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Vengeance Test #4 Feedback Thread

  • robertlabrie
    robertlabrie
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    Vengeance is 100% zerg. Numbers always prevail and equally matched groups grind to a stalemate. I was in a 50 v 50 group at chal for 20 minutes we kept the doors down but couldn't get on flags. Not enough power to break into the keep, and they didn't have enough counter to smash is out.

    If your keep lights, you can't ride to it from a neighboring keep fast enough to have any meaningful impact so you just lose it. Counter siege is limited and ranged counter doesn't exist.
  • MincMincMinc
    MincMincMinc
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    @ladyGP

    IMO you need the large zergs in cyrodil pvp. I dont get the whiplash comments of "we need to nerf ballgroups" and then 5 seconds later "OMG its a zerg gamemode". We cant have just ballgroups on top of the world with the pug groups just being curb stomped over and over. Cyrodil is basically a children's playground, and if you have a small group of bullies abusing all the other kids....the other kids will just leave one by one if they can't play. Likewise we can't have one single faction with a majority of the population like we saw in this veng campaign. People just swapped to EP and there was a huge score difference that will drive more casuals to swap to the winning side.
    Sure a group of 12 guys isnt going to wipe a 200 player zerg, that should be expected. Its just a news flash to 12 man ball groups running 12x groups stat stacking sets, that suddenly you normally fight 24 man pug groups and win uncontested.....but now cant handle 200. A 12 man group should be going to side objectives and creating their own fight just like how 1vXers have to play. It was no different back in 2014-2016 where smaller coordinated groups had to do things like steal scrolls and defend in the mountain. Or take the scroll into bruma. Or 50/50 flip trikeeps and do a roof farm. Or hold a resource tower with practiced seige layouts. (oils on second floor, meatbag on backside, 3x fire ballistas on the roof) Crazy that a ballgroup might have to do something besides crutching on 100% immunity in preplanend set bonuses and mindless shield/hot spam. Even on veng1 with my group of 6-8 guys we were wiping chunks of 30+ player groups by just doing dumb oldschool tactics like leading them into holes in walls where we poured oil on them.

    Unfortunately the cyrodil layout and gamemode since 2014 was never good at promoting "smallman" content because the emp ring design entices people to simply walk around the two directions of the ring. Having only 2 directions teleporting back and forth easily leads to a faction creating ONE giant zerg. We dont have closer side keeps like if brindle was closer to the central mile gate with carmala on the dc side. Zos even removed more elements of smallman combat like how resource nodes were supposed to be more impactful to the seige.

    I see people complain all the time of "its only a zergfest" yet I and a few other old players are still able to tank 8+ people and close kills. I'm just disappointed that people cant even figure stuff out without a youtuber showing them. Class balance is completely out of wack though, just go read how absurd dk skills are at tanking and sustaining, its not even close they get around 3k stam regen and 3k mag regen from core of flame....DK also gets a heal based on max health that gets a bonus based on missing health, which heals like 26khp and crits in the mid 30k range. Things like NB are the obvious best for 1v1 being able to 3 shot most people without a dedicated dueling dot setup............Really the lack of diversity just basically requires you to run the correct class for the content you are doing.


    Otherwise I think we would agree on things like: reduce the loadout bonuses as you slowly introduce build elements like rebalanced mundus, food, armor enchants(minus tristat only meta). I myself have proposed they should make a veng stickerbook that you can slot nonproc performative gear onto your pvp loadouts through UI. They should add morphs back with performance and playstyle diversity in mind. EX: dizzy swing hits less dmg but casts faster....Wrecking hits for more dmg, but casts slower. Simple morphs like this are EASY for zos to copy and paste while making wildly different playstyles possible.
    Edited by MincMincMinc on 27 April 2026 18:54
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple potion mats or gold would be better than rewards for the worthy inventory bloat
  • JonnAndCo
    JonnAndCo
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    I felt the 6/12 Healing/AoE caps introduced over the weekend improved play. I didn't notice any problems either.
  • MincMincMinc
    MincMincMinc
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    JonnAndCo wrote: »
    I felt the 6/12 Healing/AoE caps introduced over the weekend improved play. I didn't notice any problems either.

    Oh thanks for confirming, we were going crazy because our aoe was hitting more than 3 players. We also did not see any issues fps or lag wise all weekend.

