TheAwesomeChimpanzee wrote: »
Except it hasn’t been packed. The campaign has literally never filled during any of these tests.
Your continuous false claims completely discredit your whole argument.
22/09/2025 PC EU
04/12/2025 PC EU
20/04/2026 PC EU
The very first test was also pop locked, but I didn't consider it necessary to take screenshots at that time.
TheAwesomeChimpanzee wrote: »
Except it hasn’t been packed. The campaign has literally never filled during any of these tests.
Your continuous false claims completely discredit your whole argument.
22/09/2025 PC EU
04/12/2025 PC EU
20/04/2026 PC EU
The very first test was also pop locked, but I didn't consider it necessary to take screenshots at that time.
We want to acknowledge all of the questions on why we're continuing to do these tests. Ultimately, we're still answering questions that will inform the future of PvP that can only be answered with a concentrated player population in a live environment.
Throughout Vengeance testing, we've been isolating different parts of ESO's combat systems to better understand what has the biggest impact on server performance during large-scale battles. What we've consistently seen is that reducing overall combat complexity allows Cyrodiil to support significantly more players with much better performance. Every ability in ESO can interact with passives, Champion Points, Item Sets, status effects, buffs, debuffs, and other systems. Each of those interactions requires additional server processing, and in large-scale PvP those checks add up quickly. That's why we're continuing these tests. We're testing and proving hypotheses in the environment that counts the most: the live game. Vengeance is still a testing environment, and to answer those questions with confidence, we need players participating in the same testing environment rather than split across multiple campaigns.
For those of you asking for Item Sets and to have more build options, this next round of testing is designed to answer exactly that question. Previous tests helped us establish a stable baseline. Now we're evaluating whether Item Sets can be reintroduced while preserving the performance improvements we've seen. If the data shows they don't meaningfully impact performance, that's a path we can explore further.
We also know there are players who enjoy Vengeance specifically because it offers a different gameplay experience than traditional Cyrodiil campaigns. Many of you have shared concerns about gameplay patterns associated with Item Sets and those concerns are just as important to this process. The goal isn't simply to restore systems because players asked for them. It's to understand what can be added back while preserving both the gameplay identity and the performance improvements that many of you have come to enjoy.
Whatever the outcome, this testing helps us make informed decisions about the future of PvP. If Item Sets prove to be compatible with those goals, that's something we'll be able to explore further. If they don't, that tells us something equally valuable and helps us evaluate other ways to expand build customization while maintaining the strengths Vengeance has demonstrated.
We know these temporary changes aren't how everyone wants to play, and we sincerely appreciate everyone who participates, shares feedback and helps us gather the data that will shape what comes next.
Hello All,
As part of our ongoing PvP work in ESO, we will be testing the addition of Item Sets in the Vengeance campaign next week. For this test, most Item Set "final bonuses" will be active as we look at server performance. This includes Mythics, Monster masks and shoulders, and five- or three-piece set "final bonuses." Other stats from Item Set bonuses will not be active during this test, even though the UI displays them as enabled.
Some sets are currently not providing bonuses, and this is a known issue, though the majority are.
With this test, both the Gray Host and Blackreach Cyrodiil campaigns will be closed from July 20th to July 27th, unless it is determined that we need to turn them back on due to performance issues in Vengeance.
As always, please let us know your thoughts and feedback during the testing period.
AdonisJorge wrote: »ToddIngram wrote: »rlindsey912nub18_ESO wrote: »Catering to pvers is why the game is in it’s current state lowering the ceiling and raising the floor.Good and bad players are not equalAdonisJorge wrote: »PVP community here is one of the worst that i have seen, want a balanced PVP but do not want their busted sets and builds affected by the balance. Let the Greyhost cease to exist if needed, if these people do not like or quit the game is for the better IMO. Let better people stay or new people come to play, PVE is the majority of the community and need a better place to learn and not be farmed on by the same people that says that PVP is dead or unbalanced
When you guys get your wish and ZOS removes PvP the entire game dies, including your beloved PvE, housing and role playing.
