BardokRedSnow wrote: ».Maximus_Mordred wrote: »ToddIngram wrote: »No amount of hyping by the vocal minority will change that.
Pot, meet kettle.
if greyhost is the pot, ironically vengeance is a very small kettle. A minority, of a minority trying to attract a majority (PvE) that despises competitive play in the first place.
Whoever thought it a good idea to attempt to make pvp more competitive and balanced by stripping everything the game's been known for, to appease people who hate everything about competitive play... really needs to be studied. Especially since all they actually did was make it a numbers game zerg fest even more than Greyhost ever was.
The only people who will stay in vengeance long term are the same ones who occupy the now dead ravenwatch, BR and below 50 campaigns. Jaded bitter pvpers that just wanna zerg, and pvers that just want their tier 3 rewards.
This.
I do, however, think Veng is the ideal under 50/entry to PvP campaign.
Will it be packed, probally not, which is probally why they are putting some FOMO rewards attached to it to hopefully drive player pop.
I do appreciate that this camp gives people who hate ball groups, sweaties, gankers, etc, a place to "chill" or people who want to learn the ropes of cyrodiil a place to start without getting demolished, but I don't think this camp will ever be as full as GH or compettitive as GH.
During its last appearance on PCNA, Vengeance suffered the same issue that plagued and ultimately defeated no proc PVP: As soon as the populations reach a certain level of imbalance, it becomes impossible to play against massive numbers as an underdog.
Yeah during my playtests the limited build options forces the entire camp into a numbers game. Whoever has the higher pop in one area wins - which isn't fun.
A zerg fest just stinks.
BardokRedSnow wrote: ».Maximus_Mordred wrote: »ToddIngram wrote: »No amount of hyping by the vocal minority will change that.
Pot, meet kettle.
The only people who will stay in vengeance long term are the same ones who occupy the now dead ravenwatch, BR and below 50 campaigns. Jaded bitter pvpers that just wanna zerg, and pvers that just want their tier 3 rewards.
Maximus_Mordred wrote: »During its last appearance on PCNA, Vengeance suffered the same issue that plagued and ultimately defeated no proc PVP: As soon as the populations reach a certain level of imbalance, it becomes impossible to play against massive numbers as an underdog.
Yeah during my playtests the limited build options forces the entire camp into a numbers game. Whoever has the higher pop in one area wins - which isn't fun.
A zerg fest just stinks.BardokRedSnow wrote: ».Maximus_Mordred wrote: »ToddIngram wrote: »No amount of hyping by the vocal minority will change that.
Pot, meet kettle.
The only people who will stay in vengeance long term are the same ones who occupy the now dead ravenwatch, BR and below 50 campaigns. Jaded bitter pvpers that just wanna zerg, and pvers that just want their tier 3 rewards.
Perhaps there's been confusion about the marketing of the end product. Cyrodiil is built for zerging, not for having duels/1v1s, not for having smallscale fights, and certainly not for ballgroups or bombers.
It is built for zerging and siege warfare. If you don't like that, then that's fine, but the product is fundamentally not for you.
This may come as a surprise to some, but a lot of people, in fact a massive proportion of largescale PvPers play in Cyrodiil for the large-scale objective fights which rely around zerg v. zerg combat as a foundation. If you want personalised strictly skill-based fighting, there are other avenues in BGs, duels and IC.
Trying to change the behaviour of Cyrodiil and by extension how others can play the game, because it doesn't pander to your own personal style of play, especially when those styles of play already exist is not only selfish but reveals a critical lack of perspective. Play Cyrodiil in smallscale or solo of course, but you have no right to complain when the zerg runs you over.
Its not just that they disable Grey Host in that week once more, but also with Update 50 and the big PvP reward system, the first 30!!!! ranks are basically Vengeance only rewards. They keep forcing it onto us, they do not listen, that the majority of PvP players do not want Vengeance. Its just PvE people liking it, because then they can just jump in, change nothing and be good at it.
When Vengeance PvE rules for Trifecta btw? I don't want to change my build for that and I expect to be able to do it with absolutely no effort, thank you.
Maximus_Mordred wrote: »During its last appearance on PCNA, Vengeance suffered the same issue that plagued and ultimately defeated no proc PVP: As soon as the populations reach a certain level of imbalance, it becomes impossible to play against massive numbers as an underdog.
Yeah during my playtests the limited build options forces the entire camp into a numbers game. Whoever has the higher pop in one area wins - which isn't fun.
A zerg fest just stinks.BardokRedSnow wrote: ».Maximus_Mordred wrote: »ToddIngram wrote: »No amount of hyping by the vocal minority will change that.
