[snip] The only ones to blame are those who don't see anything but the meta and force others to use it, but I'll tell you a secret: TESO isn't about the meta. It's about the uniqueness of characters. And the more opportunities there are for diversity, the more likely it is that you'll find the most effective one. Are the developers to blame? No, because balance is impossible. [snip] The division into classes didn't allow you to be who you wanted to be. When will you understand what this game is about, stop aiming for the meta! Play for fun and collect what you want to be.
tomofhyrule wrote: »I’m over the “but but but you don’t have to play meta!” argument we see everywhere, even from the devs. It reeks of someone who doesn’t touch endgame content trying to explain endgame content to people who are very experienced in that.
The meta build is obscenely more powerful than anything else, full stop. If you are not bringing the meta, you are coming to your group admitting that you are playing in self-nerf mode and that you don’t care about them enough to contribute properly.
BardokRedSnow wrote: »Joy_Division wrote: »JustLovely wrote: »Joy_Division wrote: »Hey everyone,
I wanted to open up a discussion (or maybe just vent a little) about how the new "Vengeance" PvP server has really hurt the classic Greyhost PvP experience. I know ZOS introduced Vengeance to address some long-standing issues—queue times, performance, population balance, etc.—but in the process, it feels like they’ve gutted what made Greyhost such a unique and vibrant part of Cyrodiil.
1. Population Drain
Since Vengeance launched, Greyhost feels like a ghost town. During prime time, we used to have full queues and intense battles around every corner—Keeps constantly flipping, massive coordinated fights, and real strategy. Now? It's barely active. Half the alliances don’t even bother showing up. The competitive edge is gone.
2. Split Community
Instead of fixing the underlying issues with Cyrodiil, they just created a separate instance and split the community. The PvP community in ESO is already niche, and now we had servers cannibalizing the same player base. It’s harder than ever to find organized groups unless you’re already deep into a guild and even then as a GM it is hard to run.
3. Sweaty Meta vs. Casual Fights
Greyhost always had a nice balance of hardcore and casual players. You could run solo, do small-scale fights, or jump into massive zergs. Now, Vengeance has turned into a sweaty, no skill casual zerg PvP fest with all the low-end players flocking there. Meanwhile, Greyhost is left with randoms, disorganized pugs, and barely enough activity to sustain a siege.
4. Loss of Identity
Greyhost had its own identity. The guild rivalries, the politics, the alliances—those took years to build. Vengeance reset all of that. Now it's just another PvP instance, without the history, without the community culture. It doesn’t feel like Cyrodiil anymore—it feels like an eSports lobby.
I’m not saying Vengeance shouldn't exist, but it shouldn't have ever been a question to have its existence in the first place. had to be a better way to integrate it without killing off what made Greyhost special. Thank you ZOS for damaging the hard work and effort ALL FACTIONS have put into creating such a fun, competitive environment just to do "testing" on issues that never seem to be solved. 10+ years and still having trouble with the mail system and why do I have to reload UI to open mail or port to another area? crazy. Maybe we should host a Vengece for PvE and make it so PvErs get NO DROPS. No Gold. No Craftable gear to have a chance to figure that bug out. Sounds like a great idea.
Curious to hear your thoughts—have you stuck with Greyhost? Switched to Vengeance? Is there still hope for the old server, or is it time to come to terms that whoever is creating these "ideas" wants to kill the PvP community.
You are describing Cyrodiil circa 2016.
All of the problems you are attributing to Vengeance have been the consequence of ZOS's increasingly reliance of broken proc sets, heavy favoritism of defense/healing mechanics, hybridization that allowed players to have builds with no weaknesses, and a terrible decision to combine the roles of lead PvP and lead combat under the same team (which led to the neglect of both).
Cyrodiil has been a ghost town for years now. Even ball groups and guilds cannibalize each other because the population is so low. The guilds have left because the balance is terrible and people just got bored literally doing the same thing over and over and over for years: "3-2-1 Deep Fissure, wait for my Rush of Agony proc." Keeps have not consistently flipped ever since ZOS lowered the population caps, making it impossible for the sort of action you are describing.
The sentiment is not wrong; Cyrodiil was once an interesting and more lively place. But those who once enjoyed it left long before Vengeance was ever even an idea. It's not because of Vengeance
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Would removing the ability to group up solve Cyrodiil?
No. Removing heal stacking and nerfing pulls would.
There's already the advantage of coordination and numbers, groups dont need infinite heal circles and shield spam, plus the ability to force people into an Ult dump.