Pixiepumpkin wrote: »1. IMO Vengence is the way to go. It severely closes the gap between super skilled and new player. A skilled player still has a massive advantage, but it's not like BG's where you can get globaled on a tank build in 2 seconds flat (first second going to lag/netcode).
2. I agree with the "what is the point in being in here" as their are no rewards. That part ZOS needs to address. If not gear, then mounts, furniture, collectables, etc.
3. Vengence also highlights who are using 3rd party cheats infinitely easier. There is little group synergy, and you can test the offending class yourself easily to see if you are hitting the same after a day of testing on the same types of targets (I know as an absolute there are people using cheats in vengence. 25k Lightning floods when I am not debuffed....I don't think so, not to mention some unkillable necromancers. The spirit mender does not keep a necro alive when they have a destruction staff, their armor up and are being beaten on by 10 people while sprinting and taking zero damage for 20 seconds...and yes I have seen it).
4. Agreed that numbers seem to be key, but I think coordination still has massive benefits. IMO, the zone should auto group you and your friends into a larger group and be given a group name (similar to battleground team names). This will help groups coordinate better. The UI could also help with this as the map could show you where they are at. OF course this would require to force your account one one faction to reduce spying. There could be some kind of reward structure or title for players who know how to lead and are willing to take the job. My biggest complaint, and a complaint I have held since the first time I tried cyrodill in 2017 was being forced into comms to get into a group. That turned my wife and I severely off from even going into the zone.
5. Vengence does not allow for "grief killing" like can happen in a BG. Where a squishy target is focused over and over by the same offending player for an easy kill. WOW made a statement years back that there should be no hard counters in game, but in ESO this is falls in the players hands and is extremely difficult to do as you can't reliably predict what you will go up against and there is no one size fits all build. With the dev currated balance and the size of the zone this becomes almost a non issue.
Vengence is certainly not perfect. Its still troublesome for folks like myself with high ping. Clicking E to enter a keep is met with nothing. Press E again, nothing. Press it again and you might finally get in. You have a horde of enemies on your tail? Spamming E to get in, gets you in and out and dead. This has happened to my wife and I more than I can count. I'd like to see a 3 second timer placed on entering a door so that you can't be put back outside immediately.
The lack of reward stucture will make this a no go zone in short time. More stuff like the writ vendor needs to be made available for AP. I mean this is not a hard problem to solve, ZOS just has to be willing to give more through gameplay that they can't monotize (like how wow is structured).
As someone who has been PVPing since 2004. Done RvRvR, PvP, Raids, Hard modes, large scale pvp, grinded titles similar to Emperor, all in a myriad of games. Cryo never appealed to me, ESO PVP in general never appealed to me, but wife and I have been in Vengence every day, for at least 6 hours. Yesterday we were in from early morning to 1 am and having a fair amount of fun.
Being more accessible, better balanced makes it easier for non-hardcore to enter. Not being 1 shot by other classes (although I was close to being 2 shot...very sus) makes it more appealing.
I sympathize with the current lot of PVPers who enjoy their builds, their "skill" and overall advantage they have over normal players and I am sure this is a ton of fun for them. But the flipside is that it's not fun being a punching bag for folks on the other side. If the hardcore want PVP to succeed and bring in more players, they will need to make compromises about how cyro is played.
Or they can keep stressing that cyro be played like it has been with a population that gets smaller and smaller every month.
Pixiepumpkin wrote: »1. IMO Vengence is the way to go. It severely closes the gap between super skilled and new player. A skilled player still has a massive advantage, but it's not like BG's where you can get globaled on a tank build in 2 seconds flat (first second going to lag/netcode).
2. I agree with the "what is the point in being in here" as their are no rewards. That part ZOS needs to address. If not gear, then mounts, furniture, collectables, etc.
3. Vengence also highlights who are using 3rd party cheats infinitely easier. There is little group synergy, and you can test the offending class yourself easily to see if you are hitting the same after a day of testing on the same types of targets (I know as an absolute there are people using cheats in vengence. 25k Lightning floods when I am not debuffed....I don't think so, not to mention some unkillable necromancers. The spirit mender does not keep a necro alive when they have a destruction staff, their armor up and are being beaten on by 10 people while sprinting and taking zero damage for 20 seconds...and yes I have seen it).
4. Agreed that numbers seem to be key, but I think coordination still has massive benefits. IMO, the zone should auto group you and your friends into a larger group and be given a group name (similar to battleground team names). This will help groups coordinate better. The UI could also help with this as the map could show you where they are at. OF course this would require to force your account one one faction to reduce spying. There could be some kind of reward structure or title for players who know how to lead and are willing to take the job. My biggest complaint, and a complaint I have held since the first time I tried cyrodill in 2017 was being forced into comms to get into a group. That turned my wife and I severely off from even going into the zone.