Pot, meet kettle.
The only people who will stay in vengeance long term are the same ones who occupy the now dead ravenwatch, BR and below 50 campaigns. Jaded bitter pvpers that just wanna zerg, and pvers that just want their tier 3 rewards.
Perhaps there's been confusion about the marketing of the end product. Cyrodiil is built for zerging, not for having duels/1v1s, not for having smallscale fights, and certainly not for ballgroups or bombers.
It is built for zerging and siege warfare. If you don't like that, then that's fine, but the product is fundamentally not for you.
This may come as a surprise to some, but a lot of people, in fact a massive proportion of largescale PvPers play in Cyrodiil for the large-scale objective fights which rely around zerg v. zerg combat as a foundation. If you want personalised strictly skill-based fighting, there are other avenues in BGs, duels and IC.
Trying to change the behaviour of Cyrodiil and by extension how others can play the game, because it doesn't pander to your own personal style of play, especially when those styles of play already exist is not only selfish but reveals a critical lack of perspective. Play Cyrodiil in smallscale or solo of course, but you have no right to complain when the zerg runs you over.
You are mistaking what I mean by zerg fest.
I love massive battles, 1-2 hour keep battles at chal are amazing. I do not like the spin off tower humpers 1vxer fights... those are annoying to me.
In Cyrodiil (Gray Host) your groups build can turn the tide in a fight. If you've got a good setup you can make a difference.
In Veng... it's simply a numbers game. Whoever brings the most people to a keep wins. That isn't always the case in GH but it is 100% the case in a veng camp.
Thats what I mean by zerg fest.
Four_Fingers wrote: »When Vengeance finally goes live and the seasoned PvP players that have been sitting it out return, I wonder how long it will be till posts show up whining that they are still getting killed.
They have said (very clearly, and several times) that it is not possible to have both large population caps and decent performance in Cyrodiil owing to the drastically higher number of events the server has to process in a single thread (every hit of damage, every splash of healing, every movement etc.)
The PVP community has for a long time complained about decreasing population caps.
So the choices are either something that works a lot more like Vengeance and can support high population caps, or the status quo where each campaign has a small population cap and the popular one has a long queue.
I wonder if there is another option where each campaign is actually multi-instance, with population balancing. If you queue with a group you get to go in the same campaign otherwise you go in a random instance. All the scoring gets aggregated so whatever your instance of the campaign looks like you're still contributing to the overall month-end score. It would mean the system could keep legacy PVP behaviour and eliminate queueing for GH, but it would mean that the score didn't necessarily represent the battlefield and might be challenging for deciding how Emperorship should work, and it would mean just joining campaign and lfging in your PVP guild wouldn't be the same experience. But nobody else has suggested it to my knowledge, so I thought I would.
Bear in mind that there are also a ton of other persistent gripes that "stick with the current system" doesn't address - ball groups, troll tanks, edge builds with high damage, infinite resources and high armour at the same time.... Vengeance does effectively neuter them but the tests so far have probably been too far the other way in terms of neutering build diversity. And finally the issue of sets remains problematic for all game modes - there are far, far too many completely useless sets in the game, that see literally zero use in any form of gameplay except for by noobs that don't have a clue and are probably wearing completely mismatched gear in any case. Each new zone or dungeon adds to the problem.
Four_Fingers wrote: »When Vengeance finally goes live and the seasoned PvP players that have been sitting it out return, I wonder how long it will be till posts show up whining that they are still getting killed.
Did this actually happen? Lol. I'm genuinely asking because I like to play both GH and the Vengeance test but the only ones that were whining were the GH sweats that didn't have their crutches available in Vengeance, lol
Four_Fingers wrote: »Four_Fingers wrote: »When Vengeance finally goes live and the seasoned PvP players that have been sitting it out return, I wonder how long it will be till posts show up whining that they are still getting killed.
Did this actually happen? Lol. I'm genuinely asking because I like to play both GH and the Vengeance test but the only ones that were whining were the GH sweats that didn't have their crutches available in Vengeance, lol
This is not so, a lot of us have played for a long time and cut our ESO PvP teeth back in the day so we know how to play without builds as we know them, it is just boring.
Our whole guild has been sitting it out not because we won't still kick butt, but in protest.
In hindsight it would have been better if we had played and quashed statements like that.
We shall see...
Maximus_Mordred wrote: »Maximus_Mordred wrote: »During its last appearance on PCNA, Vengeance suffered the same issue that plagued and ultimately defeated no proc PVP: As soon as the populations reach a certain level of imbalance, it becomes impossible to play against massive numbers as an underdog.
