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Feedback Thread for Cyrodiil Champions (Vengeance Campaign)

  • M1SHAAN
    M1SHAAN
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    Were you able to successfully get into large-scale battles?
    Yes, lots. One I particularly enjoyed was a huge battle spread out in a field between two keeps where we slowly pushed the other faction back to their keep and then sieged it. It felt like an actual war more than anything else I've done in Cyro, and it was epic!

    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
    The latency felt better for sure, I only noticed significant rubber banding once. There were some frame drops but everything still felt responsive during them. Also, being able to mount quickly after leaving combat is an incredible QOL improvement. On the negative side, I still experienced issues going through keep doors, needing to press E multiple times. This led to me dying many times if I couldn't get in or ended up right back outside because I was mashing too quickly. Also, I don't have a keen enough eye to notice more subtle types of lag like skill inputs being eaten or a bunch of sequential damage coming in all at once, so I can't comment on those.

    I also appreciated the lack of ballgroups and to a lesser extent bombers. There needs to be some counters to sheer numbers, Vengeance was lacking on that front, but in normal Cyro I think ballgroups and bombers are too strong against larger groups of more inexperienced players. Organized group play should of course be more effective than disorganized, and a smaller organized group should be able to beat a somewhat larger disorganized group, but normal Cyro tips the scale too far towards organized groups currently.

    What you think of the simplified abilities?
    I'm too smooth brained to have any balancing suggestions for the existing simplified class abilities so I'll leave that to others. It was fun to learn how to use them (and Arcanist teleport felt great!), but I think the skill options were too limited to keep my interest long term. I had a lot of fun with Vengeance, but part of it was certainly the novelty. I want more flexibility in how to build my characters for the long term.

    Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc?
    I experienced a strange bug where I couldn't move or jump but could do other things, I have already sent in a bug report for that. I also crashed a couple of times in large fights. Neither of those led to any persistent issues though.

    What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
    Large scale battles without huge power differentials are a lot of fun. I would not be in favor of Vengeance becoming an additional campaign, however. Its greatest strength is its population, so as soon is that gets divvied up between it and other campaigns I think it'd end up going the way of Ravenwatch.

    Vengeance also shouldn't replace normal Cyro, though. It's too stripped down to have staying power. I think adding back in more choice and tipping the scales a bit more towards skill/build/organized play is needed. I think zerging needs to continue to be an effective strategy, though. Cyro to me feels like it was made for huge zerg v zerg battles, whereas the other pvp modes focus on smaller group / individual play.

    Do you have any general feedback?
    I appreciate that you're putting in work to pinpoint the causes of Cyro's biggest issues. At its best Cyro is a lot of fun, and I hope you can find a balance that both keeps existing PvPers happy and makes it more welcoming to casual or newer players.
  • RedJohn_COF
    RedJohn_COF
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    Were you able to successfully get into large-scale battles?
    Yes.

    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
    The performance was overall great. Yeah there were some hiccups here and there, but overall it was great and responsive.

    In terms of fun, well. In the beginning it was just really really nice to see so many people in Cyrodiil. There were some great large scale fights, but after a while it got boring rather quickly. In the end it came always down to which alliance got more people in the same spot.

    What you think of the simplified abilities?
    Not a fan. I'm not too much against having "simplified abilities" in cyrodiil overall. However they should be more similar. For example the sorc twilight matriarch wasn't even visible.


    Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc?
    No.


    What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
    What I really enjoyed was that I never got "stuck in combat". I was able to slot different siege while being in an outpost. I could get on my mount when I needed to. That was really great.

    Overall I'm very sceptical that it is the right move. I hope you guys can prove me wrong, but a lot of ESO and also Cyrodiil is about creating your own build, with all the varity that the game has to offer.

    Now that scribing has been introduced you really want to take away a feature people payed for to be able to use those skills in cyro?

    People want options. People want varitiy. Vengeance could be working if you go it ALL the way. Meaning if you bring back ALL sets, ALL skills, but in a simplified way.

    Also for the test 1 siege per person might work. In grayhost that would never work, especially not on Xbox EU. Don't even think about ever implementing such a limit in none test environment xD

    Do you have any general feedback?
    I'm happy you guys try to figure out what can and can't be done to improve performance. One thing I like to add though, there are certainly ways you can improve performance on a server side. You guys have shown that time and time again.

    As people noticing on Xbox EU. During the whitestreak event, performance was "really good" comparitively speaking. However as soon as the event was over, after the maintenance, performance dropped considerably.

    Another example of server side performance. Back in around March - June 2013, where Xbox EU was still using the old server, you guys rolled out a server side update that crushed performance on Xbox. Cyrodiil became completely unplayable. It was a nightmare. That was done after a server side update. That update was never rolled back. You would think that "performance improvements" should be more noticeable on older hardware.

    My point is just this: Yes you guys have metrics and stuff, but that doesn't always show the whole picture. But I'm glad you guys introduced more telemetry to hopefully fix see those changes more easily and you guys are able to fix those.
    Edited by RedJohn_COF on March 31, 2025 9:41PM
    Cyrodiil Orange Farmers
    Xbox - EU / Xbox - NA
  • SpiritKitten
    SpiritKitten
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    Just updating my feedback:
    • I experienced rubberbanding a couple of times.
    • Total crashes: 2. I did not lose my spot in group even after restarting my computer so that was nice.
    • The getting stuck running in place with the flattened no asset-loaded landscape happened probably 20x. Horrible! I posted a screenie in the other thread. This always happened when running on mount with the zerg and not when traveling on foot. Other players would get stuck in the same spots.
    • Lots of loading screens during large battles. Too many to count over the entire test.
    • Could not use skills or potion lots of times even in 1v1. Many deaths as a result.
    • The over the siege limit was so frustrating!
    • Also, forward camps were invisible on the map and often as an asset. They were just not there but turns out they were because when I tried to place would get the error that I was too close to one.
    • Twice I selected to rez at a camp and was sent to a keep instead!
    • The doors would become unusable even though I was spamming E. Died to this multiple times. One time I died while porting through the door. Luckily got rezzed inside.
    • I did experience being stuck in combat multiple times which I solved by light attacking a tree, which worked more reliably than regular cyro.
    • There were a few unkillable players. Why? You tell me. Cheating, maybe?
    • Stealth worked horribly. I could see a lot enemies trying to stealth except nightblades. They would go invisible right in front of me, resetting the fight. I just tried to get away from them. So annoying.
    • There were a couple of stalemates at inner postern doors that had no solution but to leave. There was no way to solve this because all players were equal. Unforeseen consequence of balancing?
    • The sky and colors were cool.
    • Guards were tough, I liked that.
    • I had more fun on my necro than ever before. I'll miss her.
    • Overall it was socially very fun and I would play it regularly for that reason. I know I said I wouldn't but I changed my mind.
  • Joy_Division
    Joy_Division
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    I'm curious how others feel about a Vengeance mechanic that I'm not sure what to make of:

    One deployable siege

    Pros: Less calculations. Can finally get your siege back from the jerk who stole it and leave them with nothing. Can just leave it.

    Cons: It makes sieging inefficient, especially oiling as you don't want 1 person per oil, and is impractical for a smaller group to burst any structure (i.e., need a zerg).

    What do folks think of it?