5. Vengence does not allow for "grief killing" like can happen in a BG. Where a squishy target is focused over and over by the same offending player for an easy kill. WOW made a statement years back that there should be no hard counters in game, but in ESO this is falls in the players hands and is extremely difficult to do as you can't reliably predict what you will go up against and there is no one size fits all build. With the dev currated balance and the size of the zone this becomes almost a non issue.
Vengence is certainly not perfect. Its still troublesome for folks like myself with high ping. Clicking E to enter a keep is met with nothing. Press E again, nothing. Press it again and you might finally get in. You have a horde of enemies on your tail? Spamming E to get in, gets you in and out and dead. This has happened to my wife and I more than I can count. I'd like to see a 3 second timer placed on entering a door so that you can't be put back outside immediately.
The lack of reward stucture will make this a no go zone in short time. More stuff like the writ vendor needs to be made available for AP. I mean this is not a hard problem to solve, ZOS just has to be willing to give more through gameplay that they can't monotize (like how wow is structured).
As someone who has been PVPing since 2004. Done RvRvR, PvP, Raids, Hard modes, large scale pvp, grinded titles similar to Emperor, all in a myriad of games. Cryo never appealed to me, ESO PVP in general never appealed to me, but wife and I have been in Vengence every day, for at least 6 hours. Yesterday we were in from early morning to 1 am and having a fair amount of fun.
Being more accessible, better balanced makes it easier for non-hardcore to enter. Not being 1 shot by other classes (although I was close to being 2 shot...very sus) makes it more appealing.
I sympathize with the current lot of PVPers who enjoy their builds, their "skill" and overall advantage they have over normal players and I am sure this is a ton of fun for them. But the flipside is that it's not fun being a punching bag for folks on the other side. If the hardcore want PVP to succeed and bring in more players, they will need to make compromises about how cyro is played.
Or they can keep stressing that cyro be played like it has been with a population that gets smaller and smaller every month.
Wait, so we need to handicap the super skilled who grinded to learn this game and excel? That is the worst argument I have seen in favor of this boring and barebones pvp
Pixiepumpkin wrote: »1. IMO Vengence is the way to go. It severely closes the gap between super skilled and new player. A skilled player still has a massive advantage, but it's not like BG's where you can get globaled on a tank build in 2 seconds flat (first second going to lag/netcode).
2. I agree with the "what is the point in being in here" as their are no rewards. That part ZOS needs to address. If not gear, then mounts, furniture, collectables, etc.
3. Vengence also highlights who are using 3rd party cheats infinitely easier. There is little group synergy, and you can test the offending class yourself easily to see if you are hitting the same after a day of testing on the same types of targets (I know as an absolute there are people using cheats in vengence. 25k Lightning floods when I am not debuffed....I don't think so, not to mention some unkillable necromancers. The spirit mender does not keep a necro alive when they have a destruction staff, their armor up and are being beaten on by 10 people while sprinting and taking zero damage for 20 seconds...and yes I have seen it).
4. Agreed that numbers seem to be key, but I think coordination still has massive benefits. IMO, the zone should auto group you and your friends into a larger group and be given a group name (similar to battleground team names). This will help groups coordinate better. The UI could also help with this as the map could show you where they are at. OF course this would require to force your account one one faction to reduce spying. There could be some kind of reward structure or title for players who know how to lead and are willing to take the job. My biggest complaint, and a complaint I have held since the first time I tried cyrodill in 2017 was being forced into comms to get into a group. That turned my wife and I severely off from even going into the zone.
5. Vengence does not allow for "grief killing" like can happen in a BG. Where a squishy target is focused over and over by the same offending player for an easy kill. WOW made a statement years back that there should be no hard counters in game, but in ESO this is falls in the players hands and is extremely difficult to do as you can't reliably predict what you will go up against and there is no one size fits all build. With the dev currated balance and the size of the zone this becomes almost a non issue.
Vengence is certainly not perfect. Its still troublesome for folks like myself with high ping. Clicking E to enter a keep is met with nothing. Press E again, nothing. Press it again and you might finally get in. You have a horde of enemies on your tail? Spamming E to get in, gets you in and out and dead. This has happened to my wife and I more than I can count. I'd like to see a 3 second timer placed on entering a door so that you can't be put back outside immediately.
The lack of reward stucture will make this a no go zone in short time. More stuff like the writ vendor needs to be made available for AP. I mean this is not a hard problem to solve, ZOS just has to be willing to give more through gameplay that they can't monotize (like how wow is structured).
As someone who has been PVPing since 2004. Done RvRvR, PvP, Raids, Hard modes, large scale pvp, grinded titles similar to Emperor, all in a myriad of games. Cryo never appealed to me, ESO PVP in general never appealed to me, but wife and I have been in Vengence every day, for at least 6 hours. Yesterday we were in from early morning to 1 am and having a fair amount of fun.
Being more accessible, better balanced makes it easier for non-hardcore to enter. Not being 1 shot by other classes (although I was close to being 2 shot...very sus) makes it more appealing.