Yeah during my playtests the limited build options forces the entire camp into a numbers game. Whoever has the higher pop in one area wins - which isn't fun.
A zerg fest just stinks.BardokRedSnow wrote: ».Maximus_Mordred wrote: »ToddIngram wrote: »No amount of hyping by the vocal minority will change that.
Pot, meet kettle.
The only people who will stay in vengeance long term are the same ones who occupy the now dead ravenwatch, BR and below 50 campaigns. Jaded bitter pvpers that just wanna zerg, and pvers that just want their tier 3 rewards.
Perhaps there's been confusion about the marketing of the end product. Cyrodiil is built for zerging, not for having duels/1v1s, not for having smallscale fights, and certainly not for ballgroups or bombers.
It is built for zerging and siege warfare. If you don't like that, then that's fine, but the product is fundamentally not for you.
This may come as a surprise to some, but a lot of people, in fact a massive proportion of largescale PvPers play in Cyrodiil for the large-scale objective fights which rely around zerg v. zerg combat as a foundation. If you want personalised strictly skill-based fighting, there are other avenues in BGs, duels and IC.
Trying to change the behaviour of Cyrodiil and by extension how others can play the game, because it doesn't pander to your own personal style of play, especially when those styles of play already exist is not only selfish but reveals a critical lack of perspective. Play Cyrodiil in smallscale or solo of course, but you have no right to complain when the zerg runs you over.
You are mistaking what I mean by zerg fest.
I love massive battles, 1-2 hour keep battles at chal are amazing. I do not like the spin off tower humpers 1vxer fights... those are annoying to me.
In Cyrodiil (Gray Host) your groups build can turn the tide in a fight. If you've got a good setup you can make a difference.
In Veng... it's simply a numbers game. Whoever brings the most people to a keep wins. That isn't always the case in GH but it is 100% the case in a veng camp.
Thats what I mean by zerg fest.
Fair, I misunderstood what you were trying to say on that last post then. I agree that it has heavily shifted towards numbers over skill, but that's just a natural consequence of dramatically reducing the diversity of sets and playstyles - a necessary step to actually make those zerg battles viable in the first place. Given one or the other, I'd personally take the latter (although of course both would be optimal, but ZOS can't or won't make that a possibility).
However, what I said still stands in regards to the subset of players who actually do misunderstand Cyrodiil's intended purpose.
albertberku wrote: »I am going to argue those "veteran PvPers" would stop playing ESO PvP alltogether if there would be ever any kind of balance between classes and builds in ESO PvP. Yeah, of course they like GH more because you can get carried by your god builds there. Vengeance is not boring it is balanced. Talk about build freedom of GH and then use exact same one build together with all sweaties throughout whole patch and then change to the next god build next patch. And enjoy clearing the more casual folk or players that dont go meta easier. Doesnt look like build freedom to me.
All those hardcore ESO PvP streamers with K/D counters on their screen suddenly stopped streaming. Yeah yeah, they dont like Vengeance. That should be the reason
albertberku wrote: »Is it that or are you missing your stupid OP Maarselok builds, or DK one shot combos or Damage Skill Line stack subclass meta? Your proc sets to carry your damage for you? Medium armor high sustain, high healing, high dmg, high crit, high mobility, speed cap streak, high hp builds to carry you? Is that what you miss?
albertberku wrote: »I am going to argue those "veteran PvPers" would stop playing ESO PvP alltogether if there would be ever any kind of balance between classes and builds in ESO PvP. Yeah, of course they like GH more because you can get carried by your god builds there. Vengeance is not boring it is balanced. Talk about build freedom of GH and then use exact same one build together with all sweaties throughout whole patch and then change to the next god build next patch. And enjoy clearing the more casual folk or players that dont go meta easier. Doesnt look like build freedom to me.
All those hardcore ESO PvP streamers and Youtubers with K/D counters on their screen suddenly stop streaming and posting videos. Yeah yeah, they dont like Vengeance. That should be the reason
Is it that or are you missing your stupid OP Maarselok builds, or DK one shot combos or Damage Skill Line stack subclass meta? Your proc sets to carry your damage for you? Medium armor high sustain, high healing, high dmg, high crit, high mobility, speed cap streak, high hp builds to carry you? Is that what you miss?
Well i listed 3 builds actually. 1: DoT with Maarselok (10% usage). 2: DK (60%), 3: Damage/Burst lines subclass (15%). You can use Shalks instead of Heart of Flame or Blastbones in another damage/burst line. You can use another glyph and one other trait than your friend. Does it really change your build or playstyle meaningfully? And everything else i listed are just used by all three of these. From medium armor to weapon dmg stack to speed cap unlimited sprint to high hp to unlimited sustain to godly dmg to crits/ block healing, extreme burst/proc sets. Just the same OP playstyle and build.Call me crazy but looks like you listed 11 different ways to play…
Four_Fingers wrote: »When Vengeance finally goes live and the seasoned PvP players that have been sitting it out return, I wonder how long it will be till posts show up whining that they are still getting killed.
