ZOS_JessicaFolsom wrote: »Thanks for the thoughts, all. They really are a great bunch and we're excited for you to get to know them more. To give a little more context about why we kicked things off with a written letter instead of a livestream or video, it really comes down to timing. This announcement and subsequent interviews are happening during (and at) gamescom this week. We wanted to get something a little more personal out to you - some messages just for you - ahead of those interviews.
You are not a bot. All of this is my dream, and you are all simply figments of my imagination.
MorallyBipolar wrote: »Vengeance had more players in queue the first few days than Grey Host, Blackreach and Ravenwatch together in Cyrodiil so it would get full even without closing GreyHost especially when most vengeance haters rather not play than Vengeance like they say all the time.
Vengeance haters as you call them, the most unreasonable players. It's been ages since PvPers have complained about lag, and the general state of abandonment of the PvP realm by devs. But the moment the devs decide to seriously engage with improving this aspect of their game, some players complain more and refuse to participate in testing things. This is by far the worst moment to desert. Players who have concerns about the future PvP in ESO should participate and give their feedback so they can voice their concerns and ideas, and maybe have an impact on the future shape of their favorite game.
Vengeance isn't PvP in the traditional sense. It's more like templated PvE with other players.
People are not making the connection of how vengeance mode decouples PvP from the need to do any PvE in the game. Vengeance will be one of the last changes ZOS makes before shutting down ESO if it becomes mandated.
MorallyBipolar wrote: »
I like theory crafting builds. MY BUILDS...that I come up with.
Vengeance takes away the many MANY builds I bring to the fight by "dumbing down" PVP to the lowest common denominator.
I've said it many times and I will say it again: All of you that love the simpler style of vengeance...where were you when RAVENWATCH was NO-CP + No-Proc????
All we had was people complaining about not being able to use the new proc sets. This will not fix anything. I know how to fix PVP balance, its VERY VERY simple , but no one cares.
REMOVE HEALING POWER SCALING OFF OF DAMAGE. Boom PVP balance fixed. No more high burst dmg 1 button full health self heals.
I played it and quickly dropped out after theorycrafting. The performance was horrendous, the builds absurdly unbalanced, and the player cap was tiny. At least when it was just no-CP it was clear what sets you can use (all of them!).
Vengeance fixes everything, which is IMO amazing from something that's just a performance debugging test. If you like Cyrodiil, you'll love having >3x the player population and having wars all across the map. That alone makes every sacrifice worth it. And it's just a test!
The devs made it absolutely clear, they said it over and over.
Vengeance fixes nothing. It's a totally different game than live Cyrodiil. ZOS is not dealing with vengeance as though it's just a test. Look at what they do, not listen to what they say.
MorallyBipolar wrote: »Vengeance had more players in queue the first few days than Grey Host, Blackreach and Ravenwatch together in Cyrodiil so it would get full even without closing GreyHost especially when most vengeance haters rather not play than Vengeance like they say all the time.
Vengeance haters as you call them, the most unreasonable players. It's been ages since PvPers have complained about lag, and the general state of abandonment of the PvP realm by devs. But the moment the devs decide to seriously engage with improving this aspect of their game, some players complain more and refuse to participate in testing things. This is by far the worst moment to desert. Players who have concerns about the future PvP in ESO should participate and give their feedback so they can voice their concerns and ideas, and maybe have an impact on the future shape of their favorite game.
Vengeance isn't PvP in the traditional sense. It's more like templated PvE with other players.
People are not making the connection of how vengeance mode decouples PvP from the need to do any PvE in the game. Vengeance will be one of the last changes ZOS makes before shutting down ESO if it becomes mandated.
xylena_lazarow wrote: »Biggest obstacle to solo play is lack of action. Ignored on the back lines. No front line zerg to surf.
1vX is still doable, if you can actually find an X that isn't a ball group, sweaty smallscale, or faction zerg.
Avran_Sylt wrote: »Thumbless_Bot wrote: »MincMincMinc wrote: »Thumbless_Bot wrote: »Its ~452m squared... 12m radius, not 6. I made the same mistake originally. That's why the circle is SOOOO big.
It's an entire battlefield. It shouldn't exist at all. Much less every 8 seconds. Much less with that radius, much less with the rule breaking mechanic.
It's just downright bad.
Its almost like 5 piece sets shouldnt have proc effects......let alone proc effects that are larger or more grandiose than most ultimates in the game.
We wonder why new players can't understand combat and never learn pvp. It was much easier back in the day when players just had to learn maybe the 60 or so skills. Now we have maybe 10x the animations on characters to the point where you cant see anything going on.
Ideally only important animations like CC or ultimates would be prominent. This is why originally skills you unlock early on were simple animations designed for spam without bloating the game. The final skills like streak were the more costly big animation skills that were hard to spam.
A bit of a rant. But here it goes.
Zos implements things like this to make, in their words, pvp 'less intense' for Timmy and Tammy Tamriel who are pve focused non-sweats who want to have the feeling of accomplishment in pvp without putting in the time to get gud.
Dark Convergence was their first foray. This wasn't enough so they made an even worse version called ROA.
They did this with 2 team bgs as well. Suffice it to say that Timmy and Tammy have a harder time in this new format. It's less intense though, but only because they cant leave spawn and actually compete.
This philosophy failed.
THIS
PHILOSOPHY
FAILED
In fact this philosophy is insidious. It has caused a downfall of eso pvp and why I often refer to it as a circus sideshow now... because that's what zos has turned pvp into in their efforts to make pvp 'less intense'.
It needs to stop and the changes made to this end, like roa, DC and 2 team battlegrounds, all need to be removed so pvp can be fun and COMPETITVE again.
.
Pvp should be intense. It is competitive.
Outside of Vengeance, I don't really recall them having such a philosophy. I've only ever seen PvP changes that favor small-scale coordinated groups and feeding into the turtling down/can't kill me playstyle/*** people off you can't die playstyle. (Like how they removed resource keep destruction to give 1vX'ers an easy place to LoS)
Subclassing is the only change I've seen in this philosophy, yet mainly due to free access to various unblockable stuns and ever increasing sources of layered burst and crit. Which, once again, isn't in favor of Timmy and Tammy due to the theory crafting and mechanical setup.