After some Q&A disasters of the past years (ZOS making up their own questions and U35 Q&A just being shelved), bugs and balance issues consistently going live after they have been called out on the pts, changes such as the grim focus permaglow where feedback is asked [snip] I have zero faith that ZOS will ever improve their communication. You cannot get to ten years of running a game and still be this bad at communicating.
[snip]
I will happily be proven wrong, but I am not my holding my breath.
Afaik there used to be a dedicated PvE and a dedicated PvP Dev teams, but they got fused into one when Wrobel left and Wheeler took over as Lead Combat Designer (Wheeler was the PvP Lead before that).
https://forums.elderscrollsonline.com/en/discussion/453748/combat-team-news-and-updates/p1
HazierBlue wrote: »It blows my mind that 10 years later we are still asking/answering the question "How do we communicate better". I'm not a heavy gamer but I don't think I've seen this anywhere else.
We should be asking ZOS to form a dedicated PvP dev team, even if it's just 2 people instead of 1 that would make a big difference.
The moment they make an announcement like this my wife and I will turn our subs back on and start buying chapters and crowns again.
After some Q&A disasters of the past years (ZOS making up their own questions and U35 Q&A just being shelved), bugs and balance issues consistently going live after they have been called out on the pts, changes such as the grim focus permaglow where feedback is asked [snip] I have zero faith that ZOS will ever improve their communication. You cannot get to ten years of running a game and still be this bad at communicating.
[snip]
I will happily be proven wrong, but I am not my holding my breath.
I haven’t even tried the new battlegrounds as they’ve always been plagued by 50k health wardens.
Cyrodiil has always had the potential to be the next Fortnite phenomenon and I stand by this statement however cringe it is. No gamemode compares to the genius of this large scale openworld player vs player with siege warefare. I still marvel at the concept. Yeh it’s flawed, it always has been but we love it.
I don't mean this as a roast or to be disrespectful, but as React mentioned in his post, it's concerning that the person responsible for PvP doesn't seem to have answers to very basic questions. PvP in this game has been left in a poor state, and this lack of knowledge highlights how little attention it has received from the developers. It's disappointing because it gives the impression that PvP has been neglected. For those who don't engage in PvP, it might not be as clear, but for those of us who do, it's frustrating to see how disconnected the developers seem to be from it.
@ZOS_JessicaFolsom, to be honest, it’s hard to see how communication can improve if there is no meaningful effort to engage with the community in the first place. Take the performance thread, for example, seven months of issues with little more than a generic, copy-pasta response, often followed by defensive delays. Games like Destiny have set a great example with their communication, they’re always open, honest about their shortcomings, and actively work on fixes rather than just talking about them.
Lately, I've found myself drifting away from ESO. I log in twice a week for a trial core and then don’t touch the game again until the following week. Honestly, I dread logging in now. The lack of communication, the absence of meaningful fixes, and the way the stream was handled just made me feel even more disconnected. I don’t want to continue investing time in a game where it feels like the people behind it don’t understand what they’ve created.
I really hope this feedback doesn’t get deleted.
ZOS_JessicaFolsom wrote: »Hey all, thank you for the additional replies - there are many good insights here. Increasing the amount of Q&As/AMAs we do, and adding more regular feedback surveys does seem doable. As Kevin touched on in this post earlier tonight, many of us are going to be out for Thanksgiving holiday, and we'll follow up when we return. We are making an effort to be here on the forums a bit more, and we don't want our lighter presence over the next week to send the wrong message. The Community team will still drop by as we're able in to check on things here. For those of you who celebrate, we hope you have a restful Thanksgiving with family and/or friends.
