CameraBeardThePirate wrote: »2 words: AoE caps.
We've been here before: they were bad back then, and they're bad now. It removes 90% of the skill in the game; if the game decides whom you get to damage at random during your ult combos, it doesn't matter how much skill went into that combo, positioning, timing, etc.
I'd wager the vast majority of players outspoken against Vengeance would be totally fine with it if damage skills weren't capped to 3 targets. It makes Cyrodiil a boring slog.
CameraBeardThePirate wrote: »2 words: AoE caps.
We've been here before: they were bad back then, and they're bad now. It removes 90% of the skill in the game; if the game decides whom you get to damage at random during your ult combos, it doesn't matter how much skill went into that combo, positioning, timing, etc.
I'd wager the vast majority of players outspoken against Vengeance would be totally fine with it if damage skills weren't capped to 3 targets. It makes Cyrodiil a boring slog.
I agree with you. I'd want to know the "logic" behind how the game determines who in the dmg point takes the dmg (is it lowest health, closest to me, etc).
I do think the AoE caps are needed though... I think they were an attempt to reduce burst of calculations but a byproduct of that change was to also reduce ball groups dps.
I like the concept they are going with but I think they would be better off looking at the heal stacking and shield stacking.
As someone who enjoys running with a ball group I can tell you we are very much OP and there are times where it can feel boring. The most intense moments in a ball group for me are when I see our health bars moving like crazy while we are trying to push and.. it's just a lot of paying attention to where your position is, dmg is, healing is, etc, but this only happens towards the tail end of the fights when 50 people show up.
I wish there was a cap on how many heals/shields we could stack so we could get this same level of excitement with less players. The problem is - it would require ZoS to balance pve and pvp differently which I'm not sure their stance on that. Changes to hots/shields would have such a bad impact for the PvE trial community.
I'd love to see a post vengeance version of cyro where the skills have been reworked to reduce the math behind them (but not stripped to where they are now so it's most number wins), hot/shield stacking caps (so ball groups can be taken down easier), a cc immunity added to people who get pulled by rush of agony (because it performs terrible under heavy lag), and then see how performance is.
IMO there is a way we can reduce the math behind the skills while still giving people proc sets, the sets they love in general, the skills they love, and keep performance relatively good. Maybe we don't have a 700+ person cap (no idea what cap is) but we have 500+.
I voted what most closely represents my view.
IMO, and I'm just guessing, is that the limited build options is just for testing. Though they are making an effort, I would guess only a small team is working on this so it's going to take time.
The biggest problem remains cultural. People are used to playing in Cyrodiil a certain way. I played this afternoon and my faction was being double teamed. Because it was challenging, players became demotivated and just stood around in keeps or the gate.
On the other hand the two factions pushing us had zero reason to, except for the fact it was the path of least resistance. This is how players are used to playing after being trained for years to earn AP by zerging down undefeated keeps for O ticks. Even though ticks aren't as relevant right now, this is how players are used to playing.
This isn't at all like 2014 when the pop caps were high. We had a *REAL* PVP audience in ESO back then. We had organized groups and pugs who played for map control. We inherited a culture from DOAC. There were fights across the map. Not only did we have an abundance of organized groups, there were always pugs running.
What Vengeance needs more than anything is a real PVP audience. Real PVP players will play a good pvp game for good fights alone without any gift boxes or costumes or golden pursuits. That's not to say PVP shouldn't have those things, but many of the players currently in Vengeance probably don't play dedicated PVP games and are primarily motivated by rewards.
The average ESO player, IMO, is completely addicted to rewards. This is by design. After ESO's bad launch, ZOS had a public presentation about how they were going to turn it around. I remember very clearly the slide describing the "endless reward cycle" they planned to implement. This is the culture it has resulted in.
ZOS, please open the next test to the general public through invite codes offered in TRUE PVP communities of players who play PVP games for the fun of good competition. The PVP culture in this game is completely broken and Vengeance alone will not fix it.
With that said, it's way better than regular Cyrodiil. I had some 1v1s, lost some won some, but at least they weren't stalemates. Sure I got zerged down, but that was on me for yoloing. Plus I didn't have a single bad experience due to lag. This is a great point to continue this project from.
I agree with @YandereGirlfriend - there shouldn't be AOE caps. Period.
I'm guessing here... but I think they did that as an attempt to reduce the effect ball groups will have in this test. If I was in their shoes.. they know the answer is cap hots/buffs but they also know that if they were to just flat do that PvE trifecta groups would lose their absolute minds (and I get it). So what is ZoS to do... try AoE caps... which.. to your point... been there done that. This needs to be removed.
The average ESO player, IMO, is completely addicted to rewards.
CameraBeardThePirate wrote: »2 words: AoE caps.
We've been here before: they were bad back then, and they're bad now. It removes 90% of the skill in the game; if the game decides whom you get to damage at random during your ult combos, it doesn't matter how much skill went into that combo, positioning, timing, etc.