    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • xencthlu
    xencthlu
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    Were you able to successfully get into large-scale battles?
    Yes, and they were so exciting and fun! I really felt like if I played mindfully, I was meaningfully contributing. There was really something special about looking around and seeing what looked like a hundred other players around. My main friction with the changes was a matter of literally riding into battle, from one keep to another. Even using autorun, holding down the shift key for a minute or more at a time was tiring for my hands. I usually dropped out of Cyrodiil because I was tired of travel time, not because I was tired of PVP or not having fun anymore. I know the amount of time it takes to get to an offense or defense is a balancing point, but I'd rather deal with a respawn timer than spend multiple minutes every offense or defense just riding my very slow horse into position.
    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
    As above, absolutely. I only noticed one or two instances of chugging over the hours I played this week, and I wasn't disconnected once. This was something interesting I noticed: combat being overall slower allowed for gameplay to emerge that isn't normally seen in Cyrodiil. Since players couldn't annihilate each other in a matter of seconds, coordinated retreats were possible. Coordinated retreats allowed for regrouping which allowed for a thwarted push to try again. Battles are normally so decisive in Cyrodiil, getting rebuffed once is enough to make an entire faction give up on a target.
    What you think of the simplified abilities?
    I loved them. They let me focus on the battlefield and the players, instead of getting lost in managing my bars. Also loved the total removal of pets from the game mode. They're distracting visual clutter in normal Cyrodiil.
    Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.
    No.
    What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
    I'm someone who normally gets up to reward tier 3 on Greyhost. I liked Vengeance so much better than normal Cyrodiil, I don't think I'm going to play normal Cyrodiil again now that Vengeance is over. Now that I know that Cyrodiil's like when all the things that kill my fun are removed (ball groups, bombers, invulnerable tanks, gankers,) I have no desire to go back to the old gamemode.
    Also worth noting is that it was so wonderful to have a quickslot loadout just for Cyrodiil. When I normally have to do Cyrodiil, I have to replace all my Infinite Archive consumables with the Cyrodiil siege equipment and such. It's a drag. I like how the gamemode got rid of the financial disparity between players, too. One of the things I like least about Cyrodiil normally is that rich players can shell out for super siege equipment that has a significant gameplay advantage. And all that *** clogs up my limited inventory like nothing else.
    Do you have any general feedback?
    The travel times in Vengeance Cyrodiil felt particularly oppressive and taxing on my delicate fingers and hands. Sorcerers don't have a normal spammable attack in their class abilities, and I think they should.
  • RealLoveBVB
    RealLoveBVB
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    I'm curious how others feel about a Vengeance mechanic that I'm not sure what to make of:

    One deployable siege

    Pros: Less calculations. Can finally get your siege back from the jerk who stole it and leave them with nothing. Can just leave it.

    Cons: It makes sieging inefficient, especially oiling as you don't want 1 person per oil, and is impractical for a smaller group to burst any structure (i.e., need a zerg).

    What do folks think of it?

    There could be a easy solution.

    Make sieges unable to use for others except for your group.
    Or in best case make 3 options in the settings:

    X Every player can use your sieges
    X Your group members can use your sieges
    X only yourself can use your sieges
  • Soraka
    Soraka
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    ZOS_Kevin wrote: »
    Soraka wrote: »
    Are they still going to send out surveys? Or did I dream that lol (very possible).

    I don't remember if we mentioned doing one, (I have written a lot of stuff regarding Cyrodiil Champions and it all blends together at this point :p ), but I know one was being discussed today. So hope to have more info so.

    I found it! In the FAQ:

    Q. Do you have a way of filtering comments out from people who did not participate at all/very little in the test? And only receiving feedback from people who actually use the PVP portion of the game, not just PVE players who have never and will never play in Cyrodiil because it's not why they play the game? Can you distinguish between those people and the ones that these tests directly effect? – RepresentativeOk8793
    A. Great question and it is something we’re considering. Cyrodiil is intended for everyone, across all playstyles and experience levels, so we do want to hear from everyone who participates in the Cyrodiil Champions test. We’re working with our BI and Research teams to create a survey for the test. We plan to send it out to everyone who participates in the Cyrodiil Champions test, based on in-game data, shortly after the test ends on PC EU and PC NA.
  • Dagoth_Rac
    Dagoth_Rac
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    I'm curious how others feel about a Vengeance mechanic that I'm not sure what to make of:

    One deployable siege

    Pros: Less calculations. Can finally get your siege back from the jerk who stole it and leave them with nothing. Can just leave it.

    Cons: It makes sieging inefficient, especially oiling as you don't want 1 person per oil, and is impractical for a smaller group to burst any structure (i.e., need a zerg).

    What do folks think of it?

    Make the "infinite siege" it's own slottable item, in addition to existing siege. So, you can run with just the generic infinite siege if you want to keep it simple. Or you can buy fancier siege from merchants or get Coldharbour siege from dolmens and event boxes. Those would continue to work like current siege.

    Of course, all the stacking DoTs and status effects of existing siege might be part of the problem, so maybe you can't add it back. But I would like convenience items like the siege to stay alongside the existing items, unless existing items are part of the problem with performance.
  • Nydarisa
    Nydarisa
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    Were you able to successfully get into large-scale battles? Yes – several over several days. This included solo, pug group, and organized group play

    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?

    I experienced DC’s most of the days that I played and, while there were some marked improvements to overall latency / rubber-banding, there were frequent instances of skill-delay and extreme drops in frame rate. Notably (1) I pay for high tier internet, (2 ) my rig is just over a year old and with high-level gaming specs, and (3) I played with very minimal add-ons so I am generally confident that issues are game related and not local.

    As a result, for me personally, the performance quality overall was actually worse, despite some visible improvements.

    What you think of the simplified abilities?

    Depends on what you are referring to. If, by simplified, you mean only having 15 skills and 3 ultimates, I do not care for this at all. Particularly as each skill line caters to a distinct play style (tank, heal, damage). The is very little room for distinct playstyles for each class and despite what other think, I feel as though to keep the classes balances there was even less class identify because to load out the basic PvP tool set you were backed into making certain choices. Not to mention – what about the poor RP Vamps and Werewolves – please don’t do them dirty!

    If you mean skills that don’t have 5 sub-skills, and multiple trigger conditions to think about, I like that. While making sure to note that I am making the very big assumption that things would be balanced appropriately with revised skills, the ideas of skills focusing on a core mechanic vs. multiple mechanics with varying conditions is very appealing in this environment. I am also assuming that passives are returned even with additional skills lines, without unique passives for each class and skill line, the player choices would again be over simplified and restrictive.

    Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game. No

    What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?

    First and foremost, I am glad you took the steps necessary to baseline the environment before moving forward with changes. This step, which can be difficult to perform and is therefore often overlooked, will be sure provide you with valuable feedback and comparison data for the long development road ahead.

    On the campaign itself, it was fun at first, but became both increasingly frustrating and incredibly boring at the same time. I can see why this appeals to a lot of casual or new PvP players the same way dolmen runs are so exhilarating for new PvE players. But asked and seasoned PvE player what they think about dolmens and they are just not as fun after a while.
    Despite when ‘certain’ groups are around (no not all ball groups cause lag) I have no more performance issues in Cyrodiil than I do in PvE trials or, recently, Battlegrounds, so the increased numbers of disconnects and the significant increase in skill input delay was a disappointment.

    For solo play, I am typically what some in zone like to call a ‘siege-bot’. I have a ton of fun maxing out the siege, tearing down walls and pushing back the enemy. I built into that playstyle and it is one of my favorite things to do solo. But with 100+ folks at a keep and only 20 siege spots, things move fast and on many, many occasions there were just no spots to take. And never mind going to any keep without the zerg… you are just rolled over immediately.

