Major_Mangle wrote: »At this point I'd like zos to actually consider getting rid of campaigns like Blackreach and Icereach (Icereach/sub 50 has 0 purpose and is honestly just waste of pixels and server space, just remove it already. People only use it to sell emp anyway).
Have two campaigns:
* Grey Host, CP PvP without faction locks
* Ravenwatch, no CP PvP without faction locks.
Add a small cooldown on how often you can swap between alliances (once every 12-24 hours), just to prevent the most extreme faction hoppers.
The current problem is that population caps are too low and at the same time PvP doesn't have the population it used to. We also have too many campaigns which spreads out the population even more.
Major_Mangle wrote: »At this point I'd like zos to actually consider getting rid of campaigns like Blackreach and Icereach (Icereach/sub 50 has 0 purpose and is honestly just waste of pixels and server space, just remove it already. People only use it to sell emp anyway).
Have two campaigns:
* Grey Host, CP PvP without faction locks
* Ravenwatch, no CP PvP without faction locks.
Add a small cooldown on how often you can swap between alliances (once every 12-24 hours), just to prevent the most extreme faction hoppers.
The current problem is that population caps are too low and at the same time PvP doesn't have the population it used to. We also have too many campaigns which spreads out the population even more.
So the fix is getting rid of the most popular option in Cyrodiil?
Major_Mangle wrote: »Major_Mangle wrote: »At this point I'd like zos to actually consider getting rid of campaigns like Blackreach and Icereach (Icereach/sub 50 has 0 purpose and is honestly just waste of pixels and server space, just remove it already. People only use it to sell emp anyway).
Have two campaigns:
* Grey Host, CP PvP without faction locks
* Ravenwatch, no CP PvP without faction locks.
Add a small cooldown on how often you can swap between alliances (once every 12-24 hours), just to prevent the most extreme faction hoppers.
The current problem is that population caps are too low and at the same time PvP doesn't have the population it used to. We also have too many campaigns which spreads out the population even more.
So the fix is getting rid of the most popular option in Cyrodiil?
The most popular campaign is already grey host on majority of servers regardless of server and region so not sure what you're implying. And what exactly are we getting rid of with such a change, with the exception of removing faction locks which has nothing to do with population of a campaign anyway. Players flock to wherever other players are regardless. PCEU last patch is a prime example of that where Blackreach became the most popular campaign because the players were fed up with multiple DC groups completely zerging down everything in Greyhost. The result: Everyone moved to Blackreach which became the most popular campaign for a month or so.
My point is that we don't need as many campaigns or PvP settings to spread the PvP population. And such a change that I suggested would obviously come with increased population caps for each campaign to accommodate for fewer campaigns.
Well there is supposed to be a Q4 PvP update, but the nature of the update remains unclear.
Einar_Hrafnarsson wrote: »Cyrodiil is the same thing every day:
Smallscales vs random people they snatch of on the Road.
Ballgroups vs a few defenders on Keep Walls.
That one dude kiting 4 randoms around in a Tower.
--> All of that is why half the Population is AFK in the Safe Zone waiting for a Keep to light up.
Dragonnord wrote: »You call PvP ball groups running from A to B and from B to A killing rookies?
You call PvP 50 players attacking a keep with zero resistance?
You call PvP using empty campaigns to get your pvp titles without doing any pvp, even working together with enemy factions?
You call PvP pro players not fighting each other and only killing unexperienced players to raise their egos?
You call PvP killing questers?
You call PvP receiving a hate pm from offline mode players for every single thing you do?
You call PvP players using proc sets to fight for them instead of using their own real skills?
You call PvP try-hards constantly trying to find cheats and exploits they can use as an advantage?
You call that PvP? If so, disgusting social environment.
Better let PvP die...
The current state of PvP in Elder Scrolls Online (ESO), particularly in the Imperial City and Cyrodiil, feels unbalanced. Increasingly, players encounter situations where a single player can withstand and defeat groups of 10 or more, even when those groups are using crowd control (stuns, snares, interrupts) that appear to have no effect. While it's understandable that skilled players can take on multiple opponents, the current dynamic—where one player is seemingly immune to control effects and can quickly eliminate others—indicates a deeper imbalance.
Consequences:
This imbalance is leading to frustration among players, especially those who engage in group PvP. When entire teams struggle to take down a single opponent due to issues like immunity to control effects or excessive self-healing, it erodes the fun and competitive spirit of PvP. Many players have expressed that they feel powerless in these situations, which can lead to burnout and, ultimately, players leaving the game. As the PvP player base shrinks, the quality of gameplay declines, which further hurts ESO’s longevity.
Suggestions for Improvement:
Adjust Immunity and Self-Healing Capabilities: A small adjustment to reduce the duration or frequency of immunity to stuns and snares, and slightly lowering self-healing capabilities in PvP, could make a big difference. This would maintain the power of well-built characters but prevent them from becoming virtually invincible against large groups.
Improve Group Damage Coordination Buffs: Introduce or enhance group-based buffs or debuffs that make coordinated attacks more effective. This would reward teams that work together and help counter overly powerful individual players. For example, making certain crowd control effects stack or applying diminishing returns on immunity timers would give groups a fighting chance.
With these minor tweaks, ESO's PvP experience could feel much more balanced, ensuring that both solo players and groups can enjoy competitive battles.
Due to the issues mentioned above, five of my friends—who were dedicated PvP players—have quit ESO just in the past week. The frustration of repeatedly encountering unbalanced situations, where a single player can easily take on entire groups without being affected by crowd control, has caused them to lose interest in the game. They felt that the fun and competitiveness of PvP had diminished to the point where it wasn't worth playing anymore. Unfortunately, this kind of frustration is becoming more common, and it's pushing long-time players away from the game.
Galeriano2 wrote: »That "Twitch thingie" hasn't happened yet, it's going to take place on Tuesday.
Here's the announcement:
https://www.elderscrollsonline.com/en-us/news/post/66609
It was also mentioned by someone that whatever the great PvP system will be, pre most likely be battlegrounds related. No idea where this idea came from, but the pet they give as a reward for watching the stream certainly also points into that direction.
[snip]