MMO PvP is rarely ever a particularly good experience.
SkaraMinoc wrote: »Some good MMO PvP experiences:
WoW Alterac Valley
GW2 WvW
Bammlschwamml wrote: »"Why does ESO have such a bad PVP experience?" That's a very loaded question, and i bet one day people will write master's theses and books about it. Short answer: Because it doesn't work as intended.
Cyrodiil could have been one of the best game modes in the history of video gaming. If it worked. But for me personally it's the worst experience i ever had in over 30 years of playing video games. Because i care too much and can't let go. I love it and i hate it at the same time.
It always seems like the game just needs a little extra work, and everything will be fine. Just a little push. Performance issues and bugs should be easy to fix. Other games can do it, so ESO will do it too, right? But somehow it just never works the way it should. It came close a couple of times, but there is always something holding it back and breaking the game.
Why? Who knows. I don't. But i am looking forward to know the truth one day.
Avran_Sylt wrote: »They've had like 10 years to work on it.
BXR_Lonestar wrote: »I used to think ESO PVP was terrible, but then I finally got with a group who has taught me how to actually play PVP, make a proper PVP build, etc., and now I play PVP just as much, if not more than I play PVE. It really is a fun experience once you learn the ropes. But therein lies the key - and this is not meant to be a personal attack on you - but it really is an L2P issue.
PVP builds are very different from PVE builds. PVE emphasizes sustained damage output at all costs, whereas in PVP, you need a more well rounded character that gives you burst damage windows. Once you have the proper build, its all about recognizing when your burst damage window is open and pressing that window to finish off your opponent. You also need to have enough sustain and survivability to allow your burst damage window to come open.
Movement speed and sustain are also at a premium in a PVP build, because you want to be able to escape any situation before you get overwhelmed.
And having good teammates makes such a huge difference in PVP play, because if you are trying to play solo, or even small group it, you can get swamped very easily. But even a well coordinated small group of 4-6 players can become a mighty obstacle to overcome if they are playing together as a unit - which takes time and practice.
Sometimes, its just a matter of falling in with the right people to improve your gaming experience. After all, this is an mmo...
The_Meathead wrote: »I actually love ESO PvP, though maybe somewhat more conceptually than in execution?
When at its best, the way Builds function and allow tremendous customization really meshes well with the game's style of combat. Laugh if you wanna, because I know OPed Meta cheese absolutely ruins that at times and that Hybridization reduced the diversity and some of the necessary "rails" that made resources and careful planning extra valuable, but I still think it's pretty solid.
Like some others have said, Cyrodiil really should be a pretty penultimate PvP experience for MMOs.
It's why many of us came to the game at Launch, visions of the best of DAoC combined with the impossibly detailed and rich setting of the Elder Scrolls.
Regrettably, also as others have said, the tremendously low pop caps (that came about when they moved calculations to server side rather than player side to avoid cheating, and the lag grew and grew) have really hamstrung what it could be. Combine that with Ball Groups only getting stronger every update, and you have even less people to oppose them en masse and a further dwindling population out of frustration towards that and other mechanical issues.
I still play in Cyrodiil because I enjoy it, but it could be a LOT better. If it was, I think it would be ESO's crown jewel as originally intended, but for whatever reason it either can't or just doesn't get the corrections it needs to make that happen.
Here's hoping!
Avran_Sylt wrote: »Why can’t a fully kitted out PvE DPS toon take down a stationary blocking resource regen build PvP tank?
Avran_Sylt wrote: »What fundamental differences allow such a tank to persist indefinitely in a PvP environment, Is that intended?
Avran_Sylt wrote: »Why can’t a fully kitted out PvE DPS toon take down a stationary blocking resource regen build PvP tank?
Normally it's because PvP gear and abilities will provide more access to counter specific things. Like providing more Defile to try and limit the capabilities of opponents.
Also, PvE DPS relies on maintaining DoT effects (Both debuff and ground based AoE based). Which PvP Tanks can cleanse and move out of, vastly reducing the damage these things do compared to your average PvE boss who just sits there taking them like a champ.
Then of course PvP gear and builds will want to stack Penetration in order to deal with enemy armour while in PvE this stat is basically useless because 90% of the existing armour on enemies is removed by Major and Minor Breach that has 100% uptime (While these debuffs can be cleansed in PvP too).Avran_Sylt wrote: »What fundamental differences allow such a tank to persist indefinitely in a PvP environment, Is that intended?
PvE Tanks rely on blocking every single attack that comes at them. The massive damage reduction from blocking is required to survive (Dodging can work, but it's harder and more Stamina intensive).
In PvP, armor itself provides a significant damage reduction. Meaning that a Tank who isn't blocking is still tankier than your average glass (Or balanced) build. So if you have to drop block to regain resources, you still maintain significant tankiness.
This is also why Penetration is so valuable in PvP because there is a need to get through this inherent tankiness, especially with Breach being less consistent (Due to cleanses and things like people not standing around inside Caltrops/Boneyard)
Avran_Sylt wrote: »BXR_Lonestar wrote: »I used to think ESO PVP was terrible, but then I finally got with a group who has taught me how to actually play PVP, make a proper PVP build, etc., and now I play PVP just as much, if not more than I play PVE. It really is a fun experience once you learn the ropes. But therein lies the key - and this is not meant to be a personal attack on you - but it really is an L2P issue.
PVP builds are very different from PVE builds. PVE emphasizes sustained damage output at all costs, whereas in PVP, you need a more well rounded character that gives you burst damage windows. Once you have the proper build, its all about recognizing when your burst damage window is open and pressing that window to finish off your opponent. You also need to have enough sustain and survivability to allow your burst damage window to come open.
Movement speed and sustain are also at a premium in a PVP build, because you want to be able to escape any situation before you get overwhelmed.
And having good teammates makes such a huge difference in PVP play, because if you are trying to play solo, or even small group it, you can get swamped very easily. But even a well coordinated small group of 4-6 players can become a mighty obstacle to overcome if they are playing together as a unit - which takes time and practice.
Sometimes, its just a matter of falling in with the right people to improve your gaming experience. After all, this is an mmo...
Group play, totally, love it. Any game is better when played with friends for the most part.
Also love the gameplay where you’re engaging with other players, healing or damaging them
On the subject matter of a L2P issue, is it really a learn to play issue? Or a learn to gear issue?
Why can’t a fully kitted out PvE DPS toon take down a stationary blocking resource regen build PvP tank?
What fundamental differences allow such a tank to persist indefinitely in a PvP environment, Is that intended?
Did ZoS just decide to make band-aid fixes through Cyrodiil gear that are a PitA to acquire and are a PitA to slot as needed thanks to the cumbersome loadout system and its inaccessibility in most PvP?
BXR_Lonestar wrote: »Avran_Sylt wrote: »BXR_Lonestar wrote: »I used to think ESO PVP was terrible, but then I finally got with a group who has taught me how to actually play PVP, make a proper PVP build, etc., and now I play PVP just as much, if not more than I play PVE. It really is a fun experience once you learn the ropes. But therein lies the key - and this is not meant to be a personal attack on you - but it really is an L2P issue.
PVP builds are very different from PVE builds. PVE emphasizes sustained damage output at all costs, whereas in PVP, you need a more well rounded character that gives you burst damage windows. Once you have the proper build, its all about recognizing when your burst damage window is open and pressing that window to finish off your opponent. You also need to have enough sustain and survivability to allow your burst damage window to come open.
Movement speed and sustain are also at a premium in a PVP build, because you want to be able to escape any situation before you get overwhelmed.
And having good teammates makes such a huge difference in PVP play, because if you are trying to play solo, or even small group it, you can get swamped very easily. But even a well coordinated small group of 4-6 players can become a mighty obstacle to overcome if they are playing together as a unit - which takes time and practice.
Sometimes, its just a matter of falling in with the right people to improve your gaming experience. After all, this is an mmo...