    That means the only option was to zerg surf. Did I make AP – sure. Did I have fun… well.. for a day or two, sure. But after that, I just wanted to do something… anything… other than follow the zerg. I wanted to run every single day of the test. I made it through Wednesday and walked away, opting to level my companions and search for eidetic memory books instead. It was just too monotonous.

    Do you have any general feedback?

    I understand the attractiveness of these large fights, and they are fun for a while, but when the overall outcome is determined solely (or almost solely) by the number of people in the zerg, it is no longer a skill game. It’s just a numbers game. I did not see any, not so much as one single, underdog win during this test.

    And in a scenario where it is biggest zerg wins, the alliance to race lock creates a HUGE problem as it greatly favors the ‘meta’ races, which have not changed for some time. Players that come into the game looking to make the best damage dealer may ask friends or their Uncle Google and they will get pretty clear direction on what class or two they should choose from – creating a natural imbalance in the alliances.

    While thinking about what to write I read every post here as well as literal hundreds of discord messages in multiple servers and these are the things I hear people want the most (aside from server performance and stability – you know that already):
    • The ability to theory craft and create unique builds. People are passional about this – please don’t discount how important this is to a LOT of players.
    • The ability to work and strategize as a group. I know … I know… ball groups this and ball groups that… but many seasoned PvPer’s truly enjoy meeting up 2-3x a week to play together, practicing attacks and movement, identifying best strategies, build, and training others to PvP at a higher level.

      But BALL GROUPS and BLOCK TANKS the masses say!!!! Well… when I listen to what people are saying they want is really…..
    • Clear ways to counter mechanics be they from sets, skills, individuals or groups. Ideally no set of skill is introduced without a counter skill / set identified, tested, and proven to be effective in real-game play (i.e. does not completely sacrifice something else). This is a balance issue… and a solvable one at that.

    A few final thoughts now that the test is over….

    A lot of people citing “look how many people” as evidence that a campaign like Vengeance would be wildly successful are often pointing to somw of the earliest numbers. What is not taken into account is that there were no other options and that this was a well-publicized test. Every active guild I am in encouraged people to join because we know that getting good data is the only way you can generate good results. But I would remind folks that we have tried simplified Cyro before (no cp/no proc) and virtually all PvPers went back to GH. People like and want the diversity and they like and want skill-based combat.

    For people that want to live the zerg life I say give them a Vengeance campaign as an option. I think there is a place for it, I truly do, and I think the game would be better for having something like Vengeance as an option. It’s just not a place I would want to spend any significant amount of time in.

    And lastly… I have heard many people talk about how much more survivable Vengeance is. You have 70k health so … yeah. Consider that if you are a casual PvE player coming into Cyro. As someone who came to PvP after 4ish years of playing the game I can promise you that making a build with the appropriate amount of health and resistance will be a game changer for you and may just change how you view PvP.
  • Hiro_Kintsugi
    Hiro_Kintsugi
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    Were you able to successfully get into large-scale battles?

    Yes


    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
    What you think of the simplified abilities?

    Hard to say, those using the server from Japan noticed a lot of rubber banding and glitching that started to smooth out as we played.

    It's a little bit difficult to separate the experience of the abilities from having all the other things selectively nerfed such as the set abilities but my thoughts on the abilities were..
    I like the simplified abilities to a point, perhaps I would have really liked them to allow all the abilities such as werewolf and weapon but just keep it simplified or just allow it as is but without any special animations. I thought the sorc heal it was rather nice and I wouldn't usually use it outside of vengeance. It was nice to reuse abilities I wouldn't usually use especially with night blades and dragonnights. I have mixed feelings on The limited abilities but for the most part I think that wasn't the thing I liked best. In fact for me as I like to creatively play it was a little frustrating.



    Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.

    Unfortunately I haven't checked. I will update this after I check. I rarely leave PVP.

    UPDATE ;
    Yes it did. As for lost connection got booted etc that kept happening to a lot of my friends but only the ones in Japan.

    Good thing I did a look over as soon as I got to PVE.
    For me. the armor set I was wearing in Vengeance literally disappeared out of my inventory and off my character it's just gone.
    I was wearing a golden set that is my favorites when it happened. I wasn't wearing a set when I got into PVE but what's weird is my jewelry and weapons for the same set are still there. Its only the armor that disappeared. I looked everywhere for it in my Bank just in case it defaulted back to my bank. I was just not wearing armor and it was gone.

    Please DM for more info/questions. I suppose I'll file a bug report from in game but I'm hoping they do something about this it was one of my favorite sets and not easy to get a hold of.


    What happened to trigger the corruption (leave Cyrodiil mid battle, lost connection, got booted, etc)?
    Time of day this occurred
    screenshots and video
    N/A

    What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?


    I liked it for the novelty. At first I was like what is this? And then I ended up really enjoying it and actually getting to invite newer players to enjoy PVP as it's not enjoyable when either the CP server has too low a pop or the no CP server is where everybody's playing and it's no fun for anyone under 1,000 CP. I really liked the limited amount of siege you could put down. I also like the lack of add-ons and other things that allow for unbalanced play. There was a frustrating fight where we realized that with enough numbers of defending players the front gate there was nothing you could do tactics strategy or even gameplay wise to get into the keep. With more variety of options we could have done creative things or worked out some serious gameplay but that was the one time it was frustrating it was just a standstill it was boring as hell we all just kind of left the battle. Otherwise when running into battles with individual players like 1v3 1v2 2v5 etc it was way more fun as the better players got to have extreme squirmishes that were hella fun. Also there were more field battles and inside the keep battles that were interesting instead of the same old same old. I don't know how much of that was novelty but I enjoyed it nevertheless. It was cool to have a lot of the abilities finally mean something again and healing was finally reappreciated that's for sure! I thought it was a lot of fun.


    Do you have any general feedback?


    I think a second server like vengeance and most respects, but that allowed all of our abilities such as werewolf and weapons but had a new five ability set only available in The alliance war to make up for set abilities that balanced things like ballsergs and tanks such as a buff instead of vicious death would be appreciated to allow for more tactics and strategy and diversity in army roles. I think the important thing is to encourage people into the no CP server in equal amounts to the CP server. Incentives for high CP players to jump in and for new players to feel like they matter but in the same server. Then you can have the all-out server to balance it but I would still take off the add-ons the super frivolous animations etc. whatever you can do to make the all-out server less laggy and more fun. In general bravo on this test it was cool and a great way to participate in helping the devs while having fun playing the game.
    Edited by Hiro_Kintsugi on April 1, 2025 4:09AM
    Bosmer Wolfrider
  • Aashiana
    Aashiana
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    As an introduction, I do play with a PvP guild and that is normally the only way I go into Cyrodiil. I mostly heal and am not as good in smaller groups. I really enjoy our group play and have learned a lot about PvP builds and ball-group type play as well as more casual large-group approaches. This was an interesting test for me and our guild discussions were all over the board :D with lots of things to like as well as concerns about limitations.

    > Were you able to successfully get into large-scale battles? Yes, much larger than usual and at all times of the day and night. Our guild group was running together as usual but also working together with our faction in giant battles far more than usual.

    > Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)? The lack of lag was excellent. It was exciting to me to have the giant battles and have to defend several parts of the keep at once, with waves of players moving in and out, pressing forward, falling back. People had more incentive to play together. We only rarely experienced latency or lag.

