Turtle_Bot wrote: »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.
i11ionward wrote: »Honestly, while the Assassination skill line shows up in almost every build and can feel repetitive or annoying, I actually like the amount of damage it brings. For the first time in years, I’m seeing some of the BG veterans — the ones who used to tank five people and still counterkill — actually having a hard time surviving against 2–3 opponents. That’s a healthy shift, in my opinion.
i11ionward wrote: »Turtle_Bot wrote: »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.
Honestly, while the Assassination skill line shows up in almost every build and can feel repetitive or annoying, I actually like the amount of damage it brings. For the first time in years, I’m seeing some of the BG veterans — the ones who used to tank five people and still counterkill — actually having a hard time surviving against 2–3 opponents. That’s a healthy shift, in my opinion.
As long as healing stays as overtuned as it currently is, I really don’t think the Assassination line needs damage nerfs. If anything, I’d rather see more skill lines brought up to its level, instead of dragging this one down.
And also, @Turtle_Bot, I’m assuming you’re an experienced player — you’ve definitely noticed that, against mid- to high-skill players, maybe 1 out of 4 bow procs actually lands for meaningful damage. Most people just dodge or block them. Looking at bow procs against below-average players doesn’t make sense either, because those players die with or without them. So to me, the whole “bow proc problem” is pretty overblown.
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.
AD_ThisIsTheWay wrote: »Very interesting comments in this thread guys. I'm glad to see everyone sharing their opinions and input.
I must say though, my intention for this thread wasn't to get bogged down fully into the mechanics of the meta, or discuss certain types of gear or abilities that are problematic. I hear you that lots of things need to be addressed in terms of evening out the combat, especially after subclassing has been introduced.
My intention for this thread was to discuss the bigger picture. Where is PVP going? How can we keep it interesting? How can we evolve the PVP systems and game modes entirely to keep up in the current climate of videogaming? Because currently, with what is happening now, it has gotten very stale. It needs to be refreshed. It needs to be shiny and attractive for the new players and veterans alike. I fear that if significant changes don't happen, the population will continue to decline.
So please, lets open this thread up to discuss more BIG PICTURE ideas. Does anyone like my idea of the coliseum mode? See my prior thoughts:
So in conclusion, here are the things that I would absolutely love to see for Bgs.
- New maps, a lot more please.
- An overhaul of the PVP ranking system in bgs
- A new ranked mode for bgs that implements a tier system
- New rewards that can be earned by winning and leveling your rank in bgs
- Lastly, a brand new game mode for the hardcore end-game pvpers who want to become legends (we could call it the coliseum or something)! A league that requires you to officially register a team and advance up the bracket. There could be seasons for the league that reset after a set period of time.
The problem I see, and probably many others as well, is that none of those things mean anything if the core gameplay isn't rewarding in and of itself. I haven't played in a month or so but I doubt it's any different and likely worse. There's a great game deep down there that has been able to flourish despite the mismanagement. But it's gotten to the point that it's no longer accessible for most - even the ones that do it on the regular. And even if it is, how many are really having that much fun? From what I read above even the winners aren't in some cases. Add to that all of the technical issues, exploits, and general disagreement of the community itself on what they'd like to see the game be and it's no wonder PvP has come to this. The population isn't in decline. It's gone. One camp that barely hits the limit during primetime at the lowest population in the history of the game is the very definition of a dead game (or game mode in this case, at least).
AD_ThisIsTheWay wrote: »The problem I see, and probably many others as well, is that none of those things mean anything if the core gameplay isn't rewarding in and of itself. I haven't played in a month or so but I doubt it's any different and likely worse. There's a great game deep down there that has been able to flourish despite the mismanagement. But it's gotten to the point that it's no longer accessible for most - even the ones that do it on the regular. And even if it is, how many are really having that much fun? From what I read above even the winners aren't in some cases. Add to that all of the technical issues, exploits, and general disagreement of the community itself on what they'd like to see the game be and it's no wonder PvP has come to this. The population isn't in decline. It's gone. One camp that barely hits the limit during primetime at the lowest population in the history of the game is the very definition of a dead game (or game mode in this case, at least).
Yeah I hear you on a lot of what you just said. And I do agree that PVP is pretty much DEAD in cyro since I see zero bars all the time.
But that being said, speaking on behalf of the BG community on PSNA, there are still A LOT of active players in the BG community. I am still an active player, and at the moment my wait time in between queues is often less than 2 minutes.
At least, for what I see on PS5, the BG community still appears to be going strong. A lot stronger than in CYRO or IC.
Finally, for the record... I just want to say... I AM STILL HAVING FUN. For me, the fun isn't buried "deep down there", or "inaccessible". I am still very much having a great time in BGs. Especially every time I execute a nightblade. Currently I'm working on a new dragon knight build.
For me, there is still a plethora of fun to be had in the small scale combat, especially when you are working with a team and getting super competitive. I just wish ZOS would incentivize more people to enter BGs and add more refreshing content. That's all.
- 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.
Turtle_Bot wrote: »Well, it looks like they have made a start on what I said needed to happen regarding Vengeance:
- 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.
Forum Link below:
https://forums.elderscrollsonline.com/en/discussion/685603/community-update-vengeance-testing-cyrodiil/p1
They have confirmed that Vengeance is (as per their stated goals) now going to be (ideally) an option at most, to be ran alongside Greyhost (and apparently a new "mini-cyrodiil" mode that is like a mix of BGs and Cyrodiil but with full greyhost ruleset). They definitely need to stick with this though and ideally not let greyhost (or vengeance) just rot balance wise.
They also acknowledged the tests dragging on too long and have stated their plans regarding future tests for next year (including healing vs damage tests). They have also shared a few results of the previous tests and the actual population caps in Cyrodiil (360 total/120 per faction for live, 900 total/300 per faction for vengeance) with us too which was really nice to see.
The last thing that remains unaddressed is my third point: Balancing Live alongside the tests/vengeance so that the tests aren't in vain.
This is still up in the air since it seems most of the combat balance team is tied up with vengeance currently (and less people available due to microsofts recent layoffs).
Also note that the above linked forum thread is stated (by ZOS themselves) to be in addition to the 3rd PvP FAQ update, not a replacement for it. So that FAQ should still be coming soon (tm).
Honestly (cynicism/skepticism aside), as much as ZOS has messed up over the years, these early signs/communications under the new leadership (open and honest communication about the writhing wall event mess up, and now this for vengeance including sharing some of the results/data graphs) have been a really nice step in the right direction so kudos to ZOS where it is due. Hopefully it continues and is built upon, even though it will take a lot of time and rolling with the punches to push through the cynicism/skepticism of the player base that has built up through the years as a result of the many decisions made in the past.