    I would probably recommend zos just sticks to a 6 player aoe cap for normal skills and then MAYBE do a 12 player aoe cap for ults. 6 players is a pretty good sweetspot where after that you start losing track of if people were immune or not and whether your stun should have hit them all, but again this is where a 12 player cap could function on an Ultimate instead.
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple potion mats or gold would be better than rewards for the worthy inventory bloat
  • Necrotech_Master
    Necrotech_Master
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    first time experiencing vengeance, and personally found it overall enjoyable once i got used to how it was set up, it certainly reminded me more of 2014 cyrodiil without all of the elements i consider toxic in the current cyro environment (ball groups, tower trolls, bombers, gankers)

    i was glad that siege was actually impactful and made a difference in how you set up siege, though i do kind of wish for a few more options like a fire ballista

    in my opinion the 2 things which i found to be issues in vengeance:
    • ranged dmg (its a notice able problem lacking the range increase passive from the alliance war skill lines, this could just be baked in for vengeance like some others suggest)
    • mount speed in cyrodiil (feels a little sluggish, but i also dont have a maxed out mount either, this could be adjusted to just have a flat mount speed buff in vengeance)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • Eightpeaks
    Eightpeaks
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    Didn't find any stalemates, damage quite quickly outpaced healing in all scenarios that I experienced.

    General feedback is: absolutely bring this mode back 100%, best large-scale fights and activity I've experienced since coming back to the game in Jan! Normal campaigns don't feel enjoyable at all by comparison for me as a casual.
  • MincMincMinc
    MincMincMinc
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    What vengeance does right is that it brings back the zerg as the overwhelming force it was always intended to be in cyrodil. Newer and casual pvpers need the safety of the herd or else they simply just leave.

    Live GH pvp fails at this because coordinated ball groups of 12 players can stack group sets and buffs to the point where they 12x their 12x players..........effectively becoming worth 144 players worth of stats in one tight coordinated ball. Its just uncontrolled design on zos's part where now you allow 12 player groups to force 144+ players to leave the campaign because they just lose any fight they come into.

    The hope with Veng would be to bring back build elements like Sets or morphs without ballooning too much into group stacking mechanics.....which are probably the worst offending performance set design for the server anyways. IMO there should be a UI based veng set collection stickerbook where your veng gear is stored. Just focus on nonproc sets and maybe the stat tradeoff concepts already in the perk system. For skill morphs, just do different versions of skills like make dizzy do low damage quick cast, make wrecking morph do high damage long cast time. Real simple but creates an insane amount of playstyle diversity without ballooning the game with tacked on effects for every morph.
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple potion mats or gold would be better than rewards for the worthy inventory bloat
  • LadyGP
    LadyGP
    ✭✭✭✭✭
    ✭✭
    What vengeance does right is that it brings back the zerg as the overwhelming force it was always intended to be in cyrodil. Newer and casual pvpers need the safety of the herd or else they simply just leave.

    Live GH pvp fails at this because coordinated ball groups of 12 players can stack group sets and buffs to the point where they 12x their 12x players..........effectively becoming worth 144 players worth of stats in one tight coordinated ball. Its just uncontrolled design on zos's part where now you allow 12 player groups to force 144+ players to leave the campaign because they just lose any fight they come into.

    The hope with Veng would be to bring back build elements like Sets or morphs without ballooning too much into group stacking mechanics.....which are probably the worst offending performance set design for the server anyways. IMO there should be a UI based veng set collection stickerbook where your veng gear is stored. Just focus on nonproc sets and maybe the stat tradeoff concepts already in the perk system. For skill morphs, just do different versions of skills like make dizzy do low damage quick cast, make wrecking morph do high damage long cast time. Real simple but creates an insane amount of playstyle diversity without ballooning the game with tacked on effects for every morph.

    Respectfully, I strongly disagree with your viewpoint and "facts" here.

    example: 144+ people don't "leave" because they run into a ball group. 144+ don't just "leave" in general. If they did we wouldn't have 80-150 person queues each night. There are still zergs in GH.. last night DC got stomped by the EP zerg multiple times.

    Edited by LadyGP on 28 April 2026 15:23
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • SneaK
    SneaK
    ✭✭✭✭✭
    What vengeance does right is that it brings back the zerg as the overwhelming force it was always intended to be in cyrodil. Newer and casual pvpers need the safety of the herd or else they simply just leave.

    Live GH pvp fails at this because coordinated ball groups of 12 players can stack group sets and buffs to the point where they 12x their 12x players..........effectively becoming worth 144 players worth of stats in one tight coordinated ball. Its just uncontrolled design on zos's part where now you allow 12 player groups to force 144+ players to leave the campaign because they just lose any fight they come into.