    > What you think of the simplified abilities? Having simplified abilities did allow people to just jump in and go, which would be a huge incentive to beginners or mid-level players. Although I didn't end up having enough time, I wanted to jump in and try different classes, try dps, i.e., things I never could do in the normal campaigns without a ton of preparation and practice. I do think this what allowed a lot of players to want to jump in and try it. On the other hand I assume this was just a test and agree with others that we need more variety of skills. I wouldn't mind if it stayed more limited than the current campaigns, to allow people to get into it more easily and not be at such a disadvantage to highly experienced players. Something in between the test and the current campaigns in terms of available skills and equipment.

    > Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? No

    > What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)? My initial thoughts are we need a campaign that is more like this and more casual friendly, but with more customization available. I wouldn't mind having a "preset" option and an option where you can customize the build. Right now I don't feel like I can go in at all without my group and I have a very specific role there. I'd like a campaign where I could moonlight as a dps and try different classes, or just have casual fun with larger battles. I think many seasoned PvPers will be very unhappy if there isn't also the campaigns where one's own personal builds or skills, as well as group composition, matters.

    > Do you have any general feedback? Other thoughts:
    - Plz increase the mount speed. Let us use the champion points, etc. for that. It's too slow! However I don't miss at all wearing snow treaders!!
    - The giant keep battles are fun and exhilarating, but one that I was in went on for hours before either side got a tick. It will just come down to how many people are on each side who wins, and that seems like a little more dumbing down than there should be. It won't take long before they get boring because you can't make headway or winning only depends on numbers and not tactics or skill. I wasn't actually sure if either side would manage to finish that battle in less than several hours, which is too long for one individual fight. We did finally manage to tip the scales but it could easily pass the point where people would have to leave and miss out on the rewards. If you end up keeping the really large long battles maybe some interim rewards so people don't entirely miss out on the tick
    - love the sky and other visual enhancements
    - definitely like the plug and play aspect. it would be great to have a campaign that allows you to just jump in on any class and role and play. I also liked the fact that you could hybrid healer and dps skills more easily than the current campaigns.
    - please keep at least one campaign that's highly tactical and skill-based for the really good players!

    One more thing - it was a relief to not have to worry about getting constantly bombed. This requires so much protective health and gear to survive that it kind of ruins the types of builds I'd really like to have. It also allows us to play with more casual players in our midst and not worry about them blowing us up. That would increase cooperation and not have people just siloed into their 12-man groups.
    Edited by Aashiana on April 1, 2025 2:37AM
  • ahrion-r
    ahrion-r
    Soul Shriven
    Were you able to successfully get into large-scale battles?

    Yeah, no surprise here. Bigger, better, longer fights at all hours of the day and night.

    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?

    Combat was usually so smooth it felt like playing a completely different game. The only problems I saw were on the second night, when the entire primetime NA server descended on a single keep for a trifaction siege and brawl. The game was stuttering periodically, and skill input was slow and occasionally failed, but no crashes or glitches. The rest of the week, even large multi-pronged sieges were fine, and field fights were always smooth and responsive.

    Also, the top five most fun battles I've ever participated in Cyrodiil were in the last week. Probably the top ten. The combination of huge numbers, stable performance with no glitches, and a reasonably level playing field made it fun in a way Cyro hasn't been for years.

    What you think of the simplified abilities?

    Fine for the purposes of the test. I played every class for at least one hour-long session, most for longer than that. Each class retained some unique flavour to give it identity, and you could fill two bars with skills that mattered in combat situations. Some skills on each class were redundant or lacked a use-case, but that's true everywhere in the game. As the week went on it became very clear that there were serious balance issues both between individual classes and between offensive and defensive gameplay in sieges and field fights, but the basic idea of scaled-down didn't make the mode too simple or boring.

    What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?

    Other than "that was the most fun I've had playing ESO in forever"...

    The main reason it was such a great time was that Cyrodiil was always full, the map was always heaving, and performance was 99.5% perfectly stable. It brought new players into Cyrodiil and got them to stay for the week, and that was awesome.

    To keep those players, and keep the mode dynamic and entertaining for vets, it would need two things imo.

    1) A rigorous balance pass. Not just class skills, but attack v. defense balance across the board (1v1, small scale, field fights, siege defenses; balance was crazy off the mark in almost all areas).

    2) A skill expansion. Even a small number of weapon and world skills would contribute some build diversity -- scaled down and simplified skills without complicated proc conditions are fine, target limits are fine, but let people craft something to set themselves apart. I would even add 3 Vengeance armour weights to choose from that would tweak your offensive and defensive stats natively, and add a permanent significant passive with a significant penalty for wearing 4 pieces of one weight (ie, to lean into a glass cannon or a tank style without excessive calculation involved).

    I genuinely think it doesn't need to get more complicated than that for most people to have the most fun in big battles, and remain accessible to newer players joining. New players are the lifeblood of any game mode, and Cyrodiil needs them. This test proved they're out there and ready to join the war if it's full, stable, and they don't need to study builds and gameplay like it's the bar exam before they queue in.

    Oh, and faster mount speed. Just give everyone 50% faster horsies. Plzandthankyou.
  • Cynical_Alchemist
    Cynical_Alchemist
    ✭✭✭
    Were you able to successfully get into large-scale battles?
    Yes - many of the fights for keeps were large-scale, and lasted for 10+ minutes (one keep defense at Ash lasted for two hours and was one of the most fun experiences I've had in Cyro in many years.

    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?

    Yes - latency was not an issue in most large-scale battles, and it felt that eventually my PC was the thing slowing things down.

    What you think of the simplified abilities?

    It took a while to figure out a workable front bar damage rotation and a back bar defensive rotation, and some classes didn't feel right with either rotation. I managed to get comfortable with sorc. Fights (1v1, 1vX, XvX) were challenging to survive and get kills. Was it more fun than my magsorc main? No - but it was still fun.

    Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc?

    No

    What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?

    It gave us server performance that we would like to be able to have in the unrestricted campaign, but at a cost. Many people (me included) have spent 100s/1000s of hours farming gear and getting skill lines specifically for PvP, in my case for multiple characters on both NA and EU. This effort has no boost/benefit in Vengeance. A lot of people I know are scathing, scared, and downright irrational about what Vengeance might mean for the future of PvP. That isn't a good thing. People quit games for less. If Vengeance (or its developed/expanded versions) replaces normal Cyro, you will see an exodus of endgame PvPers from the game.

    I'd like to see some commentary from ZOS about protecting and retaining Cyro as it currently exists on the live server (traditional GH and BR campaigns). Without some clear communication about this, many people are going to continue to knee-jerk with their feedback (as you can see in the many "passionate" replies in this thread).

    That being said, I am a fan of Vengeance - but only as one of the Cyro offerings that you give to players. It supersedes and makes redundant the Icereach and Ravenwatch campaigns, which in my view is what Vengeance should eventually do - replace the beginner campaigns.

    Do you have any general feedback?
    I've put this nugget here - and I want ZOS to read this carefully. There was almost no toxicity in Vengeance. I wasn't t-bagged even once, and normally I get many people of questionable morals squatting on my face in GH and BR. There were no obvious troll players. There were only a few rock goblins or tower rats. In summary, you created a campaign where the worst elements of ESO PvP simply won't go: because they can't engage in their daily ritual of domination/humiliation, which relies on the full suite of PvP build diversity to get their kicks. The value of this from a PvP player-base growth perspective cannot be underestimated or understated.