Did this actually happen? Lol. I'm genuinely asking because I like to play both GH and the Vengeance test but the only ones that were whining were the GH sweats that didn't have their crutches available in Vengeance, lol
albertberku wrote: »Well i listed 3 builds actually. 1: DoT with Maarselok (10% usage). 2: DK (60%), 3: Damage/Burst lines subclass (15%). You can use Shalks instead of Heart of Flame or Blastbones in another damage/burst line. You can use another glyph and one other trait than your friend. Does it really change your build or playstyle meaningfully? And everything else i listed are just used by all three of these. From medium armor to weapon dmg stack to speed cap unlimited sprint to high hp to unlimited sustain to godly dmg to crits/ block healing, extreme burst/proc sets. Just the same OP playstyle and build.Call me crazy but looks like you listed 11 different ways to play…
I am going to give you an example about what i mean. Before hybridization patch and all the chaos afterwards, there used to be 12 playstyles. Each class with stam and magicka versions. Magsorc played differently than stamsorc, stamblade was deadly but squishy, had hat shade gameplay. And then there was magblade with cloak and resto shield for healing when in cloak. There was Templar that could block and heal better than everyone else staying alive in dense areas. Magsorc could run away with Streak. And then there was DK which was master of DoTs and could burn you if you get close. These are the different playstyles. Today you just slot medium armor and damage lines, stack weapon dmg and crits and just sprint at your opponent at speed cap to hit them with 5 different abilities at once without any gameplay whatsoever. You get hit by stupid unrealted combos like Snipe + Overload + Crushing + Pulse + Crystal Weapon + Winterborn in a single GCD. Why?
The next one who talks about skill in vengeance 🤣
albertberku wrote: »Is it that or are you missing your stupid OP Maarselok builds, or DK one shot combos or Damage Skill Line stack subclass meta? Your proc sets to carry your damage for you? Medium armor high sustain, high healing, high dmg, high crit, high mobility, speed cap streak, high hp builds to carry you? Is that what you miss?
Call me crazy but looks like you listed 11 different ways to play…
Jokes aside, anybody who has PvP’d in ESO over the decade remembers when things were not so unbalanced, and likely would jump at the chance to restore balance, however not for the sake of killing build variety (like you listed above).
Everyone always argues about balance when the topic of Vengeance comes up, guess what, Vengeance was not sold on balance it was sold on Performance. ZOS won’t balance Vengeance properly either. It’ll be a watered down mode with a worse meta than what GH will have after U50 drops class masteries. Vengeance will literally wind up being flavor of the month more than any camp we’ve ever seen, just like the tests were with NB. It’s 10 times worse though cause the game is moving forward with all kinds of updates and Vengeance won’t let you access them.
DOA
albertberku wrote: »Well i listed 3 builds actually. 1: DoT with Maarselok (10% usage). 2: DK (60%), 3: Damage/Burst lines subclass (15%). You can use Shalks instead of Heart of Flame or Blastbones in another damage/burst line. You can use another glyph and one other trait than your friend. Does it really change your build or playstyle meaningfully? And everything else i listed are just used by all three of these. From medium armor to weapon dmg stack to speed cap unlimited sprint to high hp to unlimited sustain to godly dmg to crits/ block healing, extreme burst/proc sets. Just the same OP playstyle and build.Call me crazy but looks like you listed 11 different ways to play…
I am going to give you an example about what i mean. Before hybridization patch and all the chaos afterwards, there used to be 12 playstyles. Each class with stam and magicka versions. Magsorc played differently than stamsorc, stamblade was deadly but squishy, had hat shade gameplay. And then there was magblade with cloak and resto shield for healing when in cloak. There was Templar that could block and heal better than everyone else staying alive in dense areas. Magsorc could run away with Streak. And then there was DK which was master of DoTs and could burn you if you get close. These are the different playstyles. Today you just slot medium armor and damage lines, stack weapon dmg and crits and just sprint at your opponent at speed cap to hit them with 5 different abilities at once without any gameplay whatsoever. You get hit by stupid unrealted combos like Snipe + Overload + Crushing + Pulse + Crystal Weapon + Winterborn in a single GCD. Why?
albertberku wrote: »Well i listed 3 builds actually. 1: DoT with Maarselok (10% usage). 2: DK (60%), 3: Damage/Burst lines subclass (15%).
Four_Fingers wrote: »When Vengeance finally goes live and the seasoned PvP players that have been sitting it out return, I wonder how long it will be till posts show up whining that they are still getting killed.
MincMincMinc wrote: »Four_Fingers wrote: »When Vengeance finally goes live and the seasoned PvP players that have been sitting it out return, I wonder how long it will be till posts show up whining that they are still getting killed.
Did this actually happen? Lol. I'm genuinely asking because I like to play both GH and the Vengeance test but the only ones that were whining were the GH sweats that didn't have their crutches available in Vengeance, lol
Yeah I noticed alot of people complaining that veng was only for zergs and how it was impossible to solo. Then I and a few others had no issues 1vXing and doing all the same things I normally would. I could still pull people into towers or chokeholds to 1vX. I could make a group and kite enemies into seige spots like trapping enemies in holes then oiling them.
Maybe its just because Im an old PvPer who remembers smallman pvping without all of the handholding most "elite" coordinated groups have with their group stacking sets that give them 10x a normal player's stats while fully immune to all CC. IDK it feels like the 2014-2015 era pvp where you needed map knowledge and actual kiting skills.
albertberku wrote: »Is it that or are you missing your stupid OP Maarselok builds, or DK one shot combos or Damage Skill Line stack subclass meta? Your proc sets to carry your damage for you? Medium armor high sustain, high healing, high dmg, high crit, high mobility, speed cap streak, high hp builds to carry you? Is that what you miss?
Call me crazy but looks like you listed 11 different ways to play…
Jokes aside, anybody who has PvP’d in ESO over the decade remembers when things were not so unbalanced, and likely would jump at the chance to restore balance, however not for the sake of killing build variety (like you listed above).
Everyone always argues about balance when the topic of Vengeance comes up, guess what, Vengeance was not sold on balance it was sold on Performance. ZOS won’t balance Vengeance properly either. It’ll be a watered down mode with a worse meta than what GH will have after U50 drops class masteries. Vengeance will literally wind up being flavor of the month more than any camp we’ve ever seen, just like the tests were with NB. It’s 10 times worse though cause the game is moving forward with all kinds of updates and Vengeance won’t let you access them.
DOA
Maximus_Mordred wrote: »During its last appearance on PCNA, Vengeance suffered the same issue that plagued and ultimately defeated no proc PVP: As soon as the populations reach a certain level of imbalance, it becomes impossible to play against massive numbers as an underdog.
Yeah during my playtests the limited build options forces the entire camp into a numbers game. Whoever has the higher pop in one area wins - which isn't fun.
A zerg fest just stinks.BardokRedSnow wrote: ».Maximus_Mordred wrote: »ToddIngram wrote: »No amount of hyping by the vocal minority will change that.
Pot, meet kettle.
The only people who will stay in vengeance long term are the same ones who occupy the now dead ravenwatch, BR and below 50 campaigns. Jaded bitter pvpers that just wanna zerg, and pvers that just want their tier 3 rewards.
Perhaps there's been confusion about the marketing of the end product.
They have said (very clearly, and several times) that it is not possible to have both large population caps and decent performance in Cyrodiil owing to the drastically higher number of events the server has to process in a single thread (every hit of damage, every splash of healing, every movement etc.)
The PVP community has for a long time complained about decreasing population caps.
So the choices are either something that works a lot more like Vengeance and can support high population caps, or the status quo where each campaign has a small population cap and the popular one has a long queue.
I wonder if there is another option where each campaign is actually multi-instance, with population balancing. If you queue with a group you get to go in the same campaign otherwise you go in a random instance. All the scoring gets aggregated so whatever your instance of the campaign looks like you're still contributing to the overall month-end score. It would mean the system could keep legacy PVP behaviour and eliminate queueing for GH, but it would mean that the score didn't necessarily represent the battlefield and might be challenging for deciding how Emperorship should work, and it would mean just joining campaign and lfging in your PVP guild wouldn't be the same experience. But nobody else has suggested it to my knowledge, so I thought I would.
Bear in mind that there are also a ton of other persistent gripes that "stick with the current system" doesn't address - ball groups, troll tanks, edge builds with high damage, infinite resources and high armour at the same time.... Vengeance does effectively neuter them but the tests so far have probably been too far the other way in terms of neutering build diversity. And finally the issue of sets remains problematic for all game modes - there are far, far too many completely useless sets in the game, that see literally zero use in any form of gameplay except for by noobs that don't have a clue and are probably wearing completely mismatched gear in any case. Each new zone or dungeon adds to the problem.