Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

A grim future for PvP, across the whole board. Wall of text inside.

React
React
✭✭✭✭✭
✭✭✭✭✭
This will be the last attempt I make at a "you really need to take a look at combat, performance, X" type post. Hopefully it reaches someone over at ZoS

Cyrodil

Performance is at an all time low. For the year prior to murkmire we could escape the lag in vivec by playing in off hours (3AM EST - 5PM EST), when the lag was only bad near the faction fights. While the entire campaign would lag severely during prime hours, shor would garner enough population during these prime hours to become enjoyable for the most part.

Now, Vivec lags all the time, everywhere on the map. All hours of the day, regardless of population, there is a SEVERE delay on abilities, severe delay on losing & regaining ability functionality before and after things like CC's, dodge rolls, fall damage, etc. What I mean by this is for example, using a dodge roll locks you out of abilities. However when the game is lagging like this (which is all the time), you do not regain use of your abilities until well after you exit the dodge roll - this same concept applies to the weird dodge thing you do after falling, before/after breaking CC's, etc. This, combined with the inability to use abilities at the rate you should be able to, the inability to weave light or heavy attacks, etc creates a fully unplayable PvP experience. The only type of "pvp" that can occur while the game is functioning like this is AvA play - literally shooting siege at walls and breaches without using any abilities.

The population in pvp has died off significantly due to these long standing issues, and now shor doesn't get enough population to be enjoyable until late at night, and it only stays populated for an hour or two (10pm-1am EST). Sotha isn't even an option on console - you will not even see 1 bar on ANY alliance, even during prime time hours on the weekend.

My suggestion for cyrodil, purely focused on improving performance and making pvp enjoyable again

A lot of people are going to hate this suggestion, but really this is the only way I can picture PvP being somewhat playable in the future. Sotha sil needs to be removed, and shor needs to be changed to a no-cp campaign. While vivec is really too far gone to be playable without some major performance upgrades, making shor the only other option for pvp will force population into there, creating a non-laggy option for PvP apart from the main campaign. I know a lot of people don't like no-cp combat, but I feel this is largely due to their lack of experience with it. Most people have only experienced BG's, which is vastly different from an open world no-cp experience. While people will need time to adapt, I do feel this change would greatly benefit the overall health of PvP moving forward, with zero resource investment on ZoS's end.


Battlegrounds

With 3,000+ bg games, this really hits home for me. I can't quite remember which patch ZoS tried to implement MMR with, but since then the battlegrounds experience has been decimated. After the original BG queue fix (1 month after launch of morrowind with the incremental, issues were fixed related to the queue cancelling itself) we had several patches of highly enjoyable battlegrounds. You were able to get in to a game within 1-2 minutes of entering the queue, any time of day, all the time. You would match different players every single game, regardless of your group size, and this led to an extremely diverse and enjoyable BG experience.

For whatever reason, ZoS decided that a casual game with no actual competitive aspects or incentives needed a competitive MMR system. Players like myself felt the worst impact of this system, being forced into 15+ minute queues when solo, and 30+ minute queues in any sort of group, even with low MMR characters. I've made multiple brand new characters since this MMR went into affect, in an attempt to circumvent it. Even on a BRAND NEW CHARACTER, I am matching the exact same players with the exact same queue times as my main character after 2-3 weeks of playing battlegrounds.

Overall, this has resulted in a terrible BG experience for the players that have played more games than anyone. A funny but irrelevant side affect of this "competitive MMR" is that players like myself with high wait times who are supposedly "high ranking" players cannot get anywhere near the top of the leaderboard. We are limited to 2-3 games an hour at the absolute max. Players with little no no personal skill are able to queue into 6+ games an hour, all day every day. This results in their leaderboard score being so astronomically far ahead of ours, that there is no chance we could ever catch up without spending 2-3x more time queued than these players.

