Question Gathering Thread for Upcoming ESO Community Q&A - PVP

  • ruskiii
    ruskiii
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    MMR resetting every month in BGs is a point of contention with players of all skill levels right now. As it stands it takes 2 to 3 weeks before you start getting "relatively" balanced games, and then a week later it resets again. This leads to a majority of the games you play over a month being mismatched, and shooting people in spawn while they wait out the clock is only fun for about 30 seconds.

    Is there an awareness in the team of what a negative experience the resets have been for players since u44?

    If the team dont want to do away with the resets altogether, are there any plans to make longer intervals between the resets, for example at the start of a major patch when there are actual build changes that might effect player performance?

    Lastly, is there any new information regarding making 8v8 the first "default" option in activity finder? This would further help matchmaking by guiding casual players towards the casual game mode. I had seen a post on reddit that said the idea would be passed on to the team, and hopefully there is some interest in this simple change. During chaosball weekend the queues are rearranged, but it's still competitive solo 4v4 as the default option.
    Edited by ruskiii on January 10, 2025 10:18PM
  • Erissime
    Erissime
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    anadandy wrote: »
    Any plans to update the Under 50 "newbie" campaign so it is actually a helpful training ground for new Level 10 PVP players? Encouraging new players in a better atmosphere may lead to healthier PVP in general.

    To this I would like to ask why are under lvl 50 players allowed on regular campaigns? The majority I encountered probably getting there mostly by accident. But shouldn't they be restricted to that one training campaign? Provide more insight on how the joining of campaigns happens, and better tutorials for new-comers.

    Another example of support for newcomers being also training about sieges properties - beyond the tutorial on just shooting them. Seriously witnessing people shooting doors with fire ballistae or lancers is becoming a genuine hindrance (longer siege times, allows opposing alliance to gather, general fail, or mess being just a few of those hindrances such actions lead to). And no, people don't listen to other players trying to explain these differences (because why should they? I didn't listen in my time either, because the game didn't tell me so!). All the game offers as understanding runs along the line of "if it's a siege, shoot it at some building, maybe at people too". Please create a clear/detailed tutorial about what each siege does best against what!
    Edited by Erissime on January 10, 2025 10:07PM
  • ceruulean
    ceruulean
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    ruskiii wrote: »
    MMR resetting every month in BGs is a point of contention with players of all skill levels right now. As it stands it takes 2 to 3 weeks before you start getting "relatively" balanced games, and then a week later it resets again. This leads to a majority of the games you play over a month being mismatched, and shooting people in spawn while they wait out the clock is only fun for about 30 seconds.

    Is there an awareness in the team of what a negative experience the resets have been for players since u44?

    If the team dont want to do away with the resets altogether, are there any plans to make longer intervals between the resets, for example at the start of a major patch when there are actual build changes that might effect player performance?

    Lastly, is there any new information regarding making 8v8 the first "default" option in activity finder? This would further help matchmaking by guiding casual players towards the casual game mode. I had seen a post on reddit that said the idea would be passed on to the team, and hopefully there is some interest in this simple change. During chaosball weekend the queues are rearranged, but it's still competitive solo 4v4 as the default option.

    Yes to all these points. MMR reset should be extended to something like every "season" (3-6 months).

    And maybe a better UI for BG. For example, the dropdown in PvE Dungeons is used to adjust "Normal, Veteran, Specific" difficulty, and ToT dropdown shows "Ranked, Unranked." Why is the BG dropdown inconsistent and shows 4 different options? Also, I am not sure if the game remembers your choice or not. I recall my choice being reset after a match, but it has not happened since I installed a scoreboard addon.

    Ideally, the dropdown would let you choose between Unranked/Casual or Ranked/Competitive, and then nice big "8v8 Solo" "8v8 Grouped" buttons would show on the screen, and you have the option to queue for both. Or, if you're supposed to be able to queue for all of them, then something simple like the Better Scoreboard addon that lets you check every queue you can join, similar to the "Specific Dungeon" list. I believe console players can already queue for all, so it's strange you can't in base PC.
    Edited by ceruulean on January 10, 2025 10:52PM
  • Noreno
    Noreno
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    1. Are you planning to disable the ability to heal players who are not in your group? As far as I remember, this had a positive impact on the gameplay experience in one of the tests a few years ago - it not only motivated people to group up, but also gave a solo player the opportunity to stand up to a crowd of solo players, especially in campaigns where one particular alliance dominates all the time.