    Give us Vengeance - literally and metaphorically - and provide a simplified sandbox for players to get into PvP - one that they can grow with/through and eventually work up to the full sandbox of build design and combat that we have in the traditional Cyro campaigns.
  • StihlReign
    StihlReign
    ✭✭✭✭✭
    I'm curious how others feel about a Vengeance mechanic that I'm not sure what to make of:

    One deployable siege

    Pros: Less calculations. Can finally get your siege back from the jerk who stole it and leave them with nothing. Can just leave it.

    Cons: It makes sieging inefficient, especially oiling as you don't want 1 person per oil, and is impractical for a smaller group to burst any structure (i.e., need a zerg).

    What do folks think of it?

    I like 1 siege and the pickup rule is awesome, but it needs an exception for when siege is full at a location. Perhap pickup becomes remove in this case.

    Communication improves efficiency. If you work together - each person has 3 siege and can drop 1 of each.

    The keep towers can hold 3 large siege in a triangle formation. For Vengeance, 3 trebs on the tower, 3 oils over the ram, ballista on siege. 1 person runs 3 trebs, one person 3 oils (2 over the grate, one off the side, and one person 2-3 ballista (either 2 from the treb tower or 3 on the oil-pot's off side from the 3 gun line position).

    A nice feature would be a /yell command for siegers. It shouldn't go to the chatbox, but popup similar to the system message. Direct, highly visible conversation/commands to folks on siege would be really nice.

    /ys hey guys let's all focus left
    /ys meatbag the front door
    /ys MOAR OILS
    lol

    I do think we need 4-6 more defensive siege for keeps in the Vengeance scenario.
    "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
  • SaphiraXxX
    SaphiraXxX
    Soul Shriven
    Were you able to successfully get into large-scale battles?
    Yes! It was a lot of fun.

    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
    Absolutely. Only in extremely big fights did I have problems with casting my abilities. In medium sized fights like I usually see in Cyrodiil things worked well: interacting with keep doors, casting, getting out of combat so I could get on a mount all worked much better!

    What you think of the simplified abilities?
    Some of them were rather overpowered (Necro rezz ult, DK chain) while others seemed to do basically nothing (DK magma shell). In theory I like the idea, but it does need some balancing tweaks (as would be expected for a test of this kind). I also missed the gallop passive.

    What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
    It was great! Having everyone in one campaign forced big battles, often with all 3 alliances at the same time. No campaign hopping once a faction started loosing. The free unlimited items lead to much more coordinated sieges and opened avenues for more interesting tactics (sieging the main gate while also opening the walls) without fear of loosing valuable siege weapons. Camps were up consistently. We did not have to contend with unkillable tanks in towers or bomb blades, leading to more dynamic battles and less worry.

    Do you have any general feedback?
    I loved the last week of pvp. Things worked much more like I imagine pvp was always supposed to be. Dynamic battles with little to no chance of a single faction taking over the whole map. Pretty consistent performance. The skills were not perfectly balanced but that was to be expected.
  • Credible_Joe
    Credible_Joe
    ✭✭✭✭✭
    Were you able to successfully get into large-scale battles?
    • Yes. No issues grouping up or putzing around solo and participating in large scale conflicts with any amount of players
    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
    • Absolutely, yes
    What you think of the simplified abilities?
    • I think this is a very accessible way for players to get into PvP without being punished by gear or skill differentials. Applying this system to weapon, world, and guild abilities would go a long way for an extremely competitive game mode separated from the grind of the other activities, both PvP and PvE
    Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc?
    • Nope, no issues
    What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
    • Other than being a test for gathering performance data, this format has a lot of potential for accessibility, giving us the chance to grow the PvP community at a scale we couldn't have dreamed of before.
    Do you have any general feedback?
    Edited by Credible_Joe on April 1, 2025 12:23PM
    Thank you for coming to my T E D talk
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    Two pain points to consider:

    Nightblade is doing the infinite fight reset thing again. Miserable to deal with in smaller engagements. Who could've foreseen that infinite sustain plus semi-spammable burst heal invisibility would be a terrible idea.

    DK chain pull spam from zergs is almost as miserable and anti-skill as Rushing Agony on live, rewarding brainless spam gameplay while pointlessly punishing anyone who dares leave the zerg, reinforcing the numbers count meta.

    Im curious if the recent live cloak changes are performative by any means. Otherwise a ramping cost like streak is likely easy.

    Any chain mechanic should have 0.7s before the pull to respond to. Meaning I can either roll dodge the projectile before it hits me, or block within the 0.7s after it hits to prevent the pull.
    We should use the insightful and awesome buttons more
  • silentxthreat
    silentxthreat
    ✭✭✭
    overall great exp even if things are dumbed down. The fact we had no ball groups actually made it fun to play the game
  • G0K4R
    G0K4R
    ✭✭✭

    Were you able to successfully get into large-scale battles
    ? --> Yes

    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)? --> Performance was good, combat / fun wise it was very boring / no fun

    What you think of the simplified abilities? --> Very boring / no fun - but interesting to see how easily ZOS could change stuff if they want to

    Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? --> Fortunately not - but I banked all gear before joining Vengeance (sry, don't trust you guys :D)

    What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)? --> As a test it's fine but that's it - I fear ESOs combat / PvP could become similar to Vengeance, this would be a disaster

    Do you have any general feedback?

    My take on Vengeance test campaign feedback:

    For testing I think a temporary test campaign like Vengeance is fine. Whatever helps the devs on hopefully improving the game.

    Besides gathering data for ZOS I think this kind of PvP combat is just awful. I can't put this nicely. It's boring, it's lame, there is nothing interesting about it.

    One of ESO biggest upsides is the beaufiful combat and adjustments like in Vengeance would kill it for good. Another great thing about ESO is build diversity and theory crafting, which would also be dead in an Vengeance type environment. Hybridisation and lately scribing already harmed class identity and build identity. People got diffent opinions about hybridisation and scribing, some like it, some hate it. But there is a reason most people who engage in PvP did not like the Vengeance test campaign.

    Of course there is different kind of feedback. For instance People who dislike ESO combat cause its too complicated for them or people who don't want to spend time on creating a build or figuring out how sets and abilities work did like Vengeance. It's relatable. ESO PvPs skill ceiling is quite high and a rather unpleasant experience for a newer player - even for players who have played PvP for a long time.

    It would be nice if the skill gap could be less wide and if more people would participate in PvP in general. PvP is still PvP and therefore is not for everyone. Someone who is super casual or just wants PvP to be like PvE just shouldn't play PvP then. Also ball groups must be worked on. If it's finally nerfing nasty cross heals or introducing more counter sets or whatever. But sacrificing one of ESOs greatest strengths to achieve PvP being more accessible would be fatal. Also why keep playing a game for a longer period of time which won't give you juicy rewards of success for working on improvement? Totally getting update 35 vibes with Vengeance...

    If you want to get all the "toxic" PvPers out of the game for good, implement Vengeance for Cyro and IC + BG's permamently. I doubt this will work for ZOS in the long run tho. The so called toxic or sweaty players mostly keep your game running.

    What I did like about Vengeance was seeing that a lot of players would actually be interested in doing PvP. It would be nice to have a PvP environment which would still be enjoyable for people who love the current ESO combat system and also people who play more casual.

    And damn how nice Cyrodiil would be without stuck in combat bug!
  • StihlReign
    StihlReign
    ✭✭✭✭✭
    It would be nice if the Devs removed all pulls and converted the mechanic to a (block-able) root after telegraph and time.