I'd wager the vast majority of players outspoken against Vengeance would be totally fine with it if damage skills weren't capped to 3 targets. It makes Cyrodiil a boring slog.
I agree with you. I'd want to know the "logic" behind how the game determines who in the dmg point takes the dmg (is it lowest health, closest to me, etc).
I do think the AoE caps are needed though... I think they were an attempt to reduce burst of calculations but a byproduct of that change was to also reduce ball groups dps.
I like the concept they are going with but I think they would be better off looking at the heal stacking and shield stacking.
As someone who enjoys running with a ball group I can tell you we are very much OP and there are times where it can feel boring. The most intense moments in a ball group for me are when I see our health bars moving like crazy while we are trying to push and.. it's just a lot of paying attention to where your position is, dmg is, healing is, etc, but this only happens towards the tail end of the fights when 50 people show up.
I wish there was a cap on how many heals/shields we could stack so we could get this same level of excitement with less players. The problem is - it would require ZoS to balance pve and pvp differently which I'm not sure their stance on that. Changes to hots/shields would have such a bad impact for the PvE trial community.
I'd love to see a post vengeance version of cyro where the skills have been reworked to reduce the math behind them (but not stripped to where they are now so it's most number wins), hot/shield stacking caps (so ball groups can be taken down easier), a cc immunity added to people who get pulled by rush of agony (because it performs terrible under heavy lag), and then see how performance is.
IMO there is a way we can reduce the math behind the skills while still giving people proc sets, the sets they love in general, the skills they love, and keep performance relatively good. Maybe we don't have a 700+ person cap (no idea what cap is) but we have 500+.
CameraBeardThePirate wrote: »2 words: AoE caps.
We've been here before: they were bad back then, and they're bad now. It removes 90% of the skill in the game; if the game decides whom you get to damage at random during your ult combos, it doesn't matter how much skill went into that combo, positioning, timing, etc.
Putting in effort to line up the perfect ult dump just to realize you're doing nothing but pulling a lever on a slot machine when you do feels awful.
I'd wager the vast majority of players outspoken against Vengeance would be totally fine with it if damage skills weren't capped to 3 targets. It makes Cyrodiil a boring slog.
licenturion wrote: »The average ESO player, IMO, is completely addicted to rewards.
Let me fix that: The average gamer, IMO, is completely addicted to rewards.
It isn’t 2014 anymore. Online gaming is mainstream and has become reward driven. That is why live service games come up with new events, battlepasses, maps and modes constantly to keep people their attention.
Most of my mates stop playing Overwatch, Diablo, Rivals etc with me when their battlepass is complete because ‘there isn’t anything to do anymore’. It is just modern gaming and this will never change again.
Same with streams. Most people I know only ‘watch’ Twitch because of the reward drops.
licenturion wrote: »The average ESO player, IMO, is completely addicted to rewards.
Let me fix that: The average gamer, IMO, is completely addicted to rewards.
It isn’t 2014 anymore. Online gaming is mainstream and has become reward driven. That is why live service games come up with new events, battlepasses, maps and modes constantly to keep people their attention.
Most of my mates stop playing Overwatch, Diablo, Rivals etc with me when their battlepass is complete because ‘there isn’t anything to do anymore’. It is just modern gaming and this will never change again.
Same with streams. Most people I know only ‘watch’ Twitch because of the reward drops.
It's the opposite of easy that is necessary, The most boring part about Vengeance right now is the high TTK. Early Cyrodiil was thrilling because if one wasn't focused, they'd die a quick death. It was thrilling.
The problem is - it would require ZoS to balance pve and pvp differently which I'm not sure their stance on that. Changes to hots/shields would have such a bad impact for the PvE trial community.
Avran_Sylt wrote: »I honestly think you might get a kick out of IC then. Running around, killing bosses solo, killing PvE adds and/or capturing zones and killing players that try to take these from you. tighter corridors that you need to be both mindful of ambushes and to utilize them for. I don't know how populated it is in your region, but it's a pretty thrilling experience. Especially because you effectively always have a "bounty" on your head of potential Tel Var.
What performance boost has there been, exactly? Here is what tonight looked like on PC/NA. Multiple second delays on abilities/damage numbers, abilities playing their whole animations without actually firing, rubberbanding, etc. Entire server was complaining of the same issues. This is worse than I've seen it in GH since the patch released.https://www.youtube.com/watch?v=D1T09FY4YRw
Wanted to step in and reiterate a few points and provide some clarity.
The point of this test is to work toward a stable Cyrodiil. We have explained this a few times, but this is the test being done in stages. We already had one round of testing with everything stripped back. This is the second test with a few more ability lines added back in.
After chatting with the team, the Vengeance test is not causing instability issues. We are working on stabilizing things, especially for EU Megaservers, but have identified the Vengeance Test is not the cause.
Ideally, we would like to have avoided an event for testing, but we have internal timelines we are factoring in as well. As we've noted before, this is a functional test. We are actively taking learns and seeing what work can be done to make a better Cyrodiil.