My suggestion for battlegrounds

This one is pretty obvious. Remove the MMR. WAY MORE PEOPLE ARE NOW COMPLAINING ABOUT MATCHING TEAMS OF FOUR THAN PRE-MMR DAYS. This system has crippled the battlegrounds experience and done nothing whatsoever to improve it. Coupled with the unplayable lag in cyrodiil, we are left with no enjoyable PvP across the entire game. I wonder why the game is literally hemorrhaging players?

Combat related bugs

There are so many combat related bugs at this point, I have absolutely no hope whatsoever than ZoS is capable of fixing them. This isn't meant as a dig at the developer's competence, it's just a fact based on the years of neglect that have brought us to this point. In addition to the actual lag, the combat bugs are the nail in the coffin to a pointless and unplayable PvP experience. I'll go over a few here that haven't been addressed, simply because they get me killed every single day multiple times when I try to play in cyrodiil.
  • The knockback bug - This is one that I have reported numerous times, and one that has been present for a year. It is actually baffling to me that this has been allowed to stay without a developer even commenting on it, considering I probably experience 15-20 times a day. When you are moving and you get hit by a ranged cc - javelin, flame reach, stealth CC's, artic wind, meteor, rune cage, stonefist, - there is a super wonky delay between the animation or projectile of the ability and the actual CC that connects with you. Your character will receive the CC'd state and thus will lose access to abilities as soon as the CC is cast by the other player. You can break this CC immediately, or as quickly as is possible for you once you notice that you've been CC'd via losing access to your abilities - however, you will then be hit by the ANIMATION of whatever CC'd you. When this animation connects, your character will once again lose access to abilities and you will be pulled - or "slid" - back to where you originally got hit by the CC'd state. This causes you to lose out on 3-5 seconds of character functionality every time you are hit by a ranged CC while moving. This is easily one of the most detrimental combat bugs when trying to do any form of outnumbered PvP.
  • Sprint bug - Randomly when attempting to do something related to sprint, you become locked in a sprinting state. You cannot use abilities, weave light or heavy attacks, and your stamina continually drains until it hits 0, at which point the bug ends. You can also cancel it by double tapping the sprint button once you've realized that it is occurring. The negative effects of this are self-explanatory.
  • Ultimate and certain abilities disappearing bug - Infuriating to go in for a kill with a dawnbreaker only to have it flat out disappear, draining your ult and dealing no damage. Thorgrad did a nice video demonstrating some of the causes of this, but that was like 9 months ago and there has been no dev comment on this. Now in murkmire, certain abilities like the nightblade's spectral bow and the sorc's proc-frag are doing the same thing and simply disappearing when cast on a target that is trying to LoS you.
  • Potion usage bugs - Potions are barely going off. This has something to do with them being on a global cooldown, but functions to make them unusable while performing a vast number of actions. Overall this results in losing the ability to use potions when you NEED them, and often causes unnecessary pvp deaths.

There really is no way ZoS can fix all of the combat bugs with how little they care for PvP but they could at least post a single comment, spending maybe 30 seconds of their day, to say "Hey, we have seen this bug and are trying to discern what causes it. Thanks for reporting!". The biggest pain point when it comes to actual combat related bugs is the fact that we NEVER hear from developers when we report these bugs, until 3+ month later when it no longer matters.

Combat Balance

We are in a meta that heavily favors tanking and healing. Most stam classes perform so much better in heavy armor that using medium is almost completely off the table. No CP is a little more accepting of medium armor, but in CP you are almost gimping yourself not running heavy. As a mainly stamina player this is super frustrating as it pigeonholes you into largely weak playstyles that sap the skill out of gameplay entirely. Healers are running heavy armor because there is no benefit to being in light armor. Healers that have spec'd purely into healing have enough mitigation that they cannot be killed OR out-sustained 1v1, and many even in 1v2 scenarios. All the while they're able to rip defensive ultimates, provide buffs and off healing to everyone around them, and proc sets like earthgore and chokethorn to hard counter incoming damage without even skillfully predicting it. Their blue CP is literally just in blessed and elfborn. Healers need to be forced into light armor to have good healing, and heavy armor healers should have weaker healing if they're going to be unkillable. Tanks are literally just rez/rootspam/ccspam bots, and are super cancerous and annoying to fight. They serve no purpose outside of zerging people down and resurrecting falling players with no drawbacks whatsoever. While tanking itself can't really be nerfed, and shouldn't really be nerfed as tanks have their place, resurrecting needs some sort of pvp cooldown to provide a downside for tanks that want to do nothing but this.