    Chain or silver bolt goes out, line color changes, time for block, then root. Upgrades could include a longer reach, a status effect, or an aoe effect. Aoe's could apply one of 3 status effects (so 3 aoe lightning bolts or fire, or ice aoe's) at the end of each chain.

    Silver leash (Silver Bolts - morph):
    Target: Enemy
    Range: 22m
    Cost: 3780
    Skill description:

    Fire a Dawnguard's crossbow hook to pull an enemy to you, dealing deal 1438 Physical Damage, taunting them for 15 seconds if they are not already taunted, and reducing their Movement Speed by 30% 60% for 4 seconds.

    New effect
    Decrease the range and damage, increases the cost, but pulls and applies one of 3 status effects to a 6m aoe at each enemy location, the enemy to you, attempts to taunt them, and snares them.

    Ref. Area of Effect

    So ROA could be converted as well...essentially 3 enemies (or groups) on fire in an AOE, but no pulls.
    could be fun ;)
    Edited by StihlReign on April 1, 2025 7:10PM
    "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
  • Erissime
    Erissime
    ✭✭✭✭
    Were you able to successfully get into large-scale battles? - Yes.

    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)? - Yes, much better.

    What you think of the simplified abilities? - I do not think those abilites did much in the way of classes balance as the actual flatting out of everyone's stats did, and lack of abilities, passives, weapons, and of course builds actually did the job rather than said abilities. So I doubt this is a viable way for the future. So perhaps consider ways of eavening out the way in all of these excluded aspects rather than actual class skills.

    Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? - No. I did however experience one big crash when I tried to use the new rattle-dance emote from the new crates.

    The experience was very insightful, fun and definitely hopeful, especially as far as number of players per server, allowing of actual big battles, something I doubt I ever seen before in Cyrodiil, as a newer player at that ( 2021-2022 for me was Cyrodiil start). That definitely gives the feeling of AvA, as opposed to tiny group vs tiny group we now have, with the occasional zerg vs zerg and the by now natural ballgroup vs everyone else times we are now living. So I am definitely looking forward to a clean AvA in the future, as it is my understandig that such was the original intent of the game.

    I did not play more than two classes, of which the sorccerer felt heavily undermined through the simplified skills, making it slow, clunky and anything else rather than sorcerer in this test.

    Thank you for the double ap.

  • metacheese
    metacheese
    Soul Shriven
    Were you able to successfully get into large-scale battles?
    Yes, and these big battles and sieges were spectacular to watch.

    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
    In big battles there were desyncs (e.g. abilities doing their animation but not dealing damage and their cost not being charged) and also FPS drops with the CPU flatlining and the GPU sitting almost idle. But with hundreds of players, not ~50 like in normal Cyro. In large/dense crowds, nameplates were only drawn on players within a close radius. Responsive, fun for a while.

    What you think of the simplified abilities?
    Easy to understand, easy to play, I tried multiple classes and these felt a bit like their originals but dumbed down and on a generic solo build.

    What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
    Duels and fights between small groups of equal size were fun and interesting because of being skill only. Random / casual groups were good sometimes, but other than that, they and everyone were just zerging or to be zerged.

    Do you have any general feedback?
    I think advanced players missed normal Cyro but had fun; organized groups simply canceled their raids, casuals however have been praising the event for not having to deal with tanks, bombers, smallscalers and ballgroups. I think this is something to consider. Cyro either needs a better non-hardmode version (no-cp is not it, since the huge power difference between PVP players and especially groups is not at all down to CP), or a much larger population so that those who like outnumbered fights can actually be outnumbered. But Vengeance to me was a battle arena, a 'bring your kids to Cyro day'. I'm saying this because it was done a bit too well to believe it was done only for this test event.
  • Nevena
    Nevena
    ✭✭
    I have another suggestion for future Cyrodiil... a PVE instance portable just to the faction's wayshrine, wholly outside the PVP system.

    One of the reasons people were so engaged in grouping together was because there was literally nothing else to do in the campaign. All of the PVE-focused quests really belong in a PVE instance, for these reasons:
    • Population counts are frequently "tied up" by people who are just there to quest (or material farm)
    • People who are just trying to quest are unable to do so every time some [classy person] wants to farm PVE
    • All of the extra server calcs are wasted on PVE considerations
    • The AP awarded are an okay amount, but not so rich that it's going to take away from those who really want to PVP

    There will be those who'd argue there should be no Alliance Points awarded for these quests if there is not the threat of player violence, but that's an arbitrary distinction. PVP relies on things obtainable only outside of PVP areas, so there's no reason that the amount of Alliance Points granted by those quests couldn't be obtainable as PVE. It's very engaging and well-written PVE content, and it's considered respectable behavior to leave questers alone.

    Some may argue that we could do without the quests, but the rich and engaging quests and stories are why so many of us keep coming back to TES games!!
    Edited by Nevena on April 1, 2025 10:53PM
  • gariondavey
    gariondavey
    ✭✭✭✭✭
    ✭✭
    moving forwards there should only be 1 campaign for cyrodiil and it should be vengeance (put all cyrodiil resources into allowing a large population for this).

    Big scale fights that are casual and beginner friendly and involve siege weapons - cyrodiil vengeance
    Intermediate fights where what you do matters more due to smaller numbers - solo queue bgs
    Sweaty ultra coordinated play - group bgs
    Small scale, ganking, sorcing, 1vxing, money making - ic

    By having only 1 campaign you can focus on having cyrodiil be a place for army style fighting, instead of trying to cater to gankers, streakers, tower humpers, bombers, ball groups, zergs, etc.
    This will allow people who are interested in smaller scale pvp to do your newly updated bgs, and people who care about highly coordinated gameplay to do group bgs.
    And for the tower humpers and 1vxers, it would leave ic where they won't have to ride 10 minutes to find a fight, or deal with siege.
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Cynical_Alchemist
    Cynical_Alchemist
    ✭✭✭
    moving forwards there should only be 1 campaign for cyrodiil and it should be vengeance (put all cyrodiil resources into allowing a large population for this).

    Big scale fights that are casual and beginner friendly and involve siege weapons - cyrodiil vengeance
    Intermediate fights where what you do matters more due to smaller numbers - solo queue bgs
    Sweaty ultra coordinated play - group bgs
    Small scale, ganking, sorcing, 1vxing, money making - ic

    By having only 1 campaign you can focus on having cyrodiil be a place for army style fighting, instead of trying to cater to gankers, streakers, tower humpers, bombers, ball groups, zergs, etc.
    This will allow people who are interested in smaller scale pvp to do your newly updated bgs, and people who care about highly coordinated gameplay to do group bgs.
    And for the tower humpers and 1vxers, it would leave ic where they won't have to ride 10 minutes to find a fight, or deal with siege.

    This response took me by surprise. The idea that ball groups should focus on group BGs is an interesting one, but I don't think many ball group guilds would go for it.

    But if ZOS were to be serious about that potential route, they'd be advised to introduce a 12-person team option, and a private lobby system for guilds to arrange group v group battles.

    I wholeheartedly agree that small scale and 1vXing would be completely fine in IC.
  • darvaria
    darvaria
    ✭✭✭✭✭
    Were you able to successfully get into large-scale battles?

    Yes! it was great!

    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
    Not at all. Biggest change I noticed: NO stuck in combat bug!

    What you think of the simplified abilities?
    I liked it. Was skeptical at first of not getting my CP, but really enjoyed only using warden skills. I actually died when trying to burn siege when normally it would take 10 plus to stop me

    Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.
    No problem at all

    What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
    It reminded me of the old days .... like 2015ish. Players actually died. NO tower humpers. NO endless health pools of players that have 12 regens and 12 vigors ticking non stop. NO bombers. NO VD.

    Do you have any general feedback?
    Yes, I would play this version. Maybe even for my primary campaign I liked the 1 day resets. Would suggest a short faction lock. The number of new players that came in and actually had fun was amazing. Players didn't have to have unkillable builds and hump towers for days. GH will always be the place for sweats. Let Vengeance be the home for new players and casuals. If it was available, I probably wouldn't main EP at GH any more because I would mostly play Vengeance .

    I'm not sure I'm going back to GH. For the current time, I'm not. Finally realized it's not fun to constantly avoid VD bombers, move away from ball groups and retake resources from tower humpers. Finally realized it's just NOT fun.
    Edited by darvaria on April 2, 2025 4:11AM
  • Anthy1066
    Anthy1066
    ✭✭
    Awesome experience little or no lag, fun and enjoyable game play, huge numbers and no ball groups.
  • Adamus
    Adamus
    ✭✭✭
    Were you able to successfully get into large-scale battles?
    Yes, our guild was running around 4 groups every night

    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
    Large-scale battles were un-recognizably better. Massive fights, skills working, all players in our group were enjoying the test and having fun. In larger fights it was more difficult to identify the location of players as they wouldn't render until they were close, standing on a front porch you could see players at/around the door, but players beyond, like those on the front flag, would not render in until you got closer to them.

    What did you think of the simplified abilities?
    Liked them, was still wanting to put every skill on my bar and missing weapons skills but found them still enjoyable. Really appreciated that even with simplified skills, class identities felt preserved.

    Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.
    Corruption: No (at least not aware of yet)
    Lost Connection: Once
    Got Booted: no
    Hit Lag: Yes (clip marks below)
    Que freeze: yes had to que 3 times and took 2.5 hours to get into cyrodiil (https://www.youtube.com/live/MfmrEz3vaxM)

    account name: @AdamusBlade

    1. Lag/player short freeze, & full Freeze
    character name: Adamus-Prime
    What happened to trigger the corruption (leave Cyrodiil mid battle, lost connection, got booted, etc)?
    Short Freeze: Not sure, appears to be a lag spike, freeze and than game catches up.
    Full Freeze: Putting a ram down and healing
    Time of day this occurred
    Short freeze: Tues. 7:36pm MDT
    Full Freeze: Tues. 9:17pm MDT
    screenshots and video
    Time Stamp 1:31:00 https://www.youtube.com/live/YSxeE2CG18M?feature=shared&t=5456
    Crashed Time Stamp: 3:11:57 https://www.youtube.com/live/YSxeE2CG18M?feature=shared&t=11512

    2. Combat Bug
    character name: Adamyst Blade
    What happened to trigger the corruption (leave Cyrodiil mid battle, lost connection, got booted, etc)?
    Combat seems more sticky on Saturday, did stay in combat longer, even when fighting NPCs. Member reported being in combat for almost 5 min.
    Time of day this occurred
    Sat 6-9pm MDT
    screenshots and video
    Sadly No

    3. Combat Bug/slight lag spikes
    character name: Adamyst Blade
    What happened to trigger the corruption (leave Cyrodiil mid battle, lost connection, got booted, etc)?
    Combat bug was noticeable but wasn't as noticeable as Saturday, lag spikes appeared in larger fights but did not take notes on specific times
    Time of day this occurred
    Sun 5-8pm MDT
    screenshots and video
    No Time stamps (my bad) https://www.youtube.com/live/EPMQTL1N1aQ (time on top right mini map is MDT)

    What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
    Was excited after pts and was not let down. Overall, the experience was enjoyable, the pros out weighed the cons. This was the experience I was sold on when the game was launched and am excited to see what comes next.

    Do you have any general feedback?
    I asked my group if they would prefer to run raids in Veng or the current state of Cyrodiil, and unanimously said they preferred the Veng Camp, with a few mentioning they wouldn't mind running in GH a little here and there. No lag or combat bugs, responsive skills, balanced gameplay, and no ball groups were all top list issues making it enjoyable. Adding speed and weapon skills were the two most mentioned elements that players hoped could be added next, but ultimately everyone was pleased with the experience and looking to see how they could to help progress improving PvP in Cyrodiil and optimistic about the effort being put in.

