil campaign, while enjoying the higher population and reduced latency/game performance issues of the Vengeance campaign. This is not something that will be possible. Based on what we have learned from the tests so far, we can offer one or the other, not both, and we want to be transparent about that.

    Are we actually supposed to believe ZOS prefers scenario #1????

    There has been absolutely (ABSOLUTELY) zero evidence to support the claim that you prefer to keep Cyrodiil as is for PvPrs. This is truly remarkable, we knew all along the intention of Vengenace was to enact scenario #2. The fact that y'all are now finally saying it, but still drudging our hope along is wild. Just tell us what is happening! Do we stop playing the game or not? That’s what it boils down to. Are you investing in us the same as we are to you? The answer is historically no, but at what point do you do good on the fan base that came to ESO for Cyrodiil.

    If I were to make a guess, they'll probably start with scenario 1, and hope that the GH crowd moves to the new game mode so that in time they can switch to scenario 2 without upsetting a large part of what's left of the current pvp mains. If the new game mode can offer the live cyro experience without the performance issues, that would probably be the best path forward.

    Just being honest. I’m on an Xbox Series X, I don’t see the performance problems everyone talks about. I remember on the old gen I did. The issues I see aren’t even related to Cyrodiil, I lag out from time to time in my menu or in dungeons. I never lag out in Cyrodiil.

    And also, “the best path forward” for who? We have a decade of memories in Cyrodiil and still log in nightly making more. A new “smaller” mode cannot replace what we have.

    Tired of the smoke and mirrors.

    I'm just trying to be realistic, even though I've always been opposed to the idea of vengeance replacing current cyrodiil permanently. Large pop cap GH is a laggy mess. Current pop cap cyrodiil is less bad (until a ball group shows up), but only has 1 or 2 keep fight at any given time on that huge map. A smaller version of current cyrodiil is basically the only option that's left if we want to keep the buildcrafting aspect that makes it so interesting.

    Yea I understand but there’s a difference in being realistic and being complacent. I don’t think they have any intention on keeping Scenario 1 in the cards even if they go that route (first). Again, I don’t really see the performance issues people speak about. IMO, saying the best path forward is this path, is not true FOR ME. And I am not alone.

    I hear what you're saying, I have thousands of hours of fond memories playing cyrodiil myself, and would be very sad to see GH disappear. And like I said, if I were to guess, I also don't expect them to keep GH alive in the long term.

    And you're obviously entitled to have the opinion you have, I'm not trying to be contrarian. But the main question you should ask yourself is how much fun GH will be if the people who are left playing it are suddenly spread across 3 different game modes? If GH only manages to fill 2 or 3 bars, and only during prime time, wouldn't that make it functionally dead? Personally I'd prefer it if all of those players were funneled into a smaller, more performant, and more densely populated map that still offers the same experience.
    Edited by loosej on 24 November 2025 17:48
    Consistency: It's only a virtue if you're not a screwup (source: despair.com)
  • MachineGod
    MachineGod
    ✭✭✭✭
    I will just cut right to it. There was no need for these tests. In fact the best thing that has happened in this thread is you posted evidence for me to support my claim. The issue is no abilities, CP, Gear or whatever other item has been listed.

    It's the fact that there are massive amounts of overlapping cross heals and shields and other effects that are causing huge strain and this has been said time and time again by the players. You even dismissed this way back before the vengeance tests when cross healing was turned off and performance became good but the players knew what they felt as did I.

    I am also afraid I can't believe the results you write here. You effectively gas-lit the community for years saying new hardware would have no effect on the performance but when we got new servers it magically improved. Again something players theorized would happen.

    Next the performance degradation took around 6 months before it started getting worse again after the new servers arrived and then during more updates and importantly around the time scribing came along and gave groups a new way to spam shields (basically even more cross healing and buffs) the performance once again dropped and finally subclassing effectively allowing a near unheard of amounts of healing per second, shields and buffs.

    I do not blame the players putting together ball groups here but the data from the graphs in the posts clearly showing these massive spikes during the 2-4 hours where typically we will have the large groups fighting each other. Where we have the most overlapping effects. Effectively every player within one of those fights represents 3-4 players from vengeance due to the sheer amount of effects and actions per second.

    Could we finally get an answer why this has never once directly been addressed?

    Finally I don't understand why this is even needed since at least on PC-EU currently Gray host is only full for about 2 hours per night now. I don't understand why you would dedicate so much resource into a new campaign for 900 players when you can barely fill the 360 as it is. We can see a declining player base. I worry this will only contribute further and it will be another dead campaign in an already growing list of many other fallen campaign ideas.

    I can't say after reading this post I am happy. Worried would be a word to use.