ZOS_JessicaFolsom wrote: »Hey all, thank you for the additional replies - there are many good insights here. Increasing the amount of Q&As/AMAs we do, and adding more regular feedback surveys does seem doable. As Kevin touched on in this post earlier tonight, many of us are going to be out for Thanksgiving holiday, and we'll follow up when we return. We are making an effort to be here on the forums a bit more, and we don't want our lighter presence over the next week to send the wrong message. The Community team will still drop by as we're able in to check on things here. For those of you who celebrate, we hope you have a restful Thanksgiving with family and/or friends.
I should have acknowledged what a watershed the new Battlegrounds feel like, despite all the criticism. More feedback would be amazing, because I know PVPers have come to think, after years and years of hearing nothing: "No news is bad news". It is so incredibly welcome to have something new, and it is clear that effort went into crafting the new mode. Lobby issues aside, 8v8 is a success in my book. It is chaotic fun! 4v4 will be a success-ish in the long term, once it ceases to be the default queue, and ceases to place people who wanted to queue 8v8 back into 4v4.
In 4v4 the biggest barrier to their success is the poor state of the PVP gameplay at this moment. I know a huge number of people in the PVP community have come to feel the situation in PVP is beyond fixing, and that it's well past the point of "too little, too late". I struggle to imagine how we might get PVP back to a healthy place where core skills and gameplay really matter more than heal-stacking and big proc damage. Making Battle Spirit restrict the number of same-name heals over time you can stack to one stack over what you cast yourself would be a major contribution. Even with such an enormous nerf, ball groups and cross heals would still be incredibly powerful, but it would take bar space away from ball groups in particular who would have to run a wider range of HoT skills to achieve the effect they can currently get just by stacking up a dozen radiating regens and echoing vigors on each other. Ball grouping is a skillful playstyle, but it is painfully overtuned with very little counterplay beyond running an opposing ball group. It also lags the whole region around these groups. In Cyrodiil you can currently tell a ballgroup is coming to a keep just by the drastic drop in framerate as they approach. The huge lag spikes they can create add to the fact that - even if you aren't bait for them - it is very hard to form much counterplay. Right now, with the sheer amount of healing over time they can stack, even the huge DoTs applied by multiple fire ballista can struggle to make a dent. You will sometimes see ball groups just run right through very, very hot killboxes on a breach, and almost immediately recover off any of the damage. Without sets like Azureblight that can punish big cross-healing clusters, siege is some of the only counterplay to a ball group, but the healing is still just too strong, and modern ball groups are too fast and snare-immune to be caught in siege very often.
The sheer power of cross healing really is one of the biggest issues PVP faces. It is evident in BGs too, where you get lobbies that go the full 15minutes with barely a single kill because there are just so many cross heals stacking up.
Some form of "trap" siege in Cyrodiil that circumvents Snowtreaders and Banner Bearer would be nice. Spike traps, etc. You could set it down and you get a few seconds of immobilise to siege or attack ball groups or zergs. A way for smaller - but organised - groups to have counterplay to large, coordinated healing swarms would make Cyrodiil less discouraging.
There is also the fact that very, very tanky builds can output enormous damage with proc-sets. I think Sypher during his stream after the official one even did a brief little thought experiment about having Battle Spirit apply a damage debuff once you go over a certain health threshold. That honestly doesn't sound like an awful idea.
You already have Battle Spirit. Please use it more, or otherwise implement more similar PVP-instance specific effects. It could be the solution to a great number of PVP's issues. The one thing I can't even imagine a solution to is the sheer scope of power creep that proc sets have created, and how completely ineffective nearly all the "core ability" counterplay can be in the face of their power. They just don't cost enough to players for the damage they put out, but players also need that level of damage to cut through the power of all the healing over time. If cross healing is nerfed - which needs to happen - the power creep is effectively worse due to the sudden drop in effective bulk, and I just don't have the slightest idea how to solve that issue.