I seriously doubt they manage (or plan) to bring all the stuff (sets, skills, etc.) from normal gameplay into where Vengeance is heading. If they did, we'd end up ... in normal Cyrodiil.
The abundance and complexity of effects on Live and the restricted choice and functionality on Vengeance is why Live buckles when three players show up together and Vengeance mostly works with the whole server in one keep (slightly exaggerated).
So while the first iteration was way too restrictive, I don't believe that we'll get to have our cake and eat it too. There's no Vengeance performance without Vengeance restrictions.
And I like that.The problem is - it would require ZoS to balance pve and pvp differently which I'm not sure their stance on that. Changes to hots/shields would have such a bad impact for the PvE trial community.
Vengeance is "balancing PvE and PvP differently".
I seriously doubt they manage (or plan) to bring all the stuff (sets, skills, etc.) from normal gameplay into where Vengeance is heading. If they did, we'd end up ... in normal Cyrodiil.
The abundance and complexity of effects on Live and the restricted choice and functionality on Vengeance is why Live buckles when three players show up together and Vengeance mostly works with the whole server in one keep (slightly exaggerated).
So while the first iteration was way too restrictive, I don't believe that we'll get to have our cake and eat it too. There's no Vengeance performance without Vengeance restrictions.
And I like that.The problem is - it would require ZoS to balance pve and pvp differently which I'm not sure their stance on that. Changes to hots/shields would have such a bad impact for the PvE trial community.
Vengeance is "balancing PvE and PvP differently".
I disagree.
Right now skills don't have morphs, right? So they have to work on all of those still. They can very much so bring back all the usual sets, all the usual skills, CP, etc BUT in a reduced/reworked fashion. At the end of the day it's the "this skill does X, Y, and Z" that is causing the performance issues. They can rework sets/skills/CP so it's now this skill does X... and sometimes Y.
This keeps the performance gains veng has proven while giving diversity to builds. Because right now it's a brutal TTK (time to kill) and Cyro is 100% whoever has the most players in an area wins.
A lot of people are commenting they are having a great time simply because of how big the fights are - which I agree... this (bleep) is epic and I'm having a blast. But, if this is how it was every day from here on out I would very quickly get tired of it. It's pretty much impossible for a small man group to sneack and back cap a keep. The builds are too close, TTK is insane, and players just don't make the impact they used too.
Keep vengence up for a month and I'd put money on it the population charts will show a steady drop. They've got to add some build diversity in there. You "think" you're getting diversity by selecting different skills and what not but really...they all are the same... just with different names to match the classes.
To your last point - no there has been ZERO balancing done to PvP aside from making all the skills pretty much 1:1 copies of each other.
ForumBully wrote: »I seriously doubt they manage (or plan) to bring all the stuff (sets, skills, etc.) from normal gameplay into where Vengeance is heading. If they did, we'd end up ... in normal Cyrodiil.
The abundance and complexity of effects on Live and the restricted choice and functionality on Vengeance is why Live buckles when three players show up together and Vengeance mostly works with the whole server in one keep (slightly exaggerated).
So while the first iteration was way too restrictive, I don't believe that we'll get to have our cake and eat it too. There's no Vengeance performance without Vengeance restrictions.
And I like that.The problem is - it would require ZoS to balance pve and pvp differently which I'm not sure their stance on that. Changes to hots/shields would have such a bad impact for the PvE trial community.
Vengeance is "balancing PvE and PvP differently".
I disagree.
Right now skills don't have morphs, right? So they have to work on all of those still. They can very much so bring back all the usual sets, all the usual skills, CP, etc BUT in a reduced/reworked fashion. At the end of the day it's the "this skill does X, Y, and Z" that is causing the performance issues. They can rework sets/skills/CP so it's now this skill does X... and sometimes Y.
This keeps the performance gains veng has proven while giving diversity to builds. Because right now it's a brutal TTK (time to kill) and Cyro is 100% whoever has the most players in an area wins.
A lot of people are commenting they are having a great time simply because of how big the fights are - which I agree... this (bleep) is epic and I'm having a blast. But, if this is how it was every day from here on out I would very quickly get tired of it. It's pretty much impossible for a small man group to sneack and back cap a keep. The builds are too close, TTK is insane, and players just don't make the impact they used too.
Keep vengence up for a month and I'd put money on it the population charts will show a steady drop. They've got to add some build diversity in there. You "think" you're getting diversity by selecting different skills and what not but really...they all are the same... just with different names to match the classes.
To your last point - no there has been ZERO balancing done to PvP aside from making all the skills pretty much 1:1 copies of each other.
I agree with a lot, but I've seen some outnumbered wins too. Whether you can win against greater numbers in Vengeance seems to be a matter of using siege well (but siege is still too weak IMO) and whether your side has dedicated healers.
Healing seems to vastly outpace damage in this campaign. If it's mob vs mob relying only on self heals, then numbers always wins, but a few extra healers can turn the tide for uneven fights