EthanolMuffins wrote: »I never PvP'd much before I took a break and tried venegance last night, it reminds me of FF14 pvp, which I hated because there wasn't build variety. To me one of the most fun parts of ESO is the build crafting, I don't like that this game mode will take most of that away.
Gizit
Necrotech_Master wrote: »the part that frustrated me was that they include a 2 person lever to start the dungeon at all unless you have something like streak that can get over the water gap
Gizit
I really appreciate that kind of information, makes things a lot easier to discuss knowing what limitations there are. I'll just have to see how the interactions pan out on the live server, I'm several years behind on zone content so I imagine the zones I'll be using this feature in first will be quiet, and I'll enjoy what I can of it. But speaking on technical limitations, I know as far back as the base game, with a good example being the final boss of tempest island, that npcs can have skills they can only use on players with specific conditions, and I was wondering if that was an angle that could be taken to make the encounters more engaging beyond adjusting the damage done/taken sliders.
ZOS_Finn
Gizit
Jabbs_Giggity wrote: »If they would stop doing these tests (as the very vocal anti-Vengeance players demand it), what should ZOS be doing instead? If the answer is nothing, then you've pretty much doomed Cyrodiil for everyone.
Idk, maybe test it themselves instead of using unpaid player base to test a concept that most are against.
Perhaps forcing their own employees to test it, instead of us, will give them some actual insight into PVP and they'll learn something? Wishful thinking...
albertberku wrote: »Well i listed 3 builds actually. 1: DoT with Maarselok (10% usage). 2: DK (60%), 3: Damage/Burst lines subclass (15%).
And vengeance is 100% nightblades so what is your point?
There will always be a “meta” in every single aspect of the game that people will naturally migrate to. The toxic PvE community is forever reminding of us that: “no you can’t join my raid team because you don’t have an arcanist nor are you parsing 180k dps”.
Your argument that GH is bad because everyone plays the same build while at the same time defending Veng where everyone plays the same build, frankly baffles me.
SaffronCitrusflower wrote: »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.
Vengeance has NEVER felt anything like live Cyrodiil. It's always been a stripped down zerg fest where the only thing that matters is the size of the zerg. Vengeance has never been and never will be anything like live Cyrodiil. That's why vengeance will never be a legitimate preparation for live Cyrodiil as well.
Performance has been terrible, and ranged builds are limited to melee range... so whats the point? How is this fun? Guess im not playing ESO for a week then...