ZOS will not remove PVP, (neither do i want it to be removed) and no, the game would not die if it is removed or changed the way it is right now, and about the other things it makes no sense, it is literaly a MMORPG
TheAwesomeChimpanzee wrote: »
Except it hasn’t been packed. The campaign has literally never filled during any of these tests.
Your continuous false claims completely discredit your whole argument.
22/09/2025 PC EU
04/12/2025 PC EU
20/04/2026 PC EU
The very first test was also pop locked, but I didn't consider it necessary to take screenshots at that time.
We want to acknowledge all of the questions on why we're continuing to do these tests. Ultimately, we're still answering questions that will inform the future of PvP that can only be answered with a concentrated player population in a live environment.
Throughout Vengeance testing, we've been isolating different parts of ESO's combat systems to better understand what has the biggest impact on server performance during large-scale battles. What we've consistently seen is that reducing overall combat complexity allows Cyrodiil to support significantly more players with much better performance. Every ability in ESO can interact with passives, Champion Points, Item Sets, status effects, buffs, debuffs, and other systems. Each of those interactions requires additional server processing, and in large-scale PvP those checks add up quickly. That's why we're continuing these tests. We're testing and proving hypotheses in the environment that counts the most: the live game. Vengeance is still a testing environment, and to answer those questions with confidence, we need players participating in the same testing environment rather than split across multiple campaigns.
For those of you asking for Item Sets and to have more build options, this next round of testing is designed to answer exactly that question. Previous tests helped us establish a stable baseline. Now we're evaluating whether Item Sets can be reintroduced while preserving the performance improvements we've seen. If the data shows they don't meaningfully impact performance, that's a path we can explore further.
We also know there are players who enjoy Vengeance specifically because it offers a different gameplay experience than traditional Cyrodiil campaigns. Many of you have shared concerns about gameplay patterns associated with Item Sets and those concerns are just as important to this process. The goal isn't simply to restore systems because players asked for them. It's to understand what can be added back while preserving both the gameplay identity and the performance improvements that many of you have come to enjoy.
Whatever the outcome, this testing helps us make informed decisions about the future of PvP. If Item Sets prove to be compatible with those goals, that's something we'll be able to explore further. If they don't, that tells us something equally valuable and helps us evaluate other ways to expand build customization while maintaining the strengths Vengeance has demonstrated.
We know these temporary changes aren't how everyone wants to play, and we sincerely appreciate everyone who participates, shares feedback and helps us gather the data that will shape what comes next.
TheAwesomeChimpanzee wrote: »We want to acknowledge all of the questions on why we're continuing to do these tests. Ultimately, we're still answering questions that will inform the future of PvP that can only be answered with a concentrated player population in a live environment.
Throughout Vengeance testing, we've been isolating different parts of ESO's combat systems to better understand what has the biggest impact on server performance during large-scale battles. What we've consistently seen is that reducing overall combat complexity allows Cyrodiil to support significantly more players with much better performance. Every ability in ESO can interact with passives, Champion Points, Item Sets, status effects, buffs, debuffs, and other systems. Each of those interactions requires additional server processing, and in large-scale PvP those checks add up quickly. That's why we're continuing these tests. We're testing and proving hypotheses in the environment that counts the most: the live game. Vengeance is still a testing environment, and to answer those questions with confidence, we need players participating in the same testing environment rather than split across multiple campaigns.
For those of you asking for Item Sets and to have more build options, this next round of testing is designed to answer exactly that question. Previous tests helped us establish a stable baseline. Now we're evaluating whether Item Sets can be reintroduced while preserving the performance improvements we've seen. If the data shows they don't meaningfully impact performance, that's a path we can explore further.
We also know there are players who enjoy Vengeance specifically because it offers a different gameplay experience than traditional Cyrodiil campaigns. Many of you have shared concerns about gameplay patterns associated with Item Sets and those concerns are just as important to this process. The goal isn't simply to restore systems because players asked for them. It's to understand what can be added back while preserving both the gameplay identity and the performance improvements that many of you have come to enjoy.
Whatever the outcome, this testing helps us make informed decisions about the future of PvP. If Item Sets prove to be compatible with those goals, that's something we'll be able to explore further. If they don't, that tells us something equally valuable and helps us evaluate other ways to expand build customization while maintaining the strengths Vengeance has demonstrated.