    2. Are you planning on making Battle Spirit scale based on the number of players in the group (making them more vulnerable) or based on the number of players damaging you (making you less vulnerable to zerg)?

    3. Are you planning to change the system of getting alliance points? At the dawn of Cyrodiil, the title of "Emperor" was the most honorable title in the game, fairly rewarded. But for many years now, you can accumulate alliance points for it in an unfair way, just by calling two of your friends from another alliance, simulating an endless siege of your castle or a resource near it and receiving "Revenge". It is also a little strange that the title of "Grand overlord" can be obtained in less than a day. By the way will you remember to turn off the passive abilities of the emperor in the upcoming tests?

    4. Are you planning to increase the capacity of people on campaigns (make them the same as before the "server hardware upgrade") and reduce the total number of campaigns?

    5. Are you planning to rebalance the Ayleid Wells on the map? It's a bit unfair that almost all of them are on the Dominion side and provide a very strong buff. By the way, will it be available in the upcoming tests?

    6. Are you planning to introduce more PvE elements with very strong bosses in Cyrodiil? Or significantly increase the difficulty and change the reward for closing dolmens specifically in Cyrodiil? For example, some new very valuable currency like Telvar? I assume that this would lead to the emergence of new points of confrontation between the sides and would motivate to explore the map outside the transit lines between castles.

    7. What do you think about the ability to leave a battle that is unfavorable for you with impunity by simply moving to the imperial sewers and back during the battle? Is it fair?

    8. What will happen to the Cyrodiil dungeons? Will they still not follow the general campaign rules?

    9. Can we expect that the sets will be reworked and consist of 3 parts instead of 5, which could have a positive effect on the variability of builds and their balance (if these are not the new proc awesome damage sets)?

    10. And finally, the possibility of adding a fourth side of the conflict to fight against all other players / all other alliances - is this just a dream and has nothing to do with healthy balance? Or what about the new piece of equipment - the cloak?

    # Make a Cyro great again.
    -From Russia With Love-
  • Stridig
    Stridig
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    1) will you share any data or conclusions from the test or will we do the test then act like it never happened and hope people forget about it?

    2) If you do share data on the testing, will ZOS be open to suggestions from other professionals in the field that play the game? Or will you open a thread asking for feedback then bury it and hope people forget about it?
    Enemy to many
    Friend to all
  • argonian37
    argonian37
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    Are you considering to change the “scaling to max resource” tooltip on sets and skills?

    Are you planning to rework/modify siege mechs and dps and to enable to destroy every building with them?

    Are you keeping the same quests in the alliance bases?

    If tests go well, Are you considering (even in the far future) reworking some aesthethics in the map like changing some architecture on keeps or outposts to avoid all looking the same and fill some empty areas with beasts and wildlife like PVE areas?

    Edited by argonian37 on January 11, 2025 5:25AM
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Q1: Is the team planning to adjust campaign scoring to consider population ratios? Currently the factions have very imbalanced populations and campaign score is usually determined solely by non prime time population imbalance.

    Q2: What is the current campaign population cap per faction? When playing cyrodiil now compared to 4 years ago the campaign feels empty and fights seem less epic and numerous (e.g. there used to be multiple combat fronts and now there is normally only one fight on the map.)

    Q3: With the current population caps groups feel rather imbalanced in comparison to solo and small groups for example their potential power levels when optimally buffed with group sets is huge. Is the team happy with this balance in PvP or considering some adjustments via battle spirit specific set adjustments?

    Q4: Rush of Agony does not adhere to crowd control rules, whilst this is fine in pve it can cause problems in PvP. This exception has been overlooked for multiple patches (unknown if it will be adjusted in March). Why do these type of egregious combat issues with sets take so long to address (thinking of proc sets too)? Is there some way the playerbase can more effectively communicate our concerns?

    Q5: scribing has introduced an abundance of stacking shield abilities, especially within group play, this in combination with hybridisation means that health matters far more than stamina or magicka leading to stale tanky gameplay, is there a plan to address this and lessen the benefit of high heath or increase the benefit of attributes to outweigh health stacking?

    Q6: movement speed increases in cyrodiil are causing severe issues with targeting and rendering, are there any plans to reduce speed via battle spirit or otherwise address the targeting issues?

