Cyrodiil is not an arena or a duelling ground.
It’s a campaign war.
That means:
- map control matters
- numbers and preparation matter
- defence compounds power
- retreat and avoidance are valid choices
Fights are only “fair” when the map itself is even. When it isn’t, outcomes are meant to tilt. That’s not bad balance — that’s the design.
An “unkillable” player is almost always borrowed strength: map buffs, terrain, support, momentum. Everyone has seen the same player go from immortal early in a map to dead in seconds once the map flips and you now own it. That’s the system working.
Ball groups aren’t proof PvP is broken. They’re what coordination looks like in an open war zone — and you’re not required to fight them.
There are valid balance criticisms:Those are tool problems, not mode problems. Cyrodiil doesn’t adapt to individuals, it adapts to pressure. If you read the map, avoid impossible odds, attack weakness instead of strength, and accept that sometimes the right move is to leave — the mode makes sense.
- PvE sets behaving badly in PvP
- overtuned interactions
- outliers narrowing build choice
Criticise the sets if needed.
But don’t blame the war for acting like a war.
Cyrodiil is not an arena or a duelling ground.
It’s a campaign war.
That means:
- map control matters
- numbers and preparation matter
- defence compounds power
- retreat and avoidance are valid choices
Fights are only “fair” when the map itself is even. When it isn’t, outcomes are meant to tilt. That’s not bad balance — that’s the design.
An “unkillable” player is almost always borrowed strength: map buffs, terrain, support, momentum. Everyone has seen the same player go from immortal early in a map to dead in seconds once the map flips and you now own it. That’s the system working.
Ball groups aren’t proof PvP is broken. They’re what coordination looks like in an open war zone — and you’re not required to fight them.
There are valid balance criticisms:Those are tool problems, not mode problems. Cyrodiil doesn’t adapt to individuals, it adapts to pressure. If you read the map, avoid impossible odds, attack weakness instead of strength, and accept that sometimes the right move is to leave — the mode makes sense.
- PvE sets behaving badly in PvP
- overtuned interactions
- outliers narrowing build choice
Criticise the sets if needed.
But don’t blame the war for acting like a war.
When I go to Cyrodiil, what am I fighting for?
Am I fighting to get killed very consistently along with alarmingly large numbers of other players (from both factions) when fighting one group which consists of 5 to 15 people? Who themselves aren't dying, aren't flinching, aren't stopping and are otherwise completely unbothered. I'm sorry but that's not how wars work.
On YouTube there are videos about actual wars in history that I have found really informative. And the first lesson the student of War will learn is wars are fought in Battle Lines. It's not a Hollywood A list with guns with unlimited ammo just duking it out with an entire faction, like it is now in ESO. That's not a war; that's a Hollywood creation.
An actual war in ESO really feels more like the first Vengeance test as well as Cyrodiil from years ago where large scale battles formed lines and tactics determined which lines held. That's war. Gimmicks and bad combat nerf do not make wars, it just makes people not want to play.
Sufficed to say War is something I know well and would love to talk more on this subject if you want. But exploits and gimmicks are for joke, not for war. Real authority is also earned thru shared pain and experiences, not with this fake authority from some of these Guild leaders. It comes from a place of respect, not high school mentality, bruised egos and spite from bad reasons.
Cyrodiil is not an arena or a duelling ground.
It’s a campaign war.
That means:
- map control matters
- numbers and preparation matter
- defence compounds power
- retreat and avoidance are valid choices
Fights are only “fair” when the map itself is even. When it isn’t, outcomes are meant to tilt. That’s not bad balance — that’s the design.
An “unkillable” player is almost always borrowed strength: map buffs, terrain, support, momentum. Everyone has seen the same player go from immortal early in a map to dead in seconds once the map flips and you now own it. That’s the system working.
Ball groups aren’t proof PvP is broken. They’re what coordination looks like in an open war zone — and you’re not required to fight them.
There are valid balance criticisms:Those are tool problems, not mode problems. Cyrodiil doesn’t adapt to individuals, it adapts to pressure. If you read the map, avoid impossible odds, attack weakness instead of strength, and accept that sometimes the right move is to leave — the mode makes sense.