We know these temporary changes aren't how everyone wants to play, and we sincerely appreciate everyone who participates, shares feedback and helps us gather the data that will shape what comes next.
@ZOS_Amy
Thank you for finally providing more insight into the reasoning behind these tests. Unfortunately, this post only reinforces the concerns many of us have had for over a year now.
Throughout this response, Gray Host is barely mentioned, while Vengeance itself is repeatedly referenced as having a distinct “gameplay identity,” “strengths,” and a playerbase whose preferences should be preserved. Phrases such as:
“preserving both the gameplay identity and the performance improvements…”
and
“maintaining the strengths Vengeance has demonstrated”
make it increasingly difficult to believe that these tests are primarily about improving traditional Cyrodiil.
To many of us, this reads as though the focus has shifted from fixing Gray Host to developing Vengeance into the future of PvP.
Last year, these tests were presented as an effort to determine what was causing lag in Cyrodiil and how those findings could eventually improve the experience in our main campaign. Yet after more than a year, there has been virtually no communication explaining how the data gathered from Vengeance has directly benefited Gray Host. Instead, we continue seeing further iterations of Vengeance itself.
If the intention truly is to improve Gray Host, then please explain specifically how these tests are being applied to it and why the main campaign continues to be removed in order to conduct them.
Gray Host remains the most populated and most played PvP campaign. Many of us continue paying for and supporting this game specifically to play that experience. Repeatedly taking it away to further tests for a ruleset that a large portion of the PvP community has shown little interest in is becoming increasingly frustrating.
At this point, many players feel that Gray Host is being sidelined while development resources are being directed toward a game mode they never asked for.
If you wish to continue developing Vengeance, then please do so without removing the main campaign from those of us who simply want to play traditional Cyrodiil.
Once again, I encourage players who share these concerns to consider not participating in next week’s tests. Participation numbers are feedback too, and if the community disagrees with the continued removal of Gray Host, then that sentiment should be reflected both on the forums and in-game.
CatalinaWineMixer2 wrote: »We will gladly help gather data for fair and enjoyable PvP. We have organized Guild events to do so and if we can help with this in any way, let us know.
We want to acknowledge all of the questions on why we're continuing to do these tests. Ultimately, we're still answering questions that will inform the future of PvP that can only be answered with a concentrated player population in a live environment.
Throughout Vengeance testing, we've been isolating different parts of ESO's combat systems to better understand what has the biggest impact on server performance during large-scale battles. What we've consistently seen is that reducing overall combat complexity allows Cyrodiil to support significantly more players with much better performance. Every ability in ESO can interact with passives, Champion Points, Item Sets, status effects, buffs, debuffs, and other systems. Each of those interactions requires additional server processing, and in large-scale PvP those checks add up quickly. That's why we're continuing these tests. We're testing and proving hypotheses in the environment that counts the most: the live game. Vengeance is still a testing environment, and to answer those questions with confidence, we need players participating in the same testing environment rather than split across multiple campaigns.
For those of you asking for Item Sets and to have more build options, this next round of testing is designed to answer exactly that question. Previous tests helped us establish a stable baseline. Now we're evaluating whether Item Sets can be reintroduced while preserving the performance improvements we've seen. If the data shows they don't meaningfully impact performance, that's a path we can explore further.
We also know there are players who enjoy Vengeance specifically because it offers a different gameplay experience than traditional Cyrodiil campaigns. Many of you have shared concerns about gameplay patterns associated with Item Sets and those concerns are just as important to this process. The goal isn't simply to restore systems because players asked for them. It's to understand what can be added back while preserving both the gameplay identity and the performance improvements that many of you have come to enjoy.
Whatever the outcome, this testing helps us make informed decisions about the future of PvP. If Item Sets prove to be compatible with those goals, that's something we'll be able to explore further. If they don't, that tells us something equally valuable and helps us evaluate other ways to expand build customization while maintaining the strengths Vengeance has demonstrated.
We know these temporary changes aren't how everyone wants to play, and we sincerely appreciate everyone who participates, shares feedback and helps us gather the data that will shape what comes next.