    The hope with Veng would be to bring back build elements like Sets or morphs without ballooning too much into group stacking mechanics.....which are probably the worst offending performance set design for the server anyways. IMO there should be a UI based veng set collection stickerbook where your veng gear is stored. Just focus on nonproc sets and maybe the stat tradeoff concepts already in the perk system. For skill morphs, just do different versions of skills like make dizzy do low damage quick cast, make wrecking morph do high damage long cast time. Real simple but creates an insane amount of playstyle diversity without ballooning the game with tacked on effects for every morph.

    I don’t think giving kudos to ZOS for not balancing Cyrodiil is the way to go.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • decairn
    decairn
    ✭✭
    Vengeance movement speed - god its awful. A massive map and I got the speed of a toddler on a tricycle to get anywhere. Make base speed of all players equal to 5x medium armor plus celerity passive, and similarly for mount include major gallop by default. I truely feel bad for anyone that decides to pick up a scroll and run it home.

    Door and keep repair is great - port that code over to Grey Host.

    Siege - is too strong against players with no accessible counter.

    6 targets on AoE feels good. I like the idea of AoE ultimate being able to affect more players than that.

    I get bored after 30 minutes of Vengeance most of the time and log out. The only impactful beat the zerg feeling I get is with organized groups that *sometimes* are able to punch through with superior tactics.
  • React
    React
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    Just wanted to drop by and say the 12 target limit on AOEs felt MUCH better. 6 is too few to matter, but with 12 there are very few times you're actually getting impacted by the cap.

    I suppose the 6 man cap on healing is okay if the 12 cap on damage is where we will settle. I would not push the healing cap any further than this.
    Edited by React on 28 April 2026 16:13
    @ReactSlower - PC/NA - 2700+ CP ||| @ReactSlower - PC/EU - 1300+ CP ||| React Faster - XB/NA - 1500+ CP
    Content
    Twitch.tv/reactfaster
    Youtube.com/@ReactFaster
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    ✭✭
    LadyGP wrote: »
    What vengeance does right is that it brings back the zerg as the overwhelming force it was always intended to be in cyrodil. Newer and casual pvpers need the safety of the herd or else they simply just leave.

    Live GH pvp fails at this because coordinated ball groups of 12 players can stack group sets and buffs to the point where they 12x their 12x players..........effectively becoming worth 144 players worth of stats in one tight coordinated ball. Its just uncontrolled design on zos's part where now you allow 12 player groups to force 144+ players to leave the campaign because they just lose any fight they come into.

    The hope with Veng would be to bring back build elements like Sets or morphs without ballooning too much into group stacking mechanics.....which are probably the worst offending performance set design for the server anyways. IMO there should be a UI based veng set collection stickerbook where your veng gear is stored. Just focus on nonproc sets and maybe the stat tradeoff concepts already in the perk system. For skill morphs, just do different versions of skills like make dizzy do low damage quick cast, make wrecking morph do high damage long cast time. Real simple but creates an insane amount of playstyle diversity without ballooning the game with tacked on effects for every morph.

    Respectfully, I strongly disagree with your viewpoint and "facts" here.

    example: 144+ people don't "leave" because they run into a ball group. 144+ don't just "leave" in general. If they did we wouldn't have 80-150 person queues each night. There are still zergs in GH.. last night DC got stomped by the EP zerg multiple times.

    For starters I never claimed any "facts"

    We cant exactly pretend GH is a welcoming environment for new pvp players to engage with and return to day after day. The current live cyrodil is just not conducive to new player retention. By leave I obviously don't mean over night, its been a decade now of a declining pop due to the game's current state and balance. Remember earlier on we had multiple 900+ servers near pop locked each night. Now we are down to a single 300 pop server with closer to a 50person que that takes an hour, and 80-150 player que is a bit generous for most PCNA GH nights unless you mean combined for all the factions.

    I just don't get the notion that we shouldn't have a place for newer players in pvp, I see this take all the time.....it only leads to a lower declining population. We are better off having the pugs catered to in some controlled aspect like them running the emp ring in obscenely large zergs. Then us better players can play around and farm them while inevitably dying. Current cyro ballgrouping just seems so watered down and a joke compared to fending off vengeance sized zergs like we used to early on in the game. To me its like old COD zombies or horde games in general. Most of the fun is seeing how far you will get knowing you will die at some point. Once you are at a point where you just win half the time because the zombie horde is 1/3 the size, its a different game and seems to have lost its luster. IDK maybe its just an old player point of view, I would probably think the same way if I didn't have the experiences I had in the 2014-2017 days.
    Edited by MincMincMinc on 28 April 2026 16:37
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple potion mats or gold would be better than rewards for the worthy inventory bloat
  • LadyGP
    LadyGP
    ✭✭✭✭✭
    ✭✭
    LadyGP wrote: »
    What vengeance does right is that it brings back the zerg as the overwhelming force it was always intended to be in cyrodil. Newer and casual pvpers need the safety of the herd or else they simply just leave.

    Live GH pvp fails at this because coordinated ball groups of 12 players can stack group sets and buffs to the point where they 12x their 12x players..........effectively becoming worth 144 players worth of stats in one tight coordinated ball. Its just uncontrolled design on zos's part where now you allow 12 player groups to force 144+ players to leave the campaign because they just lose any fight they come into.

    The hope with Veng would be to bring back build elements like Sets or morphs without ballooning too much into group stacking mechanics.....which are probably the worst offending performance set design for the server anyways. IMO there should be a UI based veng set collection stickerbook where your veng gear is stored. Just focus on nonproc sets and maybe the stat tradeoff concepts already in the perk system. For skill morphs, just do different versions of skills like make dizzy do low damage quick cast, make wrecking morph do high damage long cast time. Real simple but creates an insane amount of playstyle diversity without ballooning the game with tacked on effects for every morph.

    Respectfully, I strongly disagree with your viewpoint and "facts" here.

    example: 144+ people don't "leave" because they run into a ball group. 144+ don't just "leave" in general. If they did we wouldn't have 80-150 person queues each night. There are still zergs in GH.. last night DC got stomped by the EP zerg multiple times.

    For starters I never claimed any "facts"

    We cant exactly pretend GH is a welcoming environment for new pvp players to engage with and return to day after day. The current live cyrodil is just not conducive to new player retention. By leave I obviously don't mean over night, its been a decade now of a declining pop due to the game's current state and balance. Remember earlier on we had multiple 900+ servers near pop locked each night. Now we are down to a single 300 pop server with closer to a 50person que that takes an hour, and 80-150 player que is a bit generous for most PCNA GH nights unless you mean combined for all the factions.

    I just don't get the notion that we shouldn't have a place for newer players in pvp, I see this take all the time.....it only leads to a lower declining population. We are better off having the pugs catered to in some controlled aspect like them running the emp ring in obscenely large zergs. Then us better players can play around and farm them while inevitably dying. Current cyro ballgrouping just seems so watered down and a joke compared to fending off vengeance sized zergs like we used to early on in the game. To me its like old COD zombies or horde games in general. Most of the fun is seeing how far you will get knowing you will die at some point. Once you are at a point where you just win half the time because the zombie horde is 1/3 the size, its a different game and seems to have lost its luster. IDK maybe its just an old player point of view, I would probably think the same way if I didn't have the experiences I had in the 2014-2017 days.

    You are speaking as what you say are "facts" - same thing.

    Im not sure if you're not reading my posts or... have me mistaken for someone else but... I've said multiple times GH isn't the most welcoming (this is where Vengence is a good thing). I've literally made multiple posts saying the following:

    - GH is difficult (it needs to be)
    - Ball groups are way OP and need to be resolved
    - Pull sets perform terrible in lag and need to be removed or reworked significantly
    - Shieldstacking/heal stacking needs a good hard look

    There are many reasons the player caps keep dropping - most of that can be directly tied to performance. When the servers got refreshed and things improved for a period the pop skyrocketed back up.

    "Catering" to the pugs/casuals is the worst thing a studio can do. Look at every studio that has made massive overhaul design decisions based around pugs/casuals... their PvP dies out.

    Casuals are simply that - casuals.. they come and they go... but your loyal PvPers (which there are good pvpers and bad pvpers loyal doesn't mean ballgroups/try hards FYI) are the ones that stick it out.

    Balances passes and listening to feedback can reduce the frustrating around GH while still keeping core systems in place that allows everyone to play as they want - not forced to pick some Battlefield 6 style loadout system.

    And I've been here since beta... and ran with ball groups. You're not going to get 2014-2017 experience/performance with the insane amount of complex skills/cp/sets they added. If you want that, vengence is for you.. but I hate to tell you.. you're still not going to get it because the core player base, the ones who log in day after day, aren't going to fill it. Its going to be filled with the, casuals as you put it, that simply want the rewards/end of camp bonuses.

    Enjoy.
    Edited by LadyGP on 28 April 2026 20:39
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • ADawg
    ADawg
    ✭✭✭
    WHY does this replace Ravenwatch?

    WHYYYYYY?