- PvE sets behaving badly in PvP
- overtuned interactions
- outliers narrowing build choice
Criticise the sets if needed.
But don’t blame the war for acting like a war.
When I go to Cyrodiil, what am I fighting for?
Am I fighting to get killed very consistently along with alarmingly large numbers of other players (from both factions) when fighting one group which consists of 5 to 15 people? Who themselves aren't dying, aren't flinching, aren't stopping and are otherwise completely unbothered. I'm sorry but that's not how wars work.
On YouTube there are videos about actual wars in history that I have found really informative. And the first lesson the student of War will learn is wars are fought in Battle Lines. It's not a Hollywood A list with guns with unlimited ammo just duking it out with an entire faction, like it is now in ESO. That's not a war; that's a Hollywood creation.
An actual war in ESO really feels more like the first Vengeance test as well as Cyrodiil from years ago where large scale battles formed lines and tactics determined which lines held. That's war. Gimmicks and bad combat nerf do not make wars, it just makes people not want to play.
Sufficed to say War is something I know well and would love to talk more on this subject if you want. But exploits and gimmicks are for joke, not for war. Real authority is also earned thru shared pain and experiences, not with this fake authority from some of these Guild leaders. It comes from a place of respect, not high school mentality, bruised egos and spite from bad reasons.
I think this comes down to expectations.
Cyrodiil isn’t trying to model historical line warfare. It’s a strategic control war built around terrain, movement, logistics, and timing — not holding a line because “that’s what war looks like.” If you try to fight it like an arena or a reenactment, the system will punish you.
Those small, hard-to-kill groups aren’t winning because of Hollywood fantasy. They win because they choose their fights, disengage when needed, and apply pressure where it matters. That may not feel noble or realistic, but it’s effective in this rule-set.
So when you ask “what am I fighting for?” — the honest answer is: whatever you decide to fight for.
Keeps. Scrolls. Map pressure. Support. Learning the field. Or simply the fights you enjoy.
Cyrodiil doesn’t hand you meaning. You bring it with you.
Cyrodiil is not an arena or a duelling ground.
It’s a campaign war.
That means:
- map control matters
- numbers and preparation matter
- defence compounds power
- retreat and avoidance are valid choices
Fights are only “fair” when the map itself is even. When it isn’t, outcomes are meant to tilt. That’s not bad balance — that’s the design.
An “unkillable” player is almost always borrowed strength: map buffs, terrain, support, momentum. Everyone has seen the same player go from immortal early in a map to dead in seconds once the map flips and you now own it. That’s the system working.
Ball groups aren’t proof PvP is broken. They’re what coordination looks like in an open war zone — and you’re not required to fight them.
There are valid balance criticisms:Those are tool problems, not mode problems. Cyrodiil doesn’t adapt to individuals, it adapts to pressure. If you read the map, avoid impossible odds, attack weakness instead of strength, and accept that sometimes the right move is to leave — the mode makes sense.
- PvE sets behaving badly in PvP
- overtuned interactions
- outliers narrowing build choice
Criticise the sets if needed.
But don’t blame the war for acting like a war.
When I go to Cyrodiil, what am I fighting for?
Am I fighting to get killed very consistently along with alarmingly large numbers of other players (from both factions) when fighting one group which consists of 5 to 15 people? Who themselves aren't dying, aren't flinching, aren't stopping and are otherwise completely unbothered. I'm sorry but that's not how wars work.
On YouTube there are videos about actual wars in history that I have found really informative. And the first lesson the student of War will learn is wars are fought in Battle Lines. It's not a Hollywood A list with guns with unlimited ammo just duking it out with an entire faction, like it is now in ESO. That's not a war; that's a Hollywood creation.
An actual war in ESO really feels more like the first Vengeance test as well as Cyrodiil from years ago where large scale battles formed lines and tactics determined which lines held. That's war. Gimmicks and bad combat nerf do not make wars, it just makes people not want to play.