    Q7: Can we expect to see more detailed feedback on the PvP test in March in comparison to the multiple previous tests where there was basically just a thank you post and no follow up? Numbers and conclusion & plan with approximate timeframes would be great.

    Q8: Has the team considered additional cyrodiil campaign rewards tiers to encourage more participation (perhaps making it account wide)? For example we used to recieving Master weapons and this was removed making PvP less rewarding. (Tri pots perhaps?)

    Q9: when new features are introduced such as armory and scribing cyrodiil often feels like an afterthought, stations not being added etc. is there a reason for this due to the complexity of the zone or is it for some other reason? For example it took almost a year to get an armory station in cyrodiil.

    Q10: Does the team feel that faction locks are still beneficial considering the current population?

    Q11: Has the team investigated the disconnect that occurs when approaching structures where large amounts of players are fighting? From our investigation it appears to be due to the order that objects are being loaded and failing as large numbers of players are loaded. Perhaps a more gradual loading system or reduced asset initial load could be considered.

    Q12: destructible objects were introduced for the bridge and milegates whilst resource towers were removed in the name of performance. Would the team consider changing either of these back to the original versions to freshen up the map? (Perhaps on 3 month rotation for example)

    Edited by Izanagi.Xiiib16_ESO on January 11, 2025 1:17PM
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
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  • Erissime
    Erissime
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    This is not an actual Cyrodiil question, but it should perhaps have the nostalgia of it:

    Can we get a keep as a housing building at some point in game? Perhaps for crowns ( for keeps are big), and a tower or a post as a reward of some sort earnable in game? (please ignore if too forward).
  • RedJohn_COF
    RedJohn_COF
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    Heya, so I gathered some questions from people in our guild.


    1) Are you planing to fix the "Stuck in combat" bug any time soon?

    2) What steps are you planing to improve the Cyrodiil expierence on low populated servers like Xbox EU?

    3) Are there any plans on balancing updates regarding Cyrodiil?

    4) Any chance Cyrodiil will eventually also get visually improved?

    5) Are there any plans to add new mechanics to Cyrodiil PvP?

    6) Are you going to detail the results of the PvP test to the community?

    7) Any plans to add ways for low population alliances to defend themselves ? Maybe a debuff for high populated alliance, or buff for the low populated alliance.

    8) Are there plans to fix the doors? Often times you can't just get into the doors.

    9) Have you considered that not the Skills, but other things lead to the poor performance? For example certain server side updates, which lead to big performance regressions.
    Even if you run around alone in Cyrodiil, running can be slowed down, or riding on your mount can be sluggish and get slow downs, without ANYONE being near.

    10) Are you planing to fix Volendrung spawning? There are soooo many spawn points over the map but it only spawns in the same 3 spawn points for ever alliance, which leads to people going to them right away. Why isn't it really random?
    Cyrodiil Orange Farmers
    Xbox - EU / Xbox - NA
  • Tommy_The_Gun
    Tommy_The_Gun
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    Question regarding so called "Ball Groups":
    1. How do devs see their role & place inside Cyro or IC environment ?
    2. What is your take on Ball Groups & stress those groups put on your servers ? Do you have any plans on reducing that stress & lag they are causing ?
    3. What is the intended counter play for this play style (every other play style has a counter-play) ?
    4. Will "Ball Group" play-style ever received proper adjustment and reduction in effectiveness (it did not received anything like this since game launched) ?
    Edited by Tommy_The_Gun on January 11, 2025 4:08PM
  • dark_hunterxmg
    dark_hunterxmg
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    1. Will you be fixing the unbreakable CC bug?

    2. Will you be looking into things that don't obey CC rules in the game? Dragonknight leap ignores immunity and holds the target in place for a guaranteed hit regardless off immunity.

    3. Will there be any change to the pvp Healer/Shielder meta that we are currently in?
  • Ilsabet
    Ilsabet
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    The simplified class skills in the new Vengeance campaign don't appear to have morphs. In developing these skill lines, how did the team account for stamina and magicka builds, and how did they decide what functionality to incorporate into each streamlined skill? (For example, nightblades' cloak can be morphed to give either invisibility or a heal; how did you approach designing a single "cloak" skill?)
  • moo_2021
    moo_2021
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    How will the changes regarding PvP only sets and skills affect areas outside of Cyrodiil? Are you planning to expand them to BG and IC if it works out with Cyrodiil?