    Grey host will be pop locked and vengeance will be forced due to no other options...
  • Eightpeaks
    Eightpeaks
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    ADawg wrote: »
    WHY does this replace Ravenwatch?

    WHYYYYYY?

    Grey host will be pop locked and vengeance will be forced due to no other options...

    Ravenwatch is absolutely dead, why wouldn't you replace it with this as an option?
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    ✭✭
    LadyGP wrote: »
    LadyGP wrote: »
    What vengeance does right is that it brings back the zerg as the overwhelming force it was always intended to be in cyrodil. Newer and casual pvpers need the safety of the herd or else they simply just leave.

    Live GH pvp fails at this because coordinated ball groups of 12 players can stack group sets and buffs to the point where they 12x their 12x players..........effectively becoming worth 144 players worth of stats in one tight coordinated ball. Its just uncontrolled design on zos's part where now you allow 12 player groups to force 144+ players to leave the campaign because they just lose any fight they come into.

    The hope with Veng would be to bring back build elements like Sets or morphs without ballooning too much into group stacking mechanics.....which are probably the worst offending performance set design for the server anyways. IMO there should be a UI based veng set collection stickerbook where your veng gear is stored. Just focus on nonproc sets and maybe the stat tradeoff concepts already in the perk system. For skill morphs, just do different versions of skills like make dizzy do low damage quick cast, make wrecking morph do high damage long cast time. Real simple but creates an insane amount of playstyle diversity without ballooning the game with tacked on effects for every morph.

    Respectfully, I strongly disagree with your viewpoint and "facts" here.

    example: 144+ people don't "leave" because they run into a ball group. 144+ don't just "leave" in general. If they did we wouldn't have 80-150 person queues each night. There are still zergs in GH.. last night DC got stomped by the EP zerg multiple times.

    For starters I never claimed any "facts"

    We cant exactly pretend GH is a welcoming environment for new pvp players to engage with and return to day after day. The current live cyrodil is just not conducive to new player retention. By leave I obviously don't mean over night, its been a decade now of a declining pop due to the game's current state and balance. Remember earlier on we had multiple 900+ servers near pop locked each night. Now we are down to a single 300 pop server with closer to a 50person que that takes an hour, and 80-150 player que is a bit generous for most PCNA GH nights unless you mean combined for all the factions.

    I just don't get the notion that we shouldn't have a place for newer players in pvp, I see this take all the time.....it only leads to a lower declining population. We are better off having the pugs catered to in some controlled aspect like them running the emp ring in obscenely large zergs. Then us better players can play around and farm them while inevitably dying. Current cyro ballgrouping just seems so watered down and a joke compared to fending off vengeance sized zergs like we used to early on in the game. To me its like old COD zombies or horde games in general. Most of the fun is seeing how far you will get knowing you will die at some point. Once you are at a point where you just win half the time because the zombie horde is 1/3 the size, its a different game and seems to have lost its luster. IDK maybe its just an old player point of view, I would probably think the same way if I didn't have the experiences I had in the 2014-2017 days.

    You are speaking as what you say are "facts" - same thing.

    Im not sure if you're not reading my posts or... have me mistaken for someone else but... I've said multiple times GH isn't the most welcoming (this is where Vengence is a good thing). I've literally made multiple posts saying the following:

    - GH is difficult (it needs to be)
    - Ball groups are way OP and need to be resolved
    - Pull sets perform terrible in lag and need to be removed or reworked significantly
    - Shieldstacking/heal stacking needs a good hard look

    There are many reasons the player caps keep dropping - most of that can be directly tied to performance. When the servers got refreshed and things improved for a period the pop skyrocketed back up.

    "Catering" to the pugs/casuals is the worst thing a studio can do. Look at every studio that has made massive overhaul design decisions based around pugs/casuals... their PvP dies out.

    Casuals are simply that - casuals.. they come and they go... but your loyal PvPers (which there are good pvpers and bad pvpers loyal doesn't mean ballgroups/try hards FYI) are the ones that stick it out.

    Balances passes and listening to feedback can reduce the frustrating around GH while still keeping core systems in place that allows everyone to play as they want - not forced to pick some Battlefield 6 style loadout system.

    And I've been here since beta... and ran with ball groups. You're not going to get 2014-2017 experience/performance with the insane amount of complex skills/cp/sets they added. If you want that, vengence is for you.. but I hate to tell you.. you're still not going to get it because the core player base, the ones who log in day after day, aren't going to fill it. Its going to be filled with the, casuals as you put it, that simply want the rewards/end of camp bonuses.

    Enjoy.