Sufficed to say War is something I know well and would love to talk more on this subject if you want. But exploits and gimmicks are for joke, not for war. Real authority is also earned thru shared pain and experiences, not with this fake authority from some of these Guild leaders. It comes from a place of respect, not high school mentality, bruised egos and spite from bad reasons.
I think this comes down to expectations.
Cyrodiil isn’t trying to model historical line warfare. It’s a strategic control war built around terrain, movement, logistics, and timing — not holding a line because “that’s what war looks like.” If you try to fight it like an arena or a reenactment, the system will punish you.
Those small, hard-to-kill groups aren’t winning because of Hollywood fantasy. They win because they choose their fights, disengage when needed, and apply pressure where it matters. That may not feel noble or realistic, but it’s effective in this rule-set.
So when you ask “what am I fighting for?” — the honest answer is: whatever you decide to fight for.
Keeps. Scrolls. Map pressure. Support. Learning the field. Or simply the fights you enjoy.
Cyrodiil doesn’t hand you meaning. You bring it with you.
But you said, "But don’t blame the war for acting like a war."
That's a thing that already has meaning. You and I can't redefine it. Otherwise we're talking about something else. Again, there are several good selections on places like YouTube which breaks down Wars historically and gives a wonderful explanation of reasons for why wars were fought, as well as the manner they were fought therein.
The line for war is drawn by people's opinions, but it is not necessarily defined by it. This is why from History; the Germans lost in WWII vs the Allies. Because people like Stalin fought the war with numbers and the German leadership fought it with Charisma and the results were disastrous. Soldiers win wars, not tough egos and a Hollywood rifle.
Also, those Ball Groups win without having to choose their fights lol. They fight virtually anyone and win everywhere they go. For them it's a matter of time, not even by the numbers or even location necessarily. I know this because I've seen it... alot.
You can frame Cyrodiil through historical analogies if that helps you interpret it, but the zone itself doesn’t operate on those terms. It operates on incentives, mechanics, population, sustain, and mobility. Ignoring those doesn’t make a moral point — it just leads to predictable results.
You can frame Cyrodiil through historical analogies if that helps you interpret it, but the zone itself doesn’t operate on those terms. It operates on incentives, mechanics, population, sustain, and mobility. Ignoring those doesn’t make a moral point — it just leads to predictable results.
Wars operate on lemme check.
- Incentives. Rank, Money, Land, Influence.
- Do Tanks and Aircraft count for mechanics?
- Population. Army size, Civilian casualties. Yep.
- Sustain. Rations are very important. Starving armies to force surrenders. In both cases the troops can't continue to fight. Check.
- Mobility. Yep, another thing the lack thereof that doomed the Germans both in France and East front as well. So, Check.
My terms and Cyrodiil's terms are identical. Unless Cyrodiil isn't a war. Which then in that case its fine. Also, many men and women fought and died based on their morals. Just wanted to say that out loud before everyone else does.
If not a war, what is it then that you think Cyrodiil should be based off of? It kind of seems to me like you in reality don't want a war environment in Cyrodiil. War is hell and isn't always fair or right or orderly... which kind of seems like it goes against your expectation because you can't have unkillable Ball Groups and other similar things that are examples themselves of things that aren't affected the chaos of war.
That doesn’t make it “not a war.”
It makes it a war with its own constraints and expressions.
.
That doesn’t make it “not a war.”
It makes it a war with its own constraints and expressions.
.
2nd Punic War for both sides was nothing but constraints or expressions.
Hannibal Crossing the Alps. Was hell. It was brutal and very very much unfair.
Hannibal arriving in Italty. It was brutal and very very much unfair.
In fact, the Roman army's number one criticism of its opponents was they didn't always fight on flat ground. That may have been the Roman Way of fighting War, but it wasn't everyone's way. And so, with the Romans fighting in different places all over the world, many theaters of war had unique constraints and expressions.
Woods in Germania, rivers in North Italy, hills of Spain, mountain and islands of Greece, deserts of Egypt. Yet War ... War never changes.
The rest of what you said, is your opinion and I'm not at War over people having different opinions which I hope is not the message you're trying to send. I like the subject of war, but I hate when people ruin it in games and movies because they're afraid to portray it for what it is, rather than what someone else thinks or can't handle or whatever their reason is. Like what happened with the recent Star Wars films for example, among many other things that exist in pop culture these days.
That doesn’t make it “not a war.”
It makes it a war with its own constraints and expressions.
.
2nd Punic War for both sides was nothing but constraints or expressions.
Hannibal Crossing the Alps. Was hell. It was brutal and very very much unfair.
Hannibal arriving in Italty. It was brutal and very very much unfair.
In fact, the Roman army's number one criticism of its opponents was they didn't always fight on flat ground. That may have been the Roman Way of fighting War, but it wasn't everyone's way. And so, with the Romans fighting in different places all over the world, many theaters of war had unique constraints and expressions.
Woods in Germania, rivers in North Italy, hills of Spain, mountain and islands of Greece, deserts of Egypt. Yet War ... War never changes.
The rest of what you said, is your opinion and I'm not at War over people having different opinions which I hope is not the message you're trying to send. I like the subject of war, but I hate when people ruin it in games and movies because they're afraid to portray it for what it is, rather than what someone else thinks or can't handle or whatever their reason is. Like what happened with the recent Star Wars films for example, among many other things that exist in pop culture these days.
My original post wasn’t an opinion or a value judgement. It was based on experience, observation, and analysing the map.
I looked at what was actually happening in Cyrodiil, reviewed how the bonus structure works (which is openly documented on UESP), and asked a simple question: how do you get from owning nothing to controlling the map?
The answer is understanding how combat power is built and sustained — logistics, movement, positioning, timing, and reinforcement. It’s recognising what’s happening on the field and acting accordingly.
In that sense, Cyrodiil operates the same way any strategy or war game does. You assess conditions, project power where it matters, reinforce success, and accept that outcomes are probabilistic, not guaranteed.
That’s all I was trying to explain.
It's less like a war, and more like a high school gym class where a bunch of average kids end up matched against the varsity football team. In either case, you could easily argue the right move is to leave. That may be realistic, but ends with a dead game where everyone left.sometimes the right move is to leave
But don’t blame the war for acting like a war.
It's less like a war, and more like a high school gym class where a bunch of average kids end up matched against the varsity football team. In either case, you could easily argue the right move is to leave. That may be realistic, but ends with a dead game where everyone left.sometimes the right move is to leave
But don’t blame the war for acting like a war.
It's easy to suspend disbelief for the purpose of fantastical weapons like magic spells, history is full of wars won by weapons once thought inconceivable, but at no point in time anywhere has there ever been an invincible battalion of a dozen guys. Instantly ruins immersion.
Usually it's the same thing. There's no meaningful action outside the ball group fight because the rest of your faction is being held hostage. Smallscale on the back lines, you get ignored for a half hour, then 40 guys who wiped to a ball group respawn there and 40v4 you.Leave as in withdraw from the fight or withdraw from the battlefield because your faction doesn’t have enough players online.
Usually it's the same thing. There's no meaningful action outside the ball group fight because the rest of your faction is being held hostage. Smallscale on the back lines, you get ignored for a half hour, then 40 guys who wiped to a ball group respawn there and 40v4 you.Leave as in withdraw from the fight or withdraw from the battlefield because your faction doesn’t have enough players online.
The moment of the big fight is what makes the game fun. If the game is not fun, there aren't enough players to keep the map active 24/7, which renders the campaign score meaningless, too skewed by the lone relevant tactic of flipping the entire map while nobody else is online.If you only value the moment of the big fight, then yes, everything else looks irrelevant. But the map has all these systems for a reason — and they do work, just not always loudly.
The main problem with cyrodiil atm, imo, is Ballgroups and the current meta. Ballgroups is self explanatory , we all know why we dislike it. The meta however is a different beast entirely, ive always enjoyed not playing meta, but this time around...how can I? Ive tried nonmeta and meta alike, and the difference is night and day. With metabuild wich includes rallying cry + a handful of other sets to combine with it, you literally can only die if you 1 get zerged or 2 fight someone who also uses meta and is simply better then you. If you are on nonmeta build and fight meta, the odds are stacking so hard against you that...there is no point.