Most of the comments in this thread are not questions but requests/demands that ZOS changes its upcoming Vengeance plans.
1. "...seen is that reducing overall combat complexity..." --- Instead of building up from scratch, I suggest you simply remove all AoE abilities in Gray Host since they are a multiplier of an ability's complexity. There are too many spam-able AoEs in the game anyway and removing them would see the end of Ball Groups.
MorallyBipolar wrote: »TheAwesomeChimpanzee wrote: »We want to acknowledge all of the questions on why we're continuing to do these tests. Ultimately, we're still answering questions that will inform the future of PvP that can only be answered with a concentrated player population in a live environment.
Throughout Vengeance testing, we've been isolating different parts of ESO's combat systems to better understand what has the biggest impact on server performance during large-scale battles. What we've consistently seen is that reducing overall combat complexity allows Cyrodiil to support significantly more players with much better performance. Every ability in ESO can interact with passives, Champion Points, Item Sets, status effects, buffs, debuffs, and other systems. Each of those interactions requires additional server processing, and in large-scale PvP those checks add up quickly. That's why we're continuing these tests. We're testing and proving hypotheses in the environment that counts the most: the live game. Vengeance is still a testing environment, and to answer those questions with confidence, we need players participating in the same testing environment rather than split across multiple campaigns.
For those of you asking for Item Sets and to have more build options, this next round of testing is designed to answer exactly that question. Previous tests helped us establish a stable baseline. Now we're evaluating whether Item Sets can be reintroduced while preserving the performance improvements we've seen. If the data shows they don't meaningfully impact performance, that's a path we can explore further.
We also know there are players who enjoy Vengeance specifically because it offers a different gameplay experience than traditional Cyrodiil campaigns. Many of you have shared concerns about gameplay patterns associated with Item Sets and those concerns are just as important to this process. The goal isn't simply to restore systems because players asked for them. It's to understand what can be added back while preserving both the gameplay identity and the performance improvements that many of you have come to enjoy.
Whatever the outcome, this testing helps us make informed decisions about the future of PvP. If Item Sets prove to be compatible with those goals, that's something we'll be able to explore further. If they don't, that tells us something equally valuable and helps us evaluate other ways to expand build customization while maintaining the strengths Vengeance has demonstrated.
We know these temporary changes aren't how everyone wants to play, and we sincerely appreciate everyone who participates, shares feedback and helps us gather the data that will shape what comes next.
@ZOS_Amy
Thank you for finally providing more insight into the reasoning behind these tests. Unfortunately, this post only reinforces the concerns many of us have had for over a year now.
Throughout this response, Gray Host is barely mentioned, while Vengeance itself is repeatedly referenced as having a distinct “gameplay identity,” “strengths,” and a playerbase whose preferences should be preserved. Phrases such as:
“preserving both the gameplay identity and the performance improvements…”
and
“maintaining the strengths Vengeance has demonstrated”
make it increasingly difficult to believe that these tests are primarily about improving traditional Cyrodiil.
To many of us, this reads as though the focus has shifted from fixing Gray Host to developing Vengeance into the future of PvP.
Last year, these tests were presented as an effort to determine what was causing lag in Cyrodiil and how those findings could eventually improve the experience in our main campaign. Yet after more than a year, there has been virtually no communication explaining how the data gathered from Vengeance has directly benefited Gray Host. Instead, we continue seeing further iterations of Vengeance itself.
If the intention truly is to improve Gray Host, then please explain specifically how these tests are being applied to it and why the main campaign continues to be removed in order to conduct them.
Gray Host remains the most populated and most played PvP campaign. Many of us continue paying for and supporting this game specifically to play that experience. Repeatedly taking it away to further tests for a ruleset that a large portion of the PvP community has shown little interest in is becoming increasingly frustrating.
At this point, many players feel that Gray Host is being sidelined while development resources are being directed toward a game mode they never asked for.
If you wish to continue developing Vengeance, then please do so without removing the main campaign from those of us who simply want to play traditional Cyrodiil.
Once again, I encourage players who share these concerns to consider not participating in next week’s tests. Participation numbers are feedback too, and if the community disagrees with the continued removal of Gray Host, then that sentiment should be reflected both on the forums and in-game.
If Grey Host is removed from the game everyone I know that hasn't left yet will leave.
CannedChicken wrote: »What do you mean by more expensive? They have put in about 10 times the developer time making vengeance and haven't made any modifications to gray host at all. Who cares about better balance? People have already spoken with their feet because they won't step foot in vengeance given the choice between the two campaigns. If you remove gray host completely people aren't going to magically start enjoying vengeance. What is going to happen if you remove gray host is the remaining players will either stick to BGs or just quit the game.
CannedChicken wrote: »What do you mean by more expensive? They have put in about 10 times the developer time making vengeance and haven't made any modifications to gray host at all. Who cares about better balance? People have already spoken with their feet because they won't step foot in vengeance given the choice between the two campaigns. If you remove gray host completely people aren't going to magically start enjoying vengeance. What is going to happen if you remove gray host is the remaining players will either stick to BGs or just quit the game.
A modern, energy efficient air conditioner is better, more powerful, and quieter than an outdated air conditioner, and uses less power in the long term. Of course, it costs some investment to buy a new air conditioner, but if the new AC can replace your 3 dinosaur ACs, would you buy one? People hate change. I'm sure some insist that their 3 old ACs are good enough and wouldn't bother with a newer model.
It's obvious that business people at ZOS see Vengeance as the more efficient AC, and Gray Host as the dinosaur.
TheAwesomeChimpanzee wrote: »
Except it hasn’t been packed. The campaign has literally never filled during any of these tests.
TheAwesomeChimpanzee wrote: »
Your screen shots literally prove my point, god am I arguing with humans even? Show me a single vengeance test queue please, you can’t. Once again proof that even with all of the artificial advantages stacked in favor of the campaign it fails to consistently fill the numbers it’s designed to support. Not to mention EU is by far the most populated vengeance server, PC NA doesn’t go past 2 bar during these tests.
NovelliESO wrote: »
The vast majority of us in GH and BR do not care the slightest bit that vengeance is around, you will see a very small portion those players advocate for it to be closed. For whatever reason though, you will see plenty of those in vengeance or those who advocate for it, also advocate for the closing of GH and/or BR.
TheAwesomeChimpanzee wrote: »
Except it hasn’t been packed. The campaign has literally never filled during any of these tests.TheAwesomeChimpanzee wrote: »
Your screen shots literally prove my point, god am I arguing with humans even? Show me a single vengeance test queue please, you can’t. Once again proof that even with all of the artificial advantages stacked in favor of the campaign it fails to consistently fill the numbers it’s designed to support. Not to mention EU is by far the most populated vengeance server, PC NA doesn’t go past 2 bar during these tests.
Pretending that you were talking about the permanent campaign as opposed to the previous one-week tests still fails to add credibility to your argument.
NovelliESO wrote: »
The vast majority of us in GH and BR do not care the slightest bit that vengeance is around, you will see a very small portion those players advocate for it to be closed. For whatever reason though, you will see plenty of those in vengeance or those who advocate for it, also advocate for the closing of GH and/or BR.
You said at the beginning of your post that you don't particularly like reading this forum. You might therefore have missed those many, many, many posts asking for the closing of Vengeance, stopping it completely, and abandoning it as an environment to test performance issues in Cyrodiil. There are far fewer users asking for the closure of GH on this forum alone than there are those demanding the total cancellation of Vengeance.
As for the live server, I could pretty much reverse your sentence. The vast majority of us in Vengeance do not care the slightest bit that GH and BR are around, and there are extremly few advocating for them to be closed (only BR). People simply do not care at all.
I understand you play GH every day or so. I play Vengeance every day or so, and I currently happen to have all the time in the world, so I'm there during different hours. Nobody at all is ever saying that GH should be closed and Vengeance should be the only campaign. We just don't talk about GH that much as there's no reason whatsoever to do so. We have bigger concerns than GH, namely the ridiculous AoE caps, the lack of detection pots, and the infamous faction swappers.
But perhaps Vengeance players on PC NA act differently from Vengeance players on PC EU. I can only speak for my platform.