I sympathize with the current lot of PVPers who enjoy their builds, their "skill" and overall advantage they have over normal players and I am sure this is a ton of fun for them. But the flipside is that it's not fun being a punching bag for folks on the other side. If the hardcore want PVP to succeed and bring in more players, they will need to make compromises about how cyro is played.
Or they can keep stressing that cyro be played like it has been with a population that gets smaller and smaller every month.
Wait, so we need to handicap the super skilled who grinded to learn this game and excel? That is the worst argument I have seen in favor of this boring and barebones pvp
Pixiepumpkin wrote: »Pixiepumpkin wrote: »1. IMO Vengence is the way to go. It severely closes the gap between super skilled and new player. A skilled player still has a massive advantage, but it's not like BG's where you can get globaled on a tank build in 2 seconds flat (first second going to lag/netcode).
2. I agree with the "what is the point in being in here" as their are no rewards. That part ZOS needs to address. If not gear, then mounts, furniture, collectables, etc.
3. Vengence also highlights who are using 3rd party cheats infinitely easier. There is little group synergy, and you can test the offending class yourself easily to see if you are hitting the same after a day of testing on the same types of targets (I know as an absolute there are people using cheats in vengence. 25k Lightning floods when I am not debuffed....I don't think so, not to mention some unkillable necromancers. The spirit mender does not keep a necro alive when they have a destruction staff, their armor up and are being beaten on by 10 people while sprinting and taking zero damage for 20 seconds...and yes I have seen it).
4. Agreed that numbers seem to be key, but I think coordination still has massive benefits. IMO, the zone should auto group you and your friends into a larger group and be given a group name (similar to battleground team names). This will help groups coordinate better. The UI could also help with this as the map could show you where they are at. OF course this would require to force your account one one faction to reduce spying. There could be some kind of reward structure or title for players who know how to lead and are willing to take the job. My biggest complaint, and a complaint I have held since the first time I tried cyrodill in 2017 was being forced into comms to get into a group. That turned my wife and I severely off from even going into the zone.
5. Vengence does not allow for "grief killing" like can happen in a BG. Where a squishy target is focused over and over by the same offending player for an easy kill. WOW made a statement years back that there should be no hard counters in game, but in ESO this is falls in the players hands and is extremely difficult to do as you can't reliably predict what you will go up against and there is no one size fits all build. With the dev currated balance and the size of the zone this becomes almost a non issue.
Vengence is certainly not perfect. Its still troublesome for folks like myself with high ping. Clicking E to enter a keep is met with nothing. Press E again, nothing. Press it again and you might finally get in. You have a horde of enemies on your tail? Spamming E to get in, gets you in and out and dead. This has happened to my wife and I more than I can count. I'd like to see a 3 second timer placed on entering a door so that you can't be put back outside immediately.
The lack of reward stucture will make this a no go zone in short time. More stuff like the writ vendor needs to be made available for AP. I mean this is not a hard problem to solve, ZOS just has to be willing to give more through gameplay that they can't monotize (like how wow is structured).
As someone who has been PVPing since 2004. Done RvRvR, PvP, Raids, Hard modes, large scale pvp, grinded titles similar to Emperor, all in a myriad of games. Cryo never appealed to me, ESO PVP in general never appealed to me, but wife and I have been in Vengence every day, for at least 6 hours. Yesterday we were in from early morning to 1 am and having a fair amount of fun.
Being more accessible, better balanced makes it easier for non-hardcore to enter. Not being 1 shot by other classes (although I was close to being 2 shot...very sus) makes it more appealing.
I sympathize with the current lot of PVPers who enjoy their builds, their "skill" and overall advantage they have over normal players and I am sure this is a ton of fun for them. But the flipside is that it's not fun being a punching bag for folks on the other side. If the hardcore want PVP to succeed and bring in more players, they will need to make compromises about how cyro is played.
Or they can keep stressing that cyro be played like it has been with a population that gets smaller and smaller every month.
Wait, so we need to handicap the super skilled who grinded to learn this game and excel? That is the worst argument I have seen in favor of this boring and barebones pvp
1. Allowing a proc set to global your oppoent is not "super skilled", in fact there is no skill involved.
2. The floor and ceiling need to be closer together if you intened for pvp to have any form of community.
3. If you are "skilled" even in the exact same gear, exact same race, exact same spells, you should still "win". I would expect someon with "skill" to welcome a balanced playfield, like professioal sports.
Lastly, I already addressed your concern in my first post. Please read them in their entirety next time.
" If the hardcore want PVP to succeed and bring in more players, they will need to make compromises about how cyro is played.
Or they can keep stressing that cyro be played like it has been with a population that gets smaller and smaller every month."
I guess you misunderstood my key point which is "people may have no drive, willingness, or interest in farming new sets and gear, as they are no longer necessary."
KekwLord3000 wrote: »vengeance is not balanced at all some classes are absolute ass like warden or cro
While dk/plars are OP
KekwLord3000 wrote: »vengeance is not balanced at all some classes are absolute ass like warden or cro
While dk/plars are OP
Vengeance DK is a little bit low with ressources)
Vengeance templar is OP