    Pretty sure we are just angrily agreeing with each other. I was more or less pointing out that current GH has leaned so heavily in favor of ballgroups that the casual zergs get stomped out (which is currently the only newbie gateway to cyrodil) unlike in veng where they have their large zerg, but coordinated groups can still operate very well(with the new aoe caps) around the zerg. The rest of what I have been saying was that veng should have had its own build system instead of the disjointed perk+loadout system so new players would actually have a jumping off point towards how to build gear setups. While also laying the groundwork to eventually re-enable or replace the old pvp gear systems with a more performative equivalent.
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple potion mats or gold would be better than rewards for the worthy inventory bloat
  • Sarwel_Hlaalu
    Sarwel_Hlaalu
    Soul Shriven
    I finally was able to join the forums.

    So, no, I do not have a test of the form you are asking about. What I can say is that I will not touch Vengeance with a ten foot pole! If that should become the future of PvP on ESO, I will not ever set a foot in Cyrodiil again.

    Reasons:
    All Elder Scrolls games are famous for their "play as you like" approach. Vengeance hands you a cookie-cutter character roughly based on your build - VERY roughly. Guys, if I wanted to play pre-made characters, I would be playing an adventure game, not an RPG, and certainly not the one MMO that gives its players the most freedom.

    When I arrived in Cyrodiil, I was confronted with a major problem: UI-Errors. I could not even draw my staff, I got slammed with UI-Errors covering my screen. Not a fun experience. There is a LOT of coding that needs to be cleaned up because it absolutely kills everything.
    And after I left Cyrodiil, I noticed two things:
    - My quickslots had been deleted. Completely gone, had to build them up again from the start.
    - My CP-trees had been emptied. Instead of disabling CP, all three trees were utterly emptied as if for total redistribution. I was just lucky I did not hit the wrong key in the sudden panic, or it would have been hours of work. And that for every time playing in Cyrodiil? Nope. Not doing it!
  • Aces-High-82
    Aces-High-82
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    I played on every class except Necro. The imbalance is very present. Nightblade and Dragonknight been miles ahead of every other class. If every class had better options for sustain (Inhale) and a cooldown based burst skill like NB that would lower the gap trmendously. As for as base template Scout was the only reliable option to deal any meaningfull DPS but it favored stamina driven skills clearly.
    I liked the server performance very much. Siege equipment felt impactfull.
  • Adamus
    Adamus
    ✭✭✭
    Follow up and final notes on previous Vengeance Test
    While the lack of que, performance and scale of fights is a breath of fresh air, what the current state of Vengeance leaves behind limits advance completive groups from adopting & preference of this version of Cyrodiil. The high population that Vengeance brings could be substantiated if it was a foundation of a fully realized version of Cyrodiil rather than a close to end product. There are a number of playstyles being left out/eliminated, and while some groups were finding ways to adapt, not all playstyles will, which is where Vengeance will trip up the most. Lack of long term score tallies removed desire from playing more objectives/strategic map gameplay. Group size was almost always the deciding factor of any fight not involving siege weapons. Siege weapons were heavily overpowered, particularly with the limited power of siege shields and limiting power of available siege weapons for attacking to run both counter siege and offensive siege. 20/20 siege limited available responses to the type of gameplay most keep fights started to default to.

    In it's current state, Vengeance may have a stronger intake of players if it remains limited in availability or is utilized to structure a PvP system closer to BGs. Sustained interest will not hold long term when put up next to standard Cyrodiil as current and long standing PvP communities will prefer standard Cyrodiil, not only from leadership but from the general player base. Well after the honeymoon stage of a full release, Vengeance will most likely only see an elevated population with a pop. blocked standard Cryodiil with a que longer than 30 mins.

    Unanimous request from all players: Please give us the 1 infinite repair kit so we don't have to buy them anymore, can hit repair once while repairing, and so we all stand up in unison when a wall/door is repaired.

    I did post a number of streams at #4 in this post chain, please advise if additional links to vods would help, they can be located in my twitch vod history.

    Additional note for when only Vengeance and Faction Lock Cyrodiils are available. There will be an out cry to remove faction locks, current populations of faction lock vs. non-faction lock suggest the player base overwhelmingly prefers a faction lock campaign on PCNA. I would suggest adding a third server, that is not faction locked rather than removing faction lock. Even if if empty.
    Adamus
    Army of the Pact (AP) - GM | NA-PC
  • Darethran
    Darethran
    ✭✭✭
    What is strange is this insistence that numbers are the deciding factor. I went with an elite guild that have been playing Cyrodiil for years, and several times our group was wiped by a single player with a decent build in Vengeance. The common theme is that people who like old Cyrodiil want their current meta and reliance on broken builds and sets rather than having to learn something new and theorycraft.

