xylena_lazarow wrote: »Only if they play Nightblade /sEveryone that likes this campaign is over 40, disabled, or lost everyone and everything they love in their actual life.
The reflex requirements are the same in either format. Sweaty competition is still dependent on animation cancelling. Only the pre-fight math puzzle has changed, and it's in favor of button pressers, not spreadsheet authors.
The common thread I've noticed amongst anti-Vengeance players is that they're all fine with unexplained random instant death, and don't realize or care that this is an instant quit for the majority of gamers across demographics.
A lot of the anti-Vengeance players are just salty they can no longer cheese instant kill combos (or the proc sets that enable instant kills), having no idea how to actually fight someone without their cheese.
This isn't even remotely true.
The TTK in this iteration of vengeance is absurdly high, and essentially anyone that knows how to defend themselves cannot be killed by one person, without being fully run out of resources first which will only occur after an extended period of very poor gameplay and decisions.
The skill ceiling in vengeance is far lower than that of normal pvp, as is the APM. There isn't enough room for skill expression with how limited your personal capabilities are in regards to burst damage, maintaining pressure, etc. You essentially have two options for offense; do a static dot rotation until your opponent runs out of resources and dies, or play a direct damage oriented setup that lacks the damage or pressure to kill anyone relatively decent at the game. You cant even afford to maintain high apm throughout this because the resources don't allow it; NB is genuinely the only class that can do it because of the ability to go to your backbar and hit siphoning in between offensive casts.
You say "people will say they're fine with 100-0 combos" but I dont think you realize that this is a positive thing. The game at its peak allowed for this exact kind of burst damage - massive blockable/dodgeable combos that punished you for not played correctly. This has been brought back with subclassing in some regards, and while there are certainly outliers like some proc sets, double spec bow, crescent + BL, restoring light being too good, etc this is the most enjoyable the game has been in a long time.
The vast majority of support for vengeance comes from people who dont pvp at all. They are happy the skill ceiling has been lowered so dramatically that they're now able to guarantee the death of a much higher skill player by simply spamming a stun/root on them, or that they're able to effortlessly survive a much high skill player by rotating one or two heals. Catering to this sort of individual is a massive slap in the face to people who have dedicated their time to mastering pvp mechanics over the past decade. Artificially deleting the skill gap in this manner will undoubtedly drive the most dedicated PVP players away who otherwise would have stuck with ESO indefinitely.
The only positive thing I see about this test is the inability for ball groups to exist. That isn't enough to justify how far the PVP experience has been degraded.
It seems to me this assessment is too pessimistic.
For one thing, AvA ( a major aspect of PvP) is 1000x better in Vengeance. Partly this is because there are no unkillable ball groups that can just come into a keep and never go out. Partly it is because there are so many more players. The huge battles for keeps are great fun and highly unpredictable (unless one side completely outnumbers the other-- but this is true in live Cyrodil as weel).
Also, the nature of battle is completely changed. You don't have to fear large scale battles in an open field, because there are no ball groups with completely OP proc sets pulling and killing you. This means an individual can fight much more freely. I have found (playing my NB) that I can get many good fights in this setting, but also being careful not to over commit.
The NB with soul shred --Bow-- assasins blade can easily get 45k damage in a burst which in open field warfare is quite good enough.
The point of Vengeance is the sets wont do anything for you, nor CP. You have to actually make choices. If you want to get major resolve, you have to use an ability-- same with other buffs. All damage is from abilities. If you want expedition you need to cast it. I think this is how PvP should be. The limited cross healing is great and so is the limited AoEs.
React is it really the case that in this setting all your skills are useless? I was still having a very high KB:D ratio as a solo player and I am nowhere near as skilled as you.
React I see your points. Note however that the AOE cap doesn't apply to siege. Oil eg can hit that tight mass of players and devastate them, and the radius of oils seems to be increased. This is why keep defense is much more tenacious than otherwise.
I hate VD/RoA so I am not a fan of mass AoE damage from sets like that. It is free damage. But it is true that its disappointing to see your ultimate only hit 3 people. Azureblight was one of the most successful forms of AoE mass damage but ZOS had no problem nerfing that.
In general I think some sort of merged version of PvP that allows the subclassing, allows more damage, but keeps the limitation on ball group power, reduces cross healing/cross shielding and removes the noxious sets would be much better than current live Cyrodil. Maybe you have some suggestion how to do that?
Also I looked at your stream and as usually you are 1vXing and what I saw was a 65:0 K:D just after 20 minutes or so. So I don't understand why you are saying your skill level is not relevant since you are outplaying all those players. You could argue that they are all potatoes, but, you are better than 99% of the players anyway, and those players don't do better than this in live cyrodil. It seemed to me you were using high skill level and succeeding.
While I agree with much of what you say, it is a mistake to repeat ZOS's previous philosophy that siege is the counter for zergs/organized groups. This was the message I received most often during Vengeance when the zerg came, "Siege limit reached." So what am I supposed to do in this situation? Stand around and do nothing with my useless abilities. Not fun. The other issue with just using siege as a counter is there are times when it can;t be used or is impractical to do so. The third floor nonsense on Greyhost is the most outstanding example of this as there are very few areas to put down siege and 90% of the outer ring serves as LOS. There is nothing wrong with player AoE abilities and ultimates being used for exactly what they were intentded. Siege should be used as a supplementary and synergistic tool to fight zergs/groups, not the solution
It's true that the most common way I died was to run up to a mass of players and pop "Vengeance soul shred", only to remember that it only stuns 3 of them and the other 10 kill me in midair, lol.
On the other hand, in vengeance keep defense, it is much more feasible to push out (if you can convince ep to do so) and have a massive battle to push out the invaders, than it is in live-- for the same reason, they can't aoe all of you to death. This is how we won several huge keep battles. I personally enjoy keep battles and open field battles the most in Cyrodil. TTK is not so much an issue in those settings, I guess.
Joy, if it were up to you as the game designer, where would you go with PvP from this point?
I always wished this too. In theory there's this hilariously overengineered keep upgrade system tied to holding resources for some ambiguous amount of time, but it has no meaningful impact on the battlefield. Even dumber to me is that resource tower fortifications only ever help protect the invaders, while being worthless to the keep's defenders.colossalvoids wrote: »Keep's Resources potentially should have way bigger practical role for the defenders (and monetary for offence) to split some players up from one stacking point and to allow some more tactical moves throughout the siege instead of just breach stacking causing more lag.
xylena_lazarow wrote: »Do you believe that 100-0 combos can help the population of build PvP recover? I don't, and I'd bet my account that it does the complete opposite. Gatekeeps noobs and burns out regulars to quitting. This game just isn't sweaty enough for instant death as punishment, especially not with awful performance guaranteed to eat away your precious milliseconds.