    I'm somewhat worried about niche builds, particularly bash builds and one oblivion damage build.
  • StihlReign
    StihlReign
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    Can the devs provide the Community their list of PvP concerns/bugs they're addressing and the priority and timeline for resolution they've assigned to each?

    Can the devs provide the Community their list of proposed PvP cosmetic improvements and the priority they've assigned to each?


    Can the devs provide the Community their proposed or initial list of PvP environment improvements and the priority they've assigned to each? ie Cyrodiil doors continue to be an issue during large battles.


    "O divine art of subtlety and secrecy!

    Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy’s fate in our hands.” – Ch. VI, v. 8-9. — Master Sun Tzu

    "You haven't beaten me you've sacrificed sure footing for a killing stroke." — Ra's al Ghul

    He who is prudent and lies in wait for an enemy who is not, will be victorious — Master Sun Tzu

    LoS
  • peacenote
    peacenote
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    Why did the Quickslot overhaul not include a PvP-items (siege) wheel, and might you add one in the future?
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • NikoSquared
    NikoSquared
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    Are there any plans to address the power of Dedicated Healers and Crosshealing in PvP game modes?
  • The_Meathead
    The_Meathead
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    I'm among those that almost never sees lag unless a Ball Group is present. Huge Zerg on Zerg operates fine for me with rare exception, but as soon as a Ball Group appears let alone two, I see a noticeable impact for the worse. Given the massive amount of Cross-heals and -shields the typical Ball Group constantly maintains, surely the tremendous number of calculations being done in such a small area are potentially to blame for some of the woes people experience.

    Do you have any plans to limit Cross-Healing/-shielding or to diminish the extreme imbalance caused by the Ball Group playstyle, either for gameplay or performance reasons?
  • The_Meathead
    The_Meathead
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    ATM I'm watching a Ball Group spawn camp inside a Keep.

    Any chance you guys could address that?
  • Tornaad
    Tornaad
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    Do you have any plans to make it easier for new PVP players to get gear? The current system of acquiring AP to purchase the gear is really intimidating for people like myself trying to find a way to get into PVP, when I currently suck at it. I understand that the coming test will temporarily solve that problem, but when you are done with the test and phase the gear back in, the problem will come back.
  • ChaoticWings3
    ChaoticWings3
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    Q1: Does the team have other ideas on how to address performance that they would be able to share at this moment?

    Q2: Will battle spirit be used to balance sets that are overperforming in areas outside the intended the parameters or will a complete adjustment of sets still be in place? I'm only asking since we are testing a simpler skill sets which changes up how combat will operate temporarily. So I'm more curious: How will sets operate in the future especially those with proc effects?
  • Avoriaa
    Avoriaa
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    I'm not a PVP player, are there any plans to have a version of Cyrodil that PVE geeks can come visit and do silly little quests without getting our innards polymorphed into outards?
    pjjivtlme713.png
    Hi Hello
  • Djiku
    Djiku
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    • What are you going to do about crosshealing? This is a huge problem for years and the main reason ballgroups can do what they do.
    • What are you going to do about the scoring system in Cyrodiil? Depending on the time of day and the population present we should get a different amount of points.
    • Are you finally going to do something about the "in combat"-bug, although you are miles away from any fight?
    • Are you going to increase the group size in Cyrodiil again? Let's go back to the old one.
    • What is healing going to be like with these tests? I heard that you have to target your allies. Targeting like clicking on the teammembers frame or cast the heal in the direction your allies are standing? I mainly play as a healer and taking away from the action combat healing would be a major letdown for me.
    • And a question for the far future: If we, in any way, get better performance in Cyrodiil, what are you planning to expand the experience (similar to destroyable gates and bridges)? Like new objectives, new features, reworking existing content et cetera.
    Edited by Djiku on January 12, 2025 8:25AM
  • katemedina666
    katemedina666
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    Q1 that everyone is wondering: what do you guys think about ball groups collecting stacks and buffs? Will we ever get a fix to cross-healing/cross-shielding via battle spirit to make them less effective?

    Q2: When will the stuck-in-combat bug be resolved?

    Q3: When will the stuck-in-control bug be solved? Many players complain in the game chat/streams that a character with full resources cannot get out of control until it runs out, and most often you are simply already dead.

    Q4: When will the fortress door bug be fixed? In big fights you either can't activate it, or it activates twice and you're outside again...

    Q5: Will we get shrines in Cyrodil to swap stat points and skills/morphs?

    Q6: Will there be other measures taken to improve Cyrodil's performance other than introducing a new campaign? For example, server maintenance or replacement, eliminating ball group activity, expanding the server's resource on Cyrodil, and increasing the population.

    Q7: What result do you expect from Vengeance tests? I hope you are not going to eventually turn all campaigns into its varieties with minor differences? Because the way it looks now is not at all attractive for the game, completely excludes diversity and surprises in the gaming experience. Personally, I see Vengeance only as a replacement for the 1-50lvl campaign, when there is no point in collecting pvp sets for a small character and everyone will be equal, at the same time it can improve the gaming experience of beginners in pvp. But this is not at all interesting for those who have been playing pvp for a long time and regularly, we need performance, scale and diversity of builds.

    Q8: How long do you plan to test Vengeance on live servers?

    Q9: In the thread regarding lags and freezes, the devs recently wrote that the Bandits UI addon affects the game's performance via MapPingAPI. What measures have you taken or are you planning to take to fix the situation? And how will this affect other addons using this API.

    Q10: Will the Sorcerer class be fixed in the near future? Now it is OP in pvp for a long time, because having increased the mana pool to 50k it is invulnerable under the shield and all attacks are scaled by mana, so with one crystal it can destroy 10k HP to someone...

    Q11: Is it possible to increase the drop rate of Cyrodilic Cakes? They are simply impossible to find.

    Q12: Can the rewards for activity in Cyrodiil and rank up be revised? The current situation is that the AP reward in BG is higher and more stable than the average reward in Cyro, meanwhile Cyro is much more time-consuming and difficult. Rank up also requires a lot of time, perseverance and skill from the player, it would be cool to give special collectibles for rank up that cannot be earned in any other way, like in PVE trials. One bear is not enough...Perhaps in order to earn these rewards, more players who currently have no incentive will begin to delve into the PvP mode.

    This is slightly off topic, but it's really getting on my nerves!
    Q13: Will the necromancer get buffs "while placed on the panel"? Is it possible to remove the debuff from the necromancer's class healing? Will the class as a whole be revised, since it is currently very difficult to play due to an overly bloated rotation? Also, why are Sorcerer's pets not penalized in cities, but necromancer's pets are? Both undead and daedra are unacceptable according to logic and lore. Not to mention how annoying the sorcerer's chickens are in cities.

    I also want to express this thought in the form of a statement, not a question: we want to improve the performance of Cyrodiil not by cutting functionality, but by eliminating long-known problems, as well as increasing the server resource or creating a separate server, as well as regular attention from the developers to the PvP component of the game.

    k7loau4mgcb3.png
    Edited by katemedina666 on January 13, 2025 8:16AM
  • kiheikat
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    Question: Is it possible to provide a roadmap for the planned cyrodiil performance improvement testing?

    Level of detail desired: I'm guessing there is a fair bit of "if this then that" dependency on test outcomes. And some of it could be highly technical. But it would build confidence with the playerbase to understand the desired outcome, the general approach the dev team is taking, and what is within their control. What constitutes a good/bad outcome? This would include how performance is being measured--quantifiable or based on player perception. How confident is the team that what is being measured corresponds with player perception of performance?

    Example scenario: From the livestream it seems like the dev team might be going with a stripped down character loadout to get a baseline (assumption on my part).

    And what is the next step? For example, if maxing player population is the performance goal, and it's met, will the next step be adding additional skills to the character template and seeing where it breaks? How would that be done? E.g., adding a few weapon skills or adding a few sets.
  • Idinuse
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    1. Do you have understanding, knowledge and/or insight in what addons that are "private" / "non-official" do and do you have plans to monitor or limit the behavior of such addons?

    2. Why is the combat bug so difficult to address? To me it seems adding a check if you've taken damage or caused damage within the last 30 seconds would be a 30 min job, there are many examples of i.e. addons that do an end of battle check, like Combat Metrics and similar. Just using the exact same function overall in game would go a long way to minimize the combat bug. My feeling is that the overall community consensus is that we'd rather have players able to mount in combat than not being able to mount for 5 to 10 minutes.

    3. The Ball Groups. Infinite cross healing, cross buffing and cross shielding is game breaking out of hand, what plans are there to decimate this playstyle and level it with normal group play? At the same time the damage/mitigation/healing balance needs to be leveled. Same with unkillable players able to 2 shoot groups of players (balancing tankiness vs possible damage dealt).