    It's strange, as the barrier to entry was so much lower. All you'd need to do is spend a couple hours to figure things out vs grinding monster sets, mythics, and DLC of the month overpowered sets. You don't have invulnerability to snares, you can't pile on buffs & debuffs, you can't rely on procs to do the damage for you, positioning matters, siege is deadly, and you can't chain a bunch of procs in a group to boost your stats to absurd levels.

    I only managed to get two sessions in this test before it shut down. Not being in my teens has made my available time to play games a lot more scarce. Hopefully we'll see Vengeance implemented sooner rather than later because the fights are glorious.
    In Scotland | @Darethran

    [EU] Ervona Saranith (EP) - Lvl 50 CP >560 - Dunmer Healer
  • Usureki
    Usureki
    Soul Shriven
    Unfortunately regardless of being more balanced than what we have to face in.. well.. basically any other PvP form, I don't think that Vengeance in its current implementation is a good solution for our problems for PvP balancing, as I believe it makes little sense to totally separate PvE and PvP skill lines just for the sole reason that the DEVs are either not willing or unable to balance things for both PvP and PvE.

    However, if the plan is to generalize Vengeance changes to the PvE as well, it might open some perspectives, as actual character building would remain part of the game - having the same character using a totally different version of the skills available in other part of the game would be very confusing, bizarre and nonsense, and rips the players from the experience of building a character which is supposed to be a core part of an MMO.

    If I wanted to play MOBA I would definietly not play ESO. Having a totally different game inside a game works for ToT, but I don't think it works for Cyro.
  • GrimsforgeGaming
    GrimsforgeGaming
    Soul Shriven
    Hello! I've been training PVPers in ESO for roughly 5 years but this will be my first post in the forums! /ForrestGumpWave

    How have your battles have been going?
    Great! Had a blast during the live Vengeance testing.

    If you hit stalemates, could you provide additional content around the fight?
    Usually we experienced stalemates vs other, equally as skilled players on classes that can sustain (NB and DK) or when a keep siege was bottlenecked at an entrance point.

    What day and time of day were you playing? (Day or Night)(NA/EU)
    Some weekday evenings and most of Saturday/Sunday. PCNA

    What did the battle look like player wise? Where there a lot of players around, or a smaller group? Photos/Videos will help here.
    Large numbers of people! Fights varied between open field fights, keep fights, towers and resources. I took each class out and attempted various playing styles. (Staff, Bow, Sword and shield, DW, 2H etc). I make thematic characters for PVP and try to find a play style/class that best suites them and see what I can do with it. (Leveled hundreds of characters in pvp, no joke! Every possible way you can play with every class!) I have videos posted on my channel, it was a blast! Not sure if I'm allowed to link them or how all that works.

    I felt it important to stop by for my first post to share some take aways based on my last 5 years of pvp training single people, small groups, large groups and full guilds and how this relates to Vengeance. I would consider myself a developmental coach, helping people get to where they want to be on an individual level and then within their groups or guilds.

    The (TTK) Time to kill is that shortest we've ever seen in ESO, ever! Subclassing didn't just introduce interesting new ways to build characters, it opened the floodgates of damage. You throw free damage and healing from proc sets on top of the damage spike and it has created an atmosphere where everyone is running around with nuclear capabilities and new players to pvp, are getting blown up with zero counterplay. Its an extremely oppressive learning space where you will regularly see people getting spawn camped in BGs, having gave up on jumping down and participating entirely.

    Not only does Vengeance dial back the lethality of the current damage issues, it solves the performance issues plaguing Cyrodiil. As a coach and player, I am in 110% support of Vengeance. We just need to get the class balancing right, and a handful of other adjustments to make it a long standing sandbox for current and new pvpers to come. Here is some things I would look at!

    1: I would double the direct damage ultimate tooltips. Many are near the same tooltip numbers but now expected to dispatch people with 70k health. And while I know Battle Spirit no longer throttles the damage, you still need to take into consideration the resistances. We need a little more direct damage threat so the Vengeance meta is not stacking dots and winning via attrition. This is also a smart move so people that have less time manually dispatching groups of players without pull and proc sets don't start to think Vengeance will simply come down to whom has more numbers. I mean, lets be real.. it plays a huge factor. But with enough skill (practice) and damage, you can win those outnumbered fights. I PROMISE and have tons of gameplay video to prove it!