    Not sure what the next steps would be but my entire group is not only hopeful but enthusiastically supportive of this approach. I recorded/streamed 6 of the 7 days I played and can provide those links if needed.
    Adamus
    Army of the Pact (AP) - GM | NA-PC
  • Turtle_Bot
    Turtle_Bot
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    @ZOS_Kevin I just wanted to provide an update to my feedback now that it's been the full week of the test, I've had a chance to play all 7 classes and I've also had some time to gather my thoughts.
    • Were you able to successfully get into large-scale battles?
      Yes I was able to, no change to my feedback here.
    • Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
      Not much changed here for my feedback overall, but a few things to repeat/add:
      - Latency was decent to good over the whole week.
      - The combat responsiveness at the start of the week had minimal delays (if any), but those skill delays started to occur more as the week went on (and assuming as the population was increased).
      - The combat being fun was still mixed. It was definitely still very numbers focused, and the large scale battles of 100s of players on each side battling it out was great when the numbers were decently even, but towards the end of the week there were some frustrations/metas that were becoming more frequent that should have been addressed in design/balancing:
      - DK chains (needed a cooldown)
      - Arc heal beam (needed lower target cap)
      - necro res ult (regular res could have been made a bit faster to help even this out)
      - no counter to invis (at least provide a basic detection potion, even if that's all that potion did)
      - the only effective defensive siege available was oils with their extremely limited range, (needed fire ballistas or some way to slow down a ranged siege of a keep/way to defend the flags/yard of a keep from the large zergs pushing in)
      These were the more problematic aspects that popped up from what I experienced during Vengeance/Champions.
    • What did you think of the simplified abilities?
      I got a chance to test all classes during this test, and for every simplified ability that I liked, there were also some very glaring balance issues with other abilities (I get balance wasn't the aim, but some of these were just too egregious to have been left as they were without even simple adjustments).
      Note: ST = Single Target
      Aspects of abilities that I liked and would like to see integrated into the regular versions of those abilities:
      - Necro Skulls - as mentioned before, the increased projectile speed and less reliance on convoluted corpse/GLS interactions made this ability much better.
      - Warden Dive - as mentioned before, same as necro, with the increased projectile speed and less reliance on the off balance and conditional bonus weapon/spell damage made this ability much better.
      - Pets - as mentioned before, making these into targeted abilities (DoTs/heals/damage) was a nice change, making them useful tools in combat.
      - Arcanist Portal - felt great to use, on par with streak (bolt escape), just without the stun attached.
      - DK Stonefist - simple, effective and fluid to use, no convoluted multi-casting.
      - Plar Backlash - simple, effective and impactful. On par with sorc curse.
      - Sorc Overload - I was hoping something like this would be done for 1 morph of this ability when I was discussing sorc reworks back in U36/37.
      - DK Inhale - simple, effective and combo'd well with the rest of DK's kit. Gave DK a nice burst combo to go for.
      - Necro Grave Grasp - simple, effective, and allowed necro to setup combos even without a stun.
      Ability aspects that could have been adjusted (buffed or made easier to use):
      - Necro Sacrificial bones - Could have been made more like blighted blastbones as an ability similar to skeletal archer, but as burst damage instead of damage over time. Detonating Siphon was an ok replacement for the test, but fell to the same issues live necro suffers from, too much reliance on corpses that are not reliable.
      - Necro Totem - could have been given a range (say 15m). Melee around the caster just felt so lackluster without access to a gapcloser and everyone just range spam as they run towards you, forcing you backwards away from them and even further out of reach of AoE abilities that are centered on the caster.
      - Necro Render Flesh - could have removed the healing debuff, but at least expunge was useful as a counter to oils, making this downside less impactful that it would have been without expunge being so useful already).
      - Plar Solar Flare - plars offensive kit was kind of awkward to utilize, everything is ranged except for jabs, so you had to either make melee work in ranged combat (using 2 GCDs for a spammable (charge + jabs) compared to everyone else using 1 GCD on their spammable) or you lacked a spammable (solar flare was non-functional with it's 1.5s cast time) and relied on others to enable the rest of the offensive kit.
      - Sorc Surge - 6 seconds cooldown on surge was insane when no other ST burst heal had any cooldown at all despite having the exact same heal value as surge. Half of the other 6 classes also had access to shields and could reliably mimic sorcs potential shield + heal combo, but with much greater ease due to no cooldowns on their ST burst heals. Arc especially had the same ward + surge combo in runemend + runespite and had a blink with portal, but no cooldowns on runemend or runespite. Not saying zero cooldown was needed, but 2-3 seconds would have sufficed over the 6 seconds it had.
      - Sorc Frags - the cast time felt horrible to use properly (not as bad as solar flare, but still bad) and left sorc without a reliable ST spammable, causing sorc to rely on overload (ultimate) to fill this basic function of combat. Could have removed the cast time and reduced the damage using the live frags proc version as the base for this ability (visuals, animations, sounds etc).
      - NB Strife - Should have had it's damage and healing values swapped. Allowing for a limited ranged playstyle for NB.
      Ability aspects that could have been adjusted (nerfed):
      - NB Cloak - this ability was blatantly too strong despite the cooldown, the heal should have been halved (if any heal included at all), especially since there were zero counters to invisibility included in the vengeance templates.
      - DK Chains - this ability was getting heavily abused towards the end of the campaign, and basically removed any potential to outplay other players/slightly larger groups, who had 1 or more DKs in their group. Keep battles for breaches, when the numbers were fairly equal, often boiled down to whichever sides DKs could spam pull the other side into the kill zone the best. This ability was heavily bugged as well, completely ignoring line of sight once cast and even pulling targets back through closed walls/doors. While it was fine 1v1, it became a significant pain point in large fights and especially outnumbered fights (even slightly outnumbered such as 1v2/1v3s).
      - Arc Remedy cascade - basically every zerg had multiple Arcanist allowing them to easily siege and push through a breach and almost completely ignore the only somewhat effective defensive siege (oils) due to being a very strong heal over time. The group healing from this ability on sieges was completely unmatched by any other class heal. Probably could have had its targets reduced from 3 to 2.
      - Plar Eclipse - extremely strong instant ranged stun, felt as strong as the pre-nerf rune-cage that sorc had way back in 2018.
      - Sorc Rune Cage - (see eclipse above).
    • Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.
      No corrupted characters as far as I could tell.
      I did crash once during the test on my templar on the forth(?) day as I was riding from Nikel Outpost to Ash Milegate, but I was able to log back in, and rejoin cyrodiil with no issue.
    • What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
      Initial thoughts:
      Positives:
      - Large scale battles were awesome to see again, especially considering the performance (for me) of the first few days was almost perfect despite the numbers of players and the condensed 3-way battles.
      - Combat bug being completely gone has spoilt me (and I'm sure many others). Seeing it return was a very harsh reality to come back to now that the test is over.
      - Simplified skills, stats, made for a nice change. Despite the lengthy balance "issues" listed above, the overall feeling of combat was much more balanced than many of the egregious (and unfixed) balance issues that plague live such as Rush of Agony, heal/shield stacking, snowtreaders, ball groups etc.
      - Lack of proc sets allowed for combat to feel more skill based in 1v1s and small scale fights, where casting abilities mattered much more than what proc-sets you had equipped.
      - Lack of immortal ball group trains rolling over the server, either lagging players from the server or simply causing all PvP to simply end while they feed on the PuGs that remain allowed for a much more fun ebb and flow of the map when the factions were fairly evenly spread as was the case for the first few days.
      - Lack of proc based bomb builds that could instantly pull in and wipe large numbers of players forcing a constant state of intense concentration all the time, allowing for moments to relax for a second, even mid battle.
      - Lack of multiple over time heals really helped battles to progress. Players would drop and the decision to heal felt skilled and tactile, especially in smaller scale battles.
      - Lack of battle spirit passive adjustments combined with an appropriate increase to stats to keep things equivalent was nice to simplify combat, abilities felt more like they did what their tooltips described instead of barely doing anything.
      Negatives:
      - Lack of weapon/global abilities and morphs really hampered some classes more than others and this compounded the balance issues raised above.
      - The simplified skills combined with the AoE caps really hampered a lot of factors that help balance large scale battles in cyrodiil. Probably should have had damage abilities AoE caps be 6 instead of 3.
      - Available sieges for the campaign were very heavily biased towards taking keeps, almost to where it felt like there was no point defending a keep at all if the attackers outnumbered the defenders. There was also almost no way to slow down a ranged siege of a keep since oils could only threaten directly below them and there were no fire ballistas or catapults to attempt to push players off ballistas or trebuchets to attack a keep from range.
      - Slow mount speed and the lack of port stones made riding between keeps to get to battles as difficult as it is on live despite no combat bug to prevent mounting up.
      - Lack of fall damage mitigation champion point made it so there were many more falls (even some that seem very tiny) that were now very lethal.
      - Lack of sets, morphs and non-class abilities made classes feel very limited, with very little variety (All DKs felt the same, as did sorcs, NBs, etc.). It felt very stifling to build creativity (not that live is much better with the same ~10-15 sets being on almost every PvP build, but the lack of skill variety was definitely a big part of this).
      Overall, I think this vengeance ruleset has a very good core. It seems to function well in terms of performance and it has a good base to build upon. There is a lot of work required to bring it up to par as a full fledged mode though.

      That being said, I would love to see a fully fleshed out version of vengeance that includes non-class skills, morphs, attributes, consumables, more sieges, some simplified sets and some way to help balance out populations better, as a very strong mode for a more "beginner friendly" Cyrodiil campaign to replace the Under 50 and no-champion point campaigns.
    • Do you have any general feedback?
      As noted in my initial thoughts, the foundations of the vengeance mode are there, but there is a lot required in terms of balance, quality of life, etc to get things right to make it a full fledged mode.

      I'm looking forward to seeing what ZOS found out from the test and where they intend to go from here. Hopefully as much of the results/directions can be shared with players as possible so we players can continue working with ZOS on returning Cyrodiil back to that large scale fun with room for build creativity that we all know it can be/was originally advertised as.
  • onyx6977
    onyx6977
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    Were you able to successfully get into large-scale battles?
    Yes. Battles went smoothly.

    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
    Latency was fine however Combat was boring.

    What you think of the simplified abilities?
    I ABSOLUTELY HATE THEM!!!! I worked so hard at perfecting my PVP build and spent A LOT of gold to get the correct gear and skills. If this is your new route for PVP, then I will just respec my characters and stay in PVE.
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