Idk bruh, I've popped 2 players in 5-7 seconds in vengeance, on a plar mind you. So idk how these low skill players are surviving because they die pretty quickly. Of course they survive in a group, that's what weaker players do because it's natural instinct. Of course if a sorc streak away, or a NB cloaks away, or a plar focuses on pure heals then I won't be able to kill them, but it was the same in u44 pvp. Maybe u47 subclassing pvp you can one shot people in duels with enough burst and proc stacking but I haven't really dueled people since most of the time it's warden charm spammers and I'm tired of spending 10 minutes getting nowhere.
Basically, for the most part Vengeance is pretty much tuned very finely that every build choice has impact on your effectiveness, down to the number of defensive and offensive skills you slot. And you can't really play a heal bot in a zerg that well. If ZoS uncaps the AoE damage, then healing will also need higher caps because so far, people do more damage than my 2 heals can outheal. I need to play smart to survive and not run out of resources. I am very happy with vengeance as it is. Sure, balance can be tweaked but it's way better than live pvp.
Apollosipod
I think that this is an overblown reaction that lacks a lot of nuance. The Vengeance environment is far closer to a balanced and fun PvP experience than live Cyrodiil is.
Vengeance is closer to 2016 Cyro than it is to 2025 Cyro. The same 2016 Cyro the old PvP veterans who left the game long ago and pine for, but who say Vengeance is trash.
Of course, the reality of Cyro's history is very different: https://forums.elderscrollsonline.com/en/discussion/658524/the-glory-days-of-cyrodiil
reazea
katanagirl1 wrote: »I haven’t seen the post that this thread is referring to yet, but I am concerned about another Vengeance test because the last one had so few players and yet the performance was horrendous, worse than Gray Host.
Have they figured out why the last test was worse or are they just marching on with more additions to break it further?
Many of the people complaining bitterly about Vengeance run in ball or small man groups, and they found out that in Vengeance they died just like pugs. Without Crutch of Agony and Vapid death, plus 10 ultis etc etc in subclassed builds, they couldn't instantly round up a bunch of people and kill them, then do it again 8 seconds later for hours on end.
Without 25,000 hp heals per second, 12,000 shield per second, they found out they had no advantage as a group and any 12 pugs could kill them.
The fact is that Cyrodil has died a slow death largely due to the enormously over powered groups. ZOS has lost sight of game balance.
The math is something like this: a pug group generally has only a small bonus as a group, so 12 people = approximately a strength of n=12.This is an additive increase per player.
However, with the above changes to the game, ball groups power goes at least multiplicative and, arguably, exponentially.
So now 2 players in a group can have a strength of 2(2) = 4. A six man can have 6(2) = a power of 36, This is why you see well structured 6 man groups running around with dozens of players seemingly helpless. Of course with a 12 man 12(2) = 144, they are virtually immortal. With heals of shields they have something like 37,000 hp heals per second for the whole group.
Now an exponential claim may be overstating the group advantage as you scale up. It may only be multiplicative, eg (players) (x) where X is probably 4-5. So in the scenario some 12 man groups are as strong as 50-60 pugs.
I am all for build variety and subclassing. But group strength should not be multiplicative or exponential. It should be additive, ie a group, due to coordinated movement and strategy, as an advantage over a similar number of pugs. So a well run ball group should have 12+n, eg advantage,
This is actually the case in Vengeance and some of the old school groups with skill had a noticeable , but not hugely overpowered advantage.
Also skilled players like @React ran up 110 kills and zero deaths based on skill. They didnt like it because the skill cap was low, and a competent player could defend against them, but skill actually did play some role. If you add back subclassing and sets that boost the individual (not group in pvp) the skill cap could rise.
I am so sick , especially in lower pop later at night, of ball groups running around using Proc of agony every 8 seconds for hours at time. Every single group does this, (now even worse with broken Warden charm-- which they all use, of course). This is dead, broken, stale, boring game play that has now been the meta for at least 2 years, an eternity. Something needs to change.