    2: Every class needs a skill like NBs Merciless in Vengeance. Make it thematic to the class but an ability with a 19k tooltip that is ranged and can be used every 5 seconds. Necro needs its Blastbones, Templar needs its Power of the Light, Sorc needs its Frags, I would probably make Arch beam a direct damage beam blast (Ironman like?) cause lining up and killing 1 person with 70k HP isn't going to happen let alone 10 or more. But you get what I'm saying? It is a disservice to a class if they do not have access to a delayed burst ability like Merciless. Rotations will feel nice and 70k HP players will feel a little pressure from burst.

    3: Every class needs access to Major Expedition within its class kit. Make it thematic but don't short a class under the idea "We don't want to homogenize the classes.." because you are not. You are equipping each of the classes for active combat. Give each class the tools to succeed!

    4: Every class needs access to a form of sustain similar to Siphoning Attacks on NB. It was one of the few classes able to sustain well during Vengeance. Crunch those numbers and then make each class have a sustain source that turns out that same level of sustain thematically.

    5: Skill morphs are needed. Classes with no sustain abilities were nearly unplayable to a degree. I mean, I could play it but it was nowhere near as competitive as NB and DK. Adding morphs will allow us to decide which resource pool to pull from to balance the workload. Plus give you more opportunities to bring each class to life thematically!

    More to come. Need to pick my daughter up from dance.

    BYE!
  • GrimsforgeGaming
    GrimsforgeGaming
    Soul Shriven
    6: I would make the damage AOE caps 9. Without pull and proc sets, it’s acceptable to have a higher AOE cap. That said, I noticed a handful of the abilities that once were AOE, are now single target. Maybe revisit those? There is a balancing game there with AOE abilities and their tooltips, I get that.. So things like Deep Fissure might see a smaller burst tooltip to account for its AOE cap potential. Or you can leave the AOE damage to directional abilities. Just note, the delayed burst items I spoke of in (#2) should be single target with high tooltips!

    7: I would leave healing exactly where it stands and see how the adjustments to Direct Damage Ultimates and Delayed Burst Abilities from each class land tooltip vs true damage output. Adjusting healing opens up a HUGE can of worms and it just seems easier to leave it a baseline and adjust your damage output to suite. Limit the amount of variables to (Is damage too high or too low? Which damage type needs adjusted - dot or direct damage?)

    8: Max out mount speed for all and maybe increase it by another 30% to 50%. Cyrodiil is HUGE! Less mount simulator and more punching and kicking people!

    9: NO HAMMER.. ever :pensive: Let players fight each other, the class they ride with and weapons they chose.

    10: Traits, Enchants and Mundus should be allowed. It will give players the ability to tweak their characters and the devs a little more breathing room on balancing.

    11: Bring a monthly weekend Whitestrakes to Vengeance. Drive players there!

    12: Double the Major Resolve buffs for each class. Less buff simulator and more head butting and biting!

    Would love to talk to someone about all this. I speak to A LOT of pvpers of all skillsets <3

    Grimsforge first forum post complete!

    /runsoffintothesunset
    Edited by GrimsforgeGaming on 9 May 2026 13:11
  • Demonwolff
    Demonwolff
    Soul Shriven

    11: Bring a monthly weekend Whitestrakes to Vengeance. Drive players there!

    12: Double the Major Resolve buffs for each class. Less buff simulator and more punching and kicking!

    Would love to talk to someone about all this. I speak to A LOT of pvpers of all skillsets <3

    Grimsforge first forum post complete!

    /runsoffintothesunset

    The only things missed here is the fact that many of the ultimates failed to fire at all. leaving DW ulti as the best option limiting playstyle.
    The other thing is bow damage could use buff, bring it into line with other weapons.

    Otherwise Im in agreement with most of this.
    I personally am NOT a Cyrodil Fan due to the "riding simulator" feel. No one wants to ride for 15 minutes to get dropped on their head then have to repeat it. So adding a better mount speed (or some other fix) to decrease downtime would be nice. Being careful of course not to affect the taking of keeps and resources to the point of stalemates.
    Morphs for abilities Has to be almost mandatory, doesn't it? This promotes diversity in builds and resource management capability.
    Sustain management, Please add a way to boost recoveries.
    Beyond that Im happy to not have sets, helms and mythics. However I dont think its helpful at all to have the need for gear of some kind stripped away. That being said maybe 3 sets one for DPS one for healers and one for tanks that simply buff each classes main stat or add a recovery for that stat
    Edited by Demonwolff on 8 May 2026 07:14
    [Demonwolff]
    Don't be an A hole because then Ill be an A hole! Trust me I'm Better at it!
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