Please communicate with us more, and if devs already have a clear, concise vision for the kind of PVP they want to give us, then please outline for us what that is. Right now I don't think anyone feels there is a clear, concise vision from the devs for what PVP should look like, and often the few insights we've had seem to directly contradict what has actually happened in ESO PVP. For example, devs seem to genuinely not *want* a high power proc meta, but nevertheless a very extreme one has developed. Another example, devs seem to genuinely want to foster set diversity, but then very few sets - including even most of the ones released in the most recent patch - sit well below the baseline level devs have created for a set to have PVP viability.
Hi Jessica,ZOS_JessicaFolsom wrote: »Hey all, it's late but I wanted to hop in and say thank you for the many constructive and thoughtful responses since I last posted, especially those from @Destai @ESO_Nightingale @ForumSavant and @Turtle_Bot. There are fair concerns, criticisms, and suggestions here. While I can't respond to all of them, please know I've read every post and we are discussing best steps forward. I know we've said this before, but we can always do better with our communication. In that line of thought, beyond forum posts what method do you all most prefer for answers to questions? What is the most visible? A Q&A post/article? A Reddit AMA? Something else?
Truly, the only way to semi address a lot of these points are proc sets. Proc sets need to stop being completely gutted.
ZOS_JessicaFolsom wrote: »Hey all, it's late but I wanted to hop in and say thank you for the many constructive and thoughtful responses since I last posted, especially those from @Destai @ESO_Nightingale @ForumSavant and @Turtle_Bot. There are fair concerns, criticisms, and suggestions here. While I can't respond to all of them, please know I've read every post and we are discussing best steps forward. I know we've said this before, but we can always do better with our communication. In that line of thought, beyond forum posts what method do you all most prefer for answers to questions? What is the most visible? A Q&A post/article? A Reddit AMA? Something else?
Seriously, get the whole team into a conference room and watch the entire stream together and see how great you feel about the game in it's current live state.
Here's about an hour of game time today during the toddler's nap. 4v4 and 8v8 group queue, because my wife and I always queue together. The result:
The first BG was a 4v4 deathmatch that went 500-0. It lasted nearly 10 minutes because it took a few minutes to get all the players in the lobby, then the last player alive played that stupid hide and seek game and even got their teammate kicked due to inactivity. Pointless match.
It then took 44 minutes (including time spent in the lobby) for us to get a BG that actually happened. Nearly 25% of our "game time" was spent sitting in the lobby waiting for players to join, with two of those lobbies getting cancelled. My wife specifically said, "I find it infuriating that I could be spending this time waiting for players in my house decorating it, but instead I have to sit here for 5 minutes and do nothing and it probably won't even run..."
This is in the afternoon ~2:30-3:30pm EST on a Sunday.
Please answer honestly @ZOS_JessicaFolsom and @ZOS_Kevin, is this experience a game that you personally would pay money for? Does this sound like the type of experience a AAA game studio should be proud of delivering for their customers?
ZOS_JessicaFolsom wrote: »Hey all, it's late but I wanted to hop in and say thank you for the many constructive and thoughtful responses since I last posted, especially those from @Destai @ESO_Nightingale @ForumSavant and @Turtle_Bot. There are fair concerns, criticisms, and suggestions here. While I can't respond to all of them, please know I've read every post and we are discussing best steps forward. I know we've said this before, but we can always do better with our communication. In that line of thought, beyond forum posts what method do you all most prefer for answers to questions? What is the most visible? A Q&A post/article? A Reddit AMA? Something else?
To be honest, I'm at a loss that this even being asked...10 years into this game's lifecycle and here we are getting the same "our communication can be better" acknowledgement and the communication team asking us how we would like to receive answers to questions. That feedback has already been given repeatedly by the community over the years, and what came from it?
Not to beat a dead horse or anything, but...
https://forums.elderscrollsonline.com/en/discussion/446497/so-about-that-communication-zos/p1
https://forums.elderscrollsonline.com/en/discussion/528790/improving-communication#latest
DeadlySerious wrote: »Personofsecrets wrote: »So Sypher's first experience back was getting Rush combod...
Oh please, please tell us that there is a video of this out there somewhere. I'm begging you!
I'd like nothing more than to see ZOS employees go to Cyrodiil and get yanked around into RoA death balls over and over again, and from way out of the official range of the set. Maybe if they see just how RoA just sucks the fun out of Cyrodiil they'll make some changes to the set. It just seems like they don't know because they've never seen it first hand, so they need to. That's all. Not wishing ill on zos employees, just saying I think things might change if they saw how bad RoA is to deal with first hand.
Thumbless_Bot wrote: »This is more of a leadership issue at the top of the house imho because this is both a PR issue and a SDLC (software development life cycle) issue.
Jabbs_Giggity wrote: »6. Possibly reworking 5 pcs sets to 4 pc sets (moving all slots required down by one to 1,2,3,4 bonus - instead of 2,3,4,5) OR change mythics to it's own slot outside of the standard Helm, Shoulder, Chest, Hands, Waist, Legs, Feet, Amulet, Ring(s), Weapons.
StarOfElyon wrote: »Jabbs_Giggity wrote: »6. Possibly reworking 5 pcs sets to 4 pc sets (moving all slots required down by one to 1,2,3,4 bonus - instead of 2,3,4,5) OR change mythics to it's own slot outside of the standard Helm, Shoulder, Chest, Hands, Waist, Legs, Feet, Amulet, Ring(s), Weapons.
Why do this? That would create a lot of power that I don't believe we need.
Jabbs_Giggity wrote: »DeadlySerious wrote: »Personofsecrets wrote: »So Sypher's first experience back was getting Rush combod...
Oh please, please tell us that there is a video of this out there somewhere. I'm begging you!
I'd like nothing more than to see ZOS employees go to Cyrodiil and get yanked around into RoA death balls over and over again, and from way out of the official range of the set. Maybe if they see just how RoA just sucks the fun out of Cyrodiil they'll make some changes to the set. It just seems like they don't know because they've never seen it first hand, so they need to. That's all. Not wishing ill on zos employees, just saying I think things might change if they saw how bad RoA is to deal with first hand.
So, I do run Rushing Agony on my NB with my group. I will say this...RA NEEDS to apply CC Immunity to anyone pulled, just like Dark Convergence. You should not be able to have three people pull with RA, then another pull again with DC. It's too much.
On the flip side, RA also needs to apply a 1s immunity to CC after the pull is complete. The reason I say this is because if you are applying a "gap closer" (I.E. Pull, teleport, etc.) there is way too many other pulls in the game, such as necro pull skill, sets, etc. that will pull you 10m off your target AFTER you complete the pull. Coupled with game lag, Immovable pots are not always reliable.
This 1s immunity to CC should apply to ALL listed gap closers.
Specific to the live stream, I think it's great that @ZOS_BrianWheeler came out to do this. Being a sweaty try-hard is not necessary to his job title. However, I will say that I think he may want to invest a little extra time looking back into core mechanics, set balance and skill balance for PVP. Otherwise, start taking community feedback a little more serious and open up dialogue with the community. I know the PVP Dev team is small, but c'mon.
As for things noted from this alone (aside from hundreds of community feedback threads), @ZOS_Kevin can we please, please get someone to take a hard look into the following AND get some official feedback?
1. Sources of damage mitigation - sets, skills, passives, traits review
2. Healing, cross-healing, cross-shielding
3. Pull sets having standard cool-downs and CC immunity across the board
4. Full balance pass on ALL classes
5. Tone-down on Proc Sets
6. Possibly reworking 5 pcs sets to 4 pc sets (moving all slots required down by one to 1,2,3,4 bonus - instead of 2,3,4,5) OR change mythics to it's own slot outside of the standard Helm, Shoulder, Chest, Hands, Waist, Legs, Feet, Amulet, Ring(s), Weapons.
I have a better idea. Ban all pull sets from PvP. Make people slot a skill if they want to pull people.