    My final point being it is also funny that you refer to "Gray Host" as the main campign name. The fact the name was never bothered to be updated following the release of that years chapter like it was years prior is just... sad.
  • MISTFORMBZZZ
    MISTFORMBZZZ
    ✭✭✭✭✭
    I think i speak for a lot of people from the pvp community, when i say - if vengeance becomes permanently and you remove GH, im gone.
    PS EU
  • SneaK
    SneaK
    ✭✭✭✭✭
    loosej wrote: »
    SneaK wrote: »
    loosej wrote: »
    SneaK wrote: »
    loosej wrote: »
    SneaK wrote: »
    [*] Scenario 1: We would open a Vengeance Cyrodiil campaign sometime next year with a special ruleset based on the previous and upcoming tests, and leave Grey Host open as it is now.
    [*] Scenario 2: We would close all existing Cyrodiil campaigns and open one or two Vengeance ruleset campaigns sometime next year.
    [/list]
    As a dev team, Scenario 1 is the one we strongly prefer and is the most likely. We want you to have a choice between playing in Vengeance or Gray Host, and would closely monitor both campaign populations to help inform any additional actions we should take moving forward.

    We recognize that some of our players would prefer there be no changes to their characters, effectively how they are in the Gray Host Cyrodiil campaign, while enjoying the higher population and reduced latency/game performance issues of the Vengeance campaign. This is not something that will be possible. Based on what we have learned from the tests so far, we can offer one or the other, not both, and we want to be transparent about that.

    Are we actually supposed to believe ZOS prefers scenario #1????

    There has been absolutely (ABSOLUTELY) zero evidence to support the claim that you prefer to keep Cyrodiil as is for PvPrs. This is truly remarkable, we knew all along the intention of Vengenace was to enact scenario #2. The fact that y'all are now finally saying it, but still drudging our hope along is wild. Just tell us what is happening! Do we stop playing the game or not? That’s what it boils down to. Are you investing in us the same as we are to you? The answer is historically no, but at what point do you do good on the fan base that came to ESO for Cyrodiil.

    If I were to make a guess, they'll probably start with scenario 1, and hope that the GH crowd moves to the new game mode so that in time they can switch to scenario 2 without upsetting a large part of what's left of the current pvp mains. If the new game mode can offer the live cyro experience without the performance issues, that would probably be the best path forward.

    Just being honest. I’m on an Xbox Series X, I don’t see the performance problems everyone talks about. I remember on the old gen I did. The issues I see aren’t even related to Cyrodiil, I lag out from time to time in my menu or in dungeons. I never lag out in Cyrodiil.

    And also, “the best path forward” for who? We have a decade of memories in Cyrodiil and still log in nightly making more. A new “smaller” mode cannot replace what we have.

    Tired of the smoke and mirrors.

    I'm just trying to be realistic, even though I've always been opposed to the idea of vengeance replacing current cyrodiil permanently. Large pop cap GH is a laggy mess. Current pop cap cyrodiil is less bad (until a ball group shows up), but only has 1 or 2 keep fight at any given time on that huge map. A smaller version of current cyrodiil is basically the only option that's left if we want to keep the buildcrafting aspect that makes it so interesting.

    Yea I understand but there’s a difference in being realistic and being complacent. I don’t think they have any intention on keeping Scenario 1 in the cards even if they go that route (first). Again, I don’t really see the performance issues people speak about. IMO, saying the best path forward is this path, is not true FOR ME. And I am not alone.

    I hear what you're saying, I have thousands of hours of fond memories playing cyrodiil myself, and would be very sad to see GH disappear. And like I said, if I were to guess, I also don't expect them to keep GH alive in the long term.

    And you're obviously entitled to have the opinion you have, I'm not trying to be contrarian. But the main question you should ask yourself is how much fun GH will be if the people who are left playing it are suddenly spread across 3 different game modes? If GH only manages to fill 2 or 3 bars, and only during prime time, wouldn't that make it functionally dead? Personally I'd prefer it if all of those players were funneled into a smaller, more performant, and more densely populated map that still offers the same experience.

    The assumption that people who currently play in GH would leave for the other modes is what I disagree with, any PvPer you talk to, the main gripe is balance, not performance. The new modes aren’t offering value beyond performance which isn’t something I’m even griping about.
    "IMO"
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  • MISTFORMBZZZ
    MISTFORMBZZZ
    ✭✭✭✭✭
    You know exactly how bad liked Vengeance is by a big chunk of the pvp community, perhaps the majority but still pushing this path, is outragous
    PS EU
  • Katheriah
    Katheriah
    ✭✭✭✭✭
    ✭✭✭
    Scenario 2: We would close all existing Cyrodiil campaigns and open one or two Vengeance ruleset campaigns sometime next year.

