This is pretty much my feelings, as well. It is being really griefing at this point in live GH. Just give new or more casual players some breathing room to let them learn and enjoy PvP, as well.WuffyCerulei wrote: »I look forward to new players and just people in general having a campaign where they can learn PVP without the unenjoyment of being dunked by the sweatiest PVPers in their cheesiest possible builds in 0.01 seconds.
NikkoDarwin wrote: »Sorry but Unless you are EP, we cannot test anything. EP are just zerging the map. 24/7 allowing nothing for the other alliances. This should be alliance locked to stop this rubbish. It is not fun, Cannot test like you want us. Its just rubbish.
Erickson9610 wrote: »NikkoDarwin wrote: »Sorry but Unless you are EP, we cannot test anything. EP are just zerging the map. 24/7 allowing nothing for the other alliances. This should be alliance locked to stop this rubbish. It is not fun, Cannot test like you want us. Its just rubbish.
I think it would be better if Vengeance used the Battlegrounds teams (Storm Lords vs Pit Daemons vs Fire Drakes) and automatically shuffled people between teams to keep the populations balanced.
Either that, or intentionally lowering the population cap. Or adjusting the population cap on a per-team basis to not allow more than x% people on a team compared to the current population of the other two teams.
Campaign Duration
Make Vengeance a one week campaign, and let us earn tier one transmute geodes in here. Transmutes for newer players are hard to come by, and you need SO MANY of them to start trying PVP builds, or putting together your various PVE setups. Allowing us to earn tier ones on a variety of characters (including low level characters!) would get a ton of people into vengeance on a weekly basis for these transmutes alone.
Conclusion
Again, I think vengeance has potential as an introductory space for PVP. That said, without some of the changes I've gone over here, I do not think it will sustain anywhere near the population it aims to. The environment is too simple, has too many issues, and lacks meaningful progression for your account and skills as a PVP player in it's current form. I sincerely hope if this is intended as a permanent feature, that significant work continues to go into it in the immediate future.
Mobility
Mobility in vengeance is downright awful. It makes the gameplay feel slow and unenjoyable, and reduces the ability for skill expression especially in regards to outnumbered PVP. Without being able to create distance from your opponents, there is just very little room to outplay people. Further, things like roots, snares, and chains are disproportionately rewarding for their ease of use - often times just one person spamming a root or a snare is the most effective thing a group can have, forcing their targets to dodge roll until they're out of stamina with no reliable counterplay.
I would recommend adding more sources of expedition, but more importantly adding a snare immunity in one or more places. Snare immunity skills are crucial to ESO PVP as a counterplay option to roots and snares. This could be done with the addition of a psjic skill line (race against time equivalent), added to the medium armor skill (shuffle), or otherwise incorporated to existing skills. I think that just adding this counterplay opportunity with a snare immunity and perhaps access to some globally accessible sources of expedition (major or minor), the environment would immediately improve dramatically.
Hi all, quick update for the weekend of Vengeance Testing. With the current population, we're seeing good performance on 3 for AE healing cap and 6 for AE offense cap. Given some of the feedback, we're now looking at a cap of 6 for AE healing and a cap of 12 for AE offense, to see how that feels in battles as opposed to 3 and 6.
Please let us know what you thing if you play over the weekend. Thanks in advance for the additional feedback!
My vote would be 3 for AE healing, 12 for AE offense.Hi all, quick update for the weekend of Vengeance Testing. With the current population, we're seeing good performance on 3 for AE healing cap and 6 for AE offense cap. Given some of the feedback, we're now looking at a cap of 6 for AE healing and a cap of 12 for AE offense, to see how that feels in battles as opposed to 3 and 6.
I'd say limit the range increase to direct damage attacks, maybe even limit dots to 22m, and I say this as a longtime dot pressure enjoyer, ranged dot stacking is miserable to fight against.Izanagi.Xiiib16_ESO wrote: »2) Add in the range increase usually found within the Alliance war passives as a baseline. The reduced range makes a lot of difference when defending / attacking a keep and isn't fun. Just bake it in to all the skills.
Yeah there needs to be some sort of lock to prevent faction swap abuse, but the 30 day lockout is so long that players just quit, I'd say make it 7-14 days. There should still be a serious cost and commitment to switching factions beyond just spending Crowns, but maybe put that more into the game itself, make players pay more gold, give up more rewards or progression, etc.MincMincMinc wrote: »(I hate faction locks) However without faction locks many players swapped to EP for the test creating a vast imbalance in score. As much as I hate them, bring back faction locks.
Yeah there needs to be some sort of lock to prevent faction swap abuse, but the 30 day lockout is so long that players just quit, I'd say make it 7-14 days. There should still be a serious cost and commitment to switching factions beyond just spending Crowns, but maybe put that more into the game itself, make players pay more gold, give up more rewards or progression, etc.MincMincMinc wrote: »(I hate faction locks) However without faction locks many players swapped to EP for the test creating a vast imbalance in score. As much as I hate them, bring back faction locks.
Yeah there needs to be some sort of lock to prevent faction swap abuse, but the 30 day lockout is so long that players just quit, I'd say make it 7-14 days. There should still be a serious cost and commitment to switching factions beyond just spending Crowns, but maybe put that more into the game itself, make players pay more gold, give up more rewards or progression, etc.MincMincMinc wrote: »(I hate faction locks) However without faction locks many players swapped to EP for the test creating a vast imbalance in score. As much as I hate them, bring back faction locks.
A meaningful chunk of the veteran PvP community took the week off during this test cycle. Logged off. Played other games. Did dailies on alts and didn't queue.
The PvP community in this game might be the most loyal player segment ZOS has.