    4. In extension of question 3, will there be a more permanent balancing/toning down of having sets in Cyrodiil do the playing for you rather than using your own play skill to play PvP?

    5. It is understandable that the DDoS protection is crucial, but has there been discussion to change protection provider / system?

    6. No doubt ZOS employees and developers sometimes play other MMO high traffic games as well besides ESO (like the players do). Is there any discussion on why these games suffer far less from lag than Elder Scrolls Online, like i.e. TCP vs UDP?

    Edited by Idinuse on January 12, 2025 12:26PM
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  • BetweenMidgets
    BetweenMidgets
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    1. In the ESO MMO, is it okay to group with your friends in an organized group and optimize your gear sets so that your damage dealers can do an increased damage?

    2. Is it okay to sacrifice your entire ability to kill someone in order to keep others alive - AKA be a healer in a BG or in Cyro?

    3. Can healers PLEASE get credit for assists? After all, we gave up a lot in order that our friends can continue further and take out the people trying to kill us. Edit: I may not have LA the guy, but I still feel like I contributed to my teams success. That healing gets no credit is pretty disappointing.
    Edited by BetweenMidgets on January 13, 2025 12:59AM
    PC-NA
  • IreWorks
    IreWorks
    Soul Shriven
    These things need to happen to make Battlegrounds better:

    -Drastically reduce the time it takes to kick people out of the spawn area. Currently, people will just afk in spawn and drag games out out of spite, especially in 4v4.

    -Remove the lives from Deathmatch in 4v4. It just exacerbates snowballing issues when one team is permanently down a player. It worked fine in the old Battlegrounds: No rounds or limited lives and kills are worth 15 points. First team to 500 wins.

    -Remove Domination and Crazy King from the 4v4 "Competitive" queue. As was insinuated by the developers during the U44 Battlegrounds reveal stream, the "competitive" mode is intended to offer PvPers an environment where they can focus on combat. Crazy King and Domination are antithetical to this idea. Let us Deathmatch in the competitive queue - players who want to focus on the objective can do so in 8v8.

    -Merge the Solo 8v8 and Group 8v8 queue options. As everyone predicted pre-U44, the queue times are untenable now outside a few specific prime time hours. Having too many queue options fragments the population. My friends in Australia can basically never queue with their friends and have difficulty getting queue pops even in solo queue because the BG population is split four ways. Players should not be punished for wanting to play with their friends in an MMO by having to suffer through 20 or 30 minute queues.

    -Lower the frequency that MMR is reset. Perhaps every major patch (so, quarterly) would be better. As is, very new players are continually getting matched against experienced players and it's imbalanced and not fun for anyone.

    -FIX THE ISSUE WHERE LOBBIES ARE "WAITING FOR PLAYERS FOR 5 MINUTES." This issue has been ongoing since U44's launch and it is unacceptable. If you are incapable of doing some behind-the-scenes work to funnel people who queue into games faster (people will queue up but not get into lobbies that just need one or two players to start), then just let games start 7v8, 3v4, etc. This issue has been quite literally ruining Battlegrounds since U44 - this can't be stressed enough. This needs to be fixed. I've also had issues where I am queued as a 4 stack and we're split into two duos that get put into separate matches, neither of which start. Don't know why. The Battlegrounds queue system is just incredibly bugged overall. Fix it.
  • katemedina666
    katemedina666
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    IreWorks wrote: »
    These things need to happen to make Battlegrounds better:

    -Remove Domination and Crazy King from the 4v4 "Competitive" queue. As was insinuated by the developers during the U44 Battlegrounds reveal stream, the "competitive" mode is intended to offer PvPers an environment where they can focus on combat. Crazy King and Domination are antithetical to this idea. Let us Deathmatch in the competitive queue - players who want to focus on the objective can do so in 8v8.

    -Merge the Solo 8v8 and Group 8v8 queue options. As everyone predicted pre-U44, the queue times are untenable now outside a few specific prime time hours. Having too many queue options fragments the population. My friends in Australia can basically never queue with their friends and have difficulty getting queue pops even in solo queue because the BG population is split four ways. Players should not be punished for wanting to play with their friends in an MMO by having to suffer through 20 or 30 minute queues.

    1. It will be super boring.
    2. I don't know what queues you are talking about, the BG search is instant (it's just annoying to stand at the spawn for 5 minutes), didn't you think that in 8x8 groups of 4 people against randoms who can't organize like that, it's OP? Definitely against it.

    The rest seems to be on point.
  • RaidingTraiding
    RaidingTraiding
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    1. Will Rush of Agony be addressed? It's been years of this set defining the meta, with It's quick cooldown, huge pull radius, and big aoe damage. Not to mention it doesn't obey cc immunity rules, which is it's most egregious offense. Because of this you can chain pulls and other ccs to lock down players down for an absurd amount of time with hardly any counterplay, making bombing in any size group very trivial. Seeing as this is a dungeon set, and not a pvp set, there should be no reason to not disable it in all pvp environments and have it work only against npcs. The recent change actually turned out to be a huge buff, players are getting pulled from absurd distances, seemingly from farther than 12 meters away, the set now feels a lot more buggy in that regard.


    2. Will defensive power be addressed, especially shield stacking?
    Currently groups have way too much defensive power with high amounts of cross healing, too many sources of damage mitigation, and too many damage shields which have a very high up time. Groups run 40k hp with 40k worth of damage shields up all the time. These come from new sets, scribing, arcanist, and high barrier uptime due to extremely high group ult gen. The amount of shields that can be stacked needs to be looked at, maybe have a cap, and maybe look at how many ult gen sets can be active in a group (arkasis, pillagers, and bloodpawn are all used. maybe have a limit on how many arkasis can be active in a group, especially with infused potion cooldown glyphs). Also look at a possible buff for shield breaker.

    There are too many sources of damage mitigation which are easily available. Having permanent major protection with flare was not a good idea. Cp has a lot of sources of mitigation, and blocking provides too much mitigation.

    Healing needs to be looked at. Healing was adjusted in the past but the power creep from having too many powerful buff sets I think has contributed to it becoming stronger over time. If mitigation and shields are addressed then I don't think this should be changed too much - healers need a place in pvp.

    3. Will AOE damage get a buff? The best counter to large groups, be it ball groups or big enemy zergs has always been strong aoe burst. With harmony gone and proxy det nerfed it's a lot harder to counter bigger groups, especially with how high defensive power is, like I discussed above. It would be nice to see harmony have a return, maybe have it only work on ally synergies (not opposed to self synergies, necros are in a pretty rough spot). Many thought harmony was too strong but it gave power to smaller groups. Ball groups will always have the ability to nuke pugs, they can still 100 to 0 your health bar in a split second, doesn't matter what they have or don't have at their disposal. The idea of rewarding teamwork was nice, especially for an MMO, where grouping up and playing as a team should be encouraged. The trait was changed because it rewarded a niche playstyle, now an even more niche group uses it. If harmony remains as is then it would be nice to see proxy det buffed, and pulsar / ele ring buffed. Have their radius increased to at least 8 meters, and their damage buffed. currently all aoe builds use spin2win. there's a lot less build diversity there.

    4. Will proc sets be adjusted? I think proc sets being able to crit again was not a good move. Too much free damage, especially when strong sets like rush of agony are both a strong utility set AND a strong aoe damage proc set.
    Edited by RaidingTraiding on January 13, 2025 12:57AM
  • Dyngrin
    Dyngrin
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    Here are my ESO PvP questions:

    1. When will the in-combat bug be fully fixed, or something in the safe zones added to interact with which would clear the in-combat status? Currently, you often can find yourself in-combat for many minutes (even 10s of minutes) with no reason to be in-combat.

    2. Will there be a handicap system to replace the Low Population Bonus which has many problems in its design? There are many alternatives, but the simplest would be a point handicap system inversely proportional to population. For instance, hourly tick points would be the current points for a faction at 1 bar, 1/2 points for a faction at 2 bars, 1/4 points for a faction at 4 bars and so on (could be more accurate with actual population or even active population and not bars).

    3. Will the excessive damage mitigation available via items, sets, and abilities be reduced? Currently, it can take many players (even 5 to 10 or more) to kill just 1 player over many minutes. Also, ball groups are practically invulnerable due to damage mitigation and near CC immunity (if they could be snared, they'd be much easier to kill). Note that oil catapults are useless against ball groups for snaring (snow treaders?).

    --Dyn
    Grand Overlord Dyngrin, Templar, Daggerfall Covenant (PC/NA)
This discussion has been closed.