Group play, totally, love it. Any game is better when played with friends for the most part.
Also love the gameplay where you’re engaging with other players, healing or damaging them
On the subject matter of a L2P issue, is it really a learn to play issue? Or a learn to gear issue?
Why can’t a fully kitted out PvE DPS toon take down a stationary blocking resource regen build PvP tank?
What fundamental differences allow such a tank to persist indefinitely in a PvP environment, Is that intended?
Did ZoS just decide to make band-aid fixes through Cyrodiil gear that are a PitA to acquire and are a PitA to slot as needed thanks to the cumbersome loadout system and its inaccessibility in most PvP?
Regarding whether this is a L2P issue or a gear issue - it can actually be both. sometimes you just have to keep experimenting to figure out what build is going to work best for your playstyle, but understand that there is no singular playstyle to rule them all. They all have strengths and weaknesses - and a role to play on the battlefield. So your experience can even vary based on the particular battle/encounter. And a good/experienced PVP player will understand how to play a fight to their strengths and to avoid an encounter where they will be at a disadvantage.
With respect to a stationary block tank being unkillable - this simply isn't true. I have a block tank that I play when I want to troll people or try to bog down the enemy advance. It's an incredibly useful and overlooked playstyle IMO, but I am far from killable. I can tank a group of 20 unorganized players, but a group of 4 who know what they're doing can kill me. It's all about knowing what skills/abilities will force the tank to drop block, and then having a coordinated damage dump in that tiny window of opportunity that you have, because if you don't focus all your damage then, you will fail at killing the tank. So this is definitely an L2P/Coordination thing. It could also be a gear thing too if your setup doesn't allow for good burst DPS opportunities.
Thumbless_Bot wrote: »Also, there are troll tanks that can absolutely take damage from 4 sweaties and not die. The answer isn't to nerf these tanks and heal bots, it's to not reward them with medal score. Reward those actually doing damage. I think zos' philosophy on this is flawed and needs to be revisited for the health of bgs.
Also, there are troll tanks that can absolutely take damage from 4 sweaties and not die. The answer isn't to nerf these tanks and heal bots, it's to not reward them with medal score. Reward those actually doing damage. I think zos' philosophy on this is flawed and needs to be revisited for the health of bgs.
ESO PvP used to be the best PvP I've ever played. Now Cyrodiil is a shadow of it's former self. It's a mystery why ZOS has chosen not to reasonably support Cyrodiil PvP when so many people love it so much when it worked properly.
Avran_Sylt wrote: »Why can’t a fully kitted out PvE DPS toon take down a stationary blocking resource regen build PvP tank?
Normally it's because PvP gear and abilities will provide more access to counter specific things. Like providing more Defile to try and limit the capabilities of opponents.
Also, PvE DPS relies on maintaining DoT effects (Both debuff and ground based AoE based). Which PvP Tanks can cleanse and move out of, vastly reducing the damage these things do compared to your average PvE boss who just sits there taking them like a champ.
Then of course PvP gear and builds will want to stack Penetration in order to deal with enemy armour while in PvE this stat is basically useless because 90% of the existing armour on enemies is removed by Major and Minor Breach that has 100% uptime (While these debuffs can be cleansed in PvP too).Avran_Sylt wrote: »What fundamental differences allow such a tank to persist indefinitely in a PvP environment, Is that intended?
PvE Tanks rely on blocking every single attack that comes at them. The massive damage reduction from blocking is required to survive (Dodging can work, but it's harder and more Stamina intensive).
In PvP, armor itself provides a significant damage reduction. Meaning that a Tank who isn't blocking is still tankier than your average glass (Or balanced) build. So if you have to drop block to regain resources, you still maintain significant tankiness.
This is also why Penetration is so valuable in PvP because there is a need to get through this inherent tankiness, especially with Breach being less consistent (Due to cleanses and things like people not standing around inside Caltrops/Boneyard)
Avran_Sylt wrote: »They've had like 10 years to work on it.