    a5b3a552-9702-4018-b5e9-97249a358bab_text.gif
  • TheSherryOnTop
    TheSherryOnTop
    Soul Shriven
    I'm not sure how I feel about every campagne (except maybe GH) being removed and replaced by one or two Vengeance campagnes. One week of playing Vengeance is fun and all, but the problem with it is that the characters don't feel like they do normally. You don't have normal skills, everyone is somehow squishy af despite having 70k health; overall it becomes monotone very fast. Of course normal PvP does have it's problems (mostly ballgroups), but I thought the part of Vengeance being a test campagne was to figure out what problems current PvP is having and resolving those problems without changing the campagnes and removing what is essential to ESO (that is, playing the character as you like it to play - be it with subclassing or not, be it with procs or not).
  • SneaK
    SneaK
    ✭✭✭✭✭
    I think i speak for a lot of people from the pvp community, when i say - if vengeance becomes permanently and you remove GH, im gone.

    They don’t care. Timmy will buy ESO for 5$ in December, then Timmy will accidentally go to Vengeance to quest and submit a survey of all positive reviews cause he witnessed great battles and never died while in Vengeance, and the optional portion will read, “gathered sky shards in far far away lands, even hit a snipe attack on a enemy player from the top of a castle”.
    Edited by SneaK on 24 November 2025 18:03
    "IMO"
    Aldmeri Dominion
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  • Radiate77
    Radiate77
    ✭✭✭✭✭
    …Lastly, we do want to share a few early bits about some things that we are working on for PvP. You’ll hear a little more about these in January. For players who wish to enjoy a PvP experience that is more like Grey Host, we are in the early stages of working on a mid-size PvP space. It will be smaller than Cyrodiil but larger than our largest Battlegrounds, and offer enough room for 3-sided keep warfare and an overall similar experience to Cyrodiil. The goal with that will be to allow players to have their full suite of abilities, unique builds, equipment, etc. just like in Gray Host. We are also working on a PvP progression system that we’re excited to tell you a little more about early next year...

    First I just want to say thank you. @ZOS_JessicaFolsom.

    For the longest time, I have said, that if it ever becomes apparent that Cyrodiil can not be fixed, I would appreciate a smaller scale, more focused experience where you can get that same feeling without all of the performance issues.

    I have some questions though. Is that new “mid-size PvP space” going to be matchmade, or is it going to be drop in/drop out, similar to Cyrodiil and Imperial City? One of my biggest grievances with Cyrodiil has been, that when your alliance starts losing, everyone either leaves because there is no penalty, or switches alliances, how would this new experience prevent that?

    I’m also curious about the new progression system, is this going to be akin to a Battle Pass? I love the idea of this, as it could be a perfect way to get people out of their comfort zone, trying new builds and playstyles to push through challenges.
  • SpiritKitten
    SpiritKitten
    ✭✭✭✭✭
    Lancers (siege weapons) are my favorite part of Cyro. Will they be in Vengeance? I don't think I want to even play Cyro without them.
  • React
    React
    ✭✭✭✭✭
    ✭✭✭✭✭
    Why are the numbers on the graphs blurred out and made to be illegible?

    I'd love to see an analysis of the people who participated in these surveys which apparently showed how much they preferred vengeance. I'd wager that the overwhelming majority of people who actually filled out these surveys are those who almost never step foot in cyrodiil, and likely will never step foot in cyrodiil even with the vengeance ruleset unless you provide some similar incentive like you did during the tests (double AP, golden pursuits, etc).

    What I'm implying is that you're taking the opinions of non-PVP players, which seem to be in contrast to those of the vocal majority of actual PVP players, and re-designing the PVP environment to suit their needs rather than those of the die hard loyalist who have stuck with PVP all these years.

    It is a shame to see. I'm interested to see if you address the elephant in the room during the upcoming part 3 of the PVP Q&A, which is the nature of ball groups and how stacking HOTS/Shields/bufff sets in that setting impact performance. It really feels like this is an issue that should have been addressed years ago to study it's impact on performance, rather than taking this sledgehammer approach that is vengeance.

    Now, I am happy to hear about a new "mid size" pvp zone. This is something that has been requested for years now. However, we already have a zone that is beautifully designed and fills this exact niche - the imperial city and imperial city sewers. This area as a whole is the best designed open world PVP zone I've played in any game with a huge variety of terrains and environments, a mix of enemies to attract a wider crowd, etc. It's simply fallen out of popularity due to a lack of updates for years now. While I absolutely would not turn down receiving a new mid size PVP zone (with the normal "cyrodiil" rulesets!), I am not at all confident the team will deliver something with a good design and format after the recent disaster that is the battleground rework.

    I'd instead encourage the team to work with what they have and do a massive imperial city overhaul. Take the beautifully designed area that is the city and sewers, and give it a new facelift with a new ranking system, factionless small-group based format, and a variety of new rewards and mechanics. I wrote a very detailed post back in 2023 describing the changes I'd make to accomplish what I think would be a popular mid-sized gamemode with imperial city, which I'll link here.

    https://forums.elderscrollsonline.com/en/discussion/620139/in-depth-imperial-city-rework-idea-the-pvp-content-eso-needs-in-2023/p1
    Edited by React on 24 November 2025 18:23
    @ReactSlower - PC/NA - 2000+ CP
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  • ArctosCethlenn
    ArctosCethlenn
    ✭✭✭✭
    I guess that's one way to avoid doing any class balance.
  • Faulgor
    Faulgor
    ✭✭✭✭✭
    ✭✭✭✭✭
    Thanks for the update, Jess! Very much appreciated.

    Looking forward to the new mid-sized PvP area, though I'd still like to see a return to 3v3 BGs.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • allochthons
    allochthons
    ✭✭✭✭✭
    Before you make any final decisions, ZoS, please do test the HoT/Shield stacking issue many hard-core PvPers have been saying is the problem for years.

    They may be right, they may be wrong, but until you have data on THAT, the hard-core PvPers will never believe you, and you'll lose them.
    Edited by allochthons on 24 November 2025 18:28
    She/They
    PS5/NA (CP2900+)
  • code65536
    code65536
    ✭✭✭✭✭
    ✭✭✭✭✭
    Poss wrote: »
    I’ll solve the dev’s performance headache for them. Remove aoe proc sets like vicious death, remove the 20 million vigor and regen ticks you can have active on you along with the thousand different shields you can stack and finally remove ballgroups and watch as Cyrodiil performance returns to normal

    Those are *checks notes* things that were changed in Vengeance.
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  • RedJohn_COF
    RedJohn_COF
    ✭✭✭
    Neither option is really satisfying to be honest.

    I can tell you this, if you have Gray Host open as the default campaign and Vengeance as a secondary campaign, it will be the same as what we had before with ravenwatch. A few people might go in there by mistake but thats pretty much it.

    If you get rid of Gray Host completely you will eleminate your current PvP Player base.

    I really feel like the devs should reconsider their goal with vengeance and what they have in mind for PvP overall. I've participated in all Vengeance Tests so far. While I admit having those large scale fights can be fun, with what Vengeance offers currently, it is way too limiting to have fun for a longer period of time. Fights get stale really quickly which is why a lot of people opted not to even try vengeance in the latest test anymore.

    If you consider, as @Poss rightfully mentioned before, that there was a time where Cyrodiil even on old gen consoles, without a SSD, was relatively playable, more than what we have today. There just has to be better ways to create a fun pvp experience for everyone.

    Maybe you shouldn't set your own goal just at a population cap of 900, but look at the whole gaming expierence. Having a good FPS on your server is one thing, but that doesn't mean that people have the same expierence if your client performance isn't where it needs to be (like having loading screens around Sej, even on new consoles - those were still a thing in vengeance as well).

    Why don't you at least try to enable more stuff in vengeance. Keep your current abilities but add CP and see how the performance is. Maybe there is even room to improve performance for CPs in gernal.

    Afterwards, you can have another test round with sets enabled (maybe not all sets, just a curated list) and just see how the performance is in reality. And then maybe lower your expectations to just have idk 600 cap but something thats fun for everyone. Instead of an imaginary cap of 900, which might end out to be just another empty campaign.

    I just think vengeance as it is right now deviates too far from the *play as you want* mantra and in general too far away from what Gray Host is right now.
    Cyrodiil Orange Farmers
    Xbox - EU / Xbox - NA
  • InvitationNotFound
    InvitationNotFound
    ✭✭✭✭✭
    Vengeance is a disgrace.

    Imho most people were just there for rewards / events and many pvp players didn't even participate as it was pure garbage.
    Some people might have enjoyed that kind of pvp for a short while or for an event. But they won't play that stuff anymore without any rewards or events.

    Personally, I haven't seen anything that boring for quite a while.

    Additionally, I don't think the bad performance is due to the current skills respectively players setups. Performance was once much worse and players were complaining about the servers. ZOS always denied that. Yet, when the new servers dropped, performance was awesome. Since then, performance got worse. Instead of focusing on that, we'll have to play with weird skills that manage only to hit 3 random players. It's just pure insanity...
    (as a side note, since probably the last major update, there are extreme FPS drops in bigger fights (and no... it is not my pc), but i guess some people might believe that this issue will get better with Vengeance as well...)

    In my opinion, this all just shows a lack of the necessary skill set or the lack of investment in more / better hardware (or a combination of both) as it means that PvP, as it is, is considered dead by ZOS.
    If Scenario #2 hits, PvP will probably be emptier after a few weeks then it currently is.
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