Snares and roots are out of control when compared to the mobility available now that speed pots and all sources of expedition have been nerfed. You can be endlessly rooted without any consequence, and the snare immunities available are not sufficient enough to deal with this sort of rooting. There's now a fun new trend of running ice wall of elements on a variety of builds that never would have even considered it before, because roots and snares are so *** effective in running people out of resources. I have several suggestions in relation to mobility, snares and roots, which are as follows.
  1. Since stronger snares overwrite weaker ones, they can endlessly apply and make you feel like you are permanently snared. I think a great way to fix this particular issue would be to make it so that once a snare is applied to you, it's duration cannot be refreshed until it has expired or a stronger snare overwrites it. This will remove the ability to "spam" snares and as a result should alleviate the feeling of being permanently snared.
  2. SHUFFLE NEEDS AN IMMUNITY BUFF. If we want to be as cautious as possible about buffing shuffle, then increase the amount of immunity granted from .5s per piece of medium to .75s per piece of medium. This will be a very reasonable step towards making it comparable to forward momentum, and in turn might help create some incentive for people to get back into medium and out of heavy.
  3. Change the sprint speed bonus of medium armor to a base speed bonus. It is currently a 4% bonus per piece of medium worn to your sprint speed, and since 90% of medium builds run 5 med, most are gaining a 20% sprint bonus from this passive. If this passive was halved to offer 2% BASE MOVEMENT SPEED per piece of medium worn, there would be a reason to run medium over heavy.
  4. There should be a root immunity tied to CC immunity. Once you are CC immune, you should not be able to be rooted. While you will still be able to be snared while CC immune unless you specifically use a snare immunity ability, you will not be constantly rooted between your cc immunity windows.
  5. While the speed pot nerf was necessary, the nerfs to things such as hasty retreat, quick cloak, boundless, VO, were totally unnecessary and should be reverted.

These suggestions have the potential to not only create a reasonable balance between snares/roots and mobility, but also will go a long way towards getting players out of heavy armor and into medium on the stam side. Overall I think they would be very healthy for the game.

The future of PvP

PvP is dead compared to a year ago. Changes need to come and FAST, or there will literally be no saving the enjoyable pvp experience this game used to provide. ESO has the best combat system I have ever used in an MMO, and it is a shame to see it go to waste.
Edited by React on January 3, 2019 9:18PM
@ReactSlower - PC/NA - 2000+ CP
React Faster - XB/NA - 1500+ CP
Content
Twitch.tv/reactfaster
Youtube.com/@ReactFaster
  • Jakx
    Jakx
    ✭✭✭✭✭
    I don't think a dev has read the PvP forum in years or maybe any of the official forums. Good points though.
    Joined September 2013
  • Lloydmp
    Lloydmp
    ✭✭✭
    Can’t agree more with pretty much everything you said. Fingers crossed for 2019
  • SomeDogsAreCops
    SomeDogsAreCops
    ✭✭✭
    Cyrodil used to be the best content (I mean for awhile it was the only end game content) and a huge reason I stayed playing for the first year. I think it was smart to shift some focus on making things like trials for end game PVE but it seems like we get either or. If the devs don't have the manpower and/or budget to work on both at the same time they really really need to aim towards not only fixing and improving current PVP but we need some chapters focused on new PVP content (not just new BG maps/gamemodes.)
    Ebonheart Pact 4L
    Skyrim Belongs To the Nords
    810 CP
    Main: Storm Dancer [Stamsorc]
    I also play
    Healplar
    Tankden
    MagKnight Heal/DPS Hybird
  • Zeromaz
    Zeromaz
    ✭✭✭✭
    Great stuff.... i only wish this was on their 2019 list of things to accomplish. I think a lot of players are only playing because they’re holding onto the potential of the game... not what we have now.

    I was very hopeful once, but i’ve come to expect that nothing gets fixed and for this game to be led down the worst path possible.
  • CatchMeTrolling
    CatchMeTrolling
    ✭✭✭✭✭
    This has definitely been one of the worst years for pvp, especially for open world. It’s straight up unplayable. I once played open world consistently and pretty much did anything but now I loathe it. Only go there for small fights which get ruined because my skills won’t go off, potion won’t go off and my ult is doing vanishing tricks.

    Bgs are still decent but very stale and plagued with toxic metas. To be honest I think the decline happened when they made it available to everyone, the entire atmosphere changed.
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    We just need one major PVP content DLC and maybe a gear/class shakeup.
    And of course lag fixed.

    Otherwise we have decent balance this patch for some classes/builds.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Sergykid
    Sergykid
    ✭✭✭✭✭
    i really hope they don't take what people on forums say into consideration when taking decisions. I hope on the other side that they share what they think with the forum.

    pvp is better than never now, cancer meta cheese has always been present, but now even tho pvp sucks it is better than before, so i suppose a slow improvement is better than none
    -PC EU- / battlegrounds on my youtube
  • brandonv516
    brandonv516
    ✭✭✭✭✭
    ✭✭✭
    Cyrodiil - Has always been too laggy and never really something for my tastes. I'd be maxed PvP rank by now if it was enjoyable but it's not. Imperial City was what I fell in love with once upon a time but it's not the same anymore.

    BGs - The only form of PvP I do (and essentially the only thing I do). Regardless of how long it takes this is how I will achieve max PvP rank. That process could speed up with the removal of the failed MMR system. So I agree with you here.

    Snares/Roots - I'd like to see a logical adjustment to these that doesn't completely cripple Ice Staff in PvP.

    Shuffle - Your suggestion is fine for medium Stamina characters but Magicka characters also need a better option other than going Vampire. Forward Momentum change to 4s makes it too cost intensive for Magicka characters.

    Speed buffs - I think dropping things like Boundless, Quick Cloak, etc. to 4 seconds was fair. I never understood why other classes were given more uptime and Double Take only provided 4 seconds for NBs. Acceleration does need a buff to 4 seconds though.

    Bugs -
    The disappearing ultimate bug I have experienced with such ultimates as Soul Tether and Ice Comet.

    The potion bug I may have experienced but it wasn't something that necessarily hindered me.

    For the other two noted bugs I can't remember ever experiencing either. This gets me thinking the knockback and sprint bugs are related to something with Stamina characters (or that they are affected most) - I play solely Magicka.
    Edited by brandonv516 on January 4, 2019 1:02AM
  • Kel
    Kel
    ✭✭✭✭✭
    ✭✭✭✭✭
    I was hyped when Zos first revealed they were putting a system in place to queue randoms more frequently with randoms and premades vs. premades.

    It's been a complete and utter failure.

    Since the MMR system has been put in place, I'm seeing more premade pug stomp groups then I ever experience before the system. Sure, before MMR you'd get a premade group once in awhile, but now I can't remember a match that didn't have at least one premade team. (Same four members over and over and over)

    As a solo queuer, was ecstatic at the thought of a more fair playing field. Now I'm wishing for the older days.
  • WreckfulAbandon
    WreckfulAbandon
    ✭✭✭✭✭
    Agree that healers are way overtuned in PvP right now. It's easy to make a build that can dish out a ton of heals and group buffs with little effort and also be a damage sponge. They are having a disproportionate effect on small scale fights for how much damage they can soak up while keeping a group alive. Heal, rez, heal, rez, bash rez, heal, rez ad infinium.. Agree with most of the OP but can't overemphasize how much of an outsize impact healers are having in CP PvP right now.
    Edited by WreckfulAbandon on January 4, 2019 4:46AM
    PC NA

    All my comments are regarding PvP
  • jcm2606
    jcm2606
    ✭✭✭✭✭
    ✭✭
    @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RobGarrett @ZOS_BrianWheeler For the love of god, please read this thread.

    My $0.02:
    This one is pretty obvious. Remove the MMR.

    I've literally been saying this for the past like 2-3 patches. Just *** remove it. It doesn't work, and even if it did work, there just isn't enough players to support it without ruining the experience for a portion of the playerbase.
    The knockback bug

    This is actually more adverse than you say. The knockback bug is directly responsible for the genuinely broken state of Draining Shot, and has to be fixed if Draining Shot will remain as it currently is. A CC that has the ability to do this simply should not exist.
    Ultimate and certain abilities disappearing bug

    Honestly, ability casting in general needs to be looked at. So many times I'd roll dodge, I'd be able to cast abilities as my bar was fine, I'd try to cast Vigor or Rally, nothing, try to cast again, nothing, try to cast a third time, suddenly works.
    Snares and roots are out of control

    Agree completely with everything said here. I also think the values on snares need to be adjusted; the fact that frost WoE is a ground-based AOE, potentially hitting many targets, and more than halves your movement speed is, frankly, ridiculous.

    Way too strong, needs to be dialed back. AOE snares need to be weaker than single target snares, and the values of snares in general need to be carefully adjusted, as they're just too strong right now.
    PvP is dead compared to a year ago. Changes need to come and FAST, or there will literally be no saving the enjoyable pvp experience this game used to provide. ESO has the best combat system I have ever used in an MMO, and it is a shame to see it go to waste.

    The Murkmire changes have actually pushed me away from the game, so much so that I haven't logged in for over a month, and don't intend to until things get better.

    Zenimax, you need to address these glaringly obvious issues, otherwise not only will you permanently lose me, but many other players, too.
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    I think these posts would get more attention if they didn't constantly state that PvP has never been worse because it lacks perspective: PVP has been suffering for years. This isn;t new at all

    PvP and performance have been bad ever since the Lighting patch. Don't tell me last year was better. It wasn't. Same performance issues were there. As they were in 2016. And 2015.

    And the idea of having only 1 CP campaign and 1 no CP campaign won't work because we've already had that model, for quite a long time actually, as PvP has been dead for years (the extra CP campaign was a leftover from an event). As long as ZOS tailors their business model to attracting new players, they can shrug off the loss of older players who get sick of the performance issues.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • CatchMeTrolling
    CatchMeTrolling
    ✭✭✭✭✭
    I think these posts would get more attention if they didn't constantly state that PvP has never been worse because it lacks perspective: PVP has been suffering for years. This isn;t new at all

    PvP and performance have been bad ever since the Lighting patch. Don't tell me last year was better. It wasn't. Same performance issues were there. As they were in 2016. And 2015.

    And the idea of having only 1 CP campaign and 1 no CP campaign won't work because we've already had that model, for quite a long time actually, as PvP has been dead for years (the extra CP campaign was a leftover from an event). As long as ZOS tailors their business model to attracting new players, they can shrug off the loss of older players who get sick of the performance issues.

    Op plays on console, I can confirm it was indeed better performance wise in open world. You’re right about cyrodiil performance being questionable for years but for console it goes down patch after patch. Pc experience it differently because your rig is made to last years and can be upgraded. On the other hand eso was hardly optimized for consoles and it shows.

    Lag and skill delays have gotten to unplayable levels over the years. I’ve participated in multiple 3 alliance keep battles as emp and sure there was lag and crashes. But you expected that when 300 plus people are at a keep. Now you can be by yourself and 5 people show up and you’re still susceptible to lag and delays as if you’re in a zerg fight.

    Something has to give. They can balance all they want but if they don’t get performance down a large part of their community will have to stop playing because it’s unplayable. The pvp community is already dwindling down as it is.

  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    Agree that healers are way overtuned in PvP right now. It's easy to make a build that can dish out a ton of heals and group buffs with little effort and also be a damage sponge. They are having a disproportionate effect on small scale fights for how much damage they can soak up while keeping a group alive. Heal, rez, heal, rez, bash rez, heal, rez ad infinium.. Agree with most of the OP but can't overemphasize how much of an outsize impact healers are having in CP PvP right now.

    As I see it, a small-scale group is going to get absolutely face rolled if they don´t bring a healer or two this patch. Damage has gone up so much (for reasons I can´t really put my finger on) that it´s a necessity rather than an option to have a dedicated healer.

    Before all nerfs to swift and major expedition uptime a dedicated healer was nice to have but you could be successful without one, because your mobility and ability to kite as a solo/small-scale group was a lot better. Now that mobility has been greatly nerfed you´re forced to "soak up" more of the incoming damage.
  • RighteousBacon
    RighteousBacon
    ✭✭✭✭
    This is literally every issue I have with pvp. Dear React Faster, thanks for never disappointing
  • NuarBlack
    NuarBlack
    ✭✭✭✭
    I agree with everything but #4. Why would you ever run a root if it was on the same immunity as CC? Stop movement briefly or stop movement and skill use briefly? It's a no brainer. Mag needs better access to snare immunity is all. Stam just need to adapt and slot a gap closer after they got out of the habit of having one cause of the swift meta. Shuffle could use a cost reduction and duration extension to match FM at 5 pieces and then exceed it at 7 as medium should have the best mobility. But outside that I think the snare apocalypse is just stam crying about being brought back down to earth after the swift meta.
  • HansProlo
    HansProlo
    ✭✭
    I dont get your point about run speed nerf for medium armor. Why should it buff medium when the speed is halved?!


    Or do you mean twenty percent for wearing five pieces and another two for every medium having 34% with seven pieces?
    Edited by HansProlo on January 4, 2019 2:37PM
  • del9
    del9
    ✭✭✭✭
    Minno wrote: »
    We just need one major PVP content DLC and maybe a gear/class shakeup.
    And of course lag fixed.

    Otherwise we have decent balance this patch for some classes/builds.

    Balanced or not, the state of PVP is overall less fun as a result of “balancing”. I.e. castrating mobility. It has allowed snares and roots to run rampant. Theres a dozen other “balance” changes that have made the game less enjoyable.

    He is also right about server performance killing populations, Vivec PC NA pop is the lowest I’ve seen it.

    Remove MMR entirely? I’m all for it. Waiting long Q times to pvp against the same 1% of the BG pop.

    The future of PVP is bleak. We have been bogged down in the Murkiest Mire and it is clear no amount of feedback will result in the drastic attention PVP needs to stay alive.
    PCNA

  • React
    React
    ✭✭✭✭✭
    ✭✭✭✭✭
    Cyrodiil - Has always been too laggy and never really something for my tastes. I'd be maxed PvP rank by now if it was enjoyable but it's not. Imperial City was what I fell in love with once upon a time but it's not the same anymore.

    BGs - The only form of PvP I do (and essentially the only thing I do). Regardless of how long it takes this is how I will achieve max PvP rank. That process could speed up with the removal of the failed MMR system. So I agree with you here.

    Snares/Roots - I'd like to see a logical adjustment to these that doesn't completely cripple Ice Staff in PvP.

    Shuffle - Your suggestion is fine for medium Stamina characters but Magicka characters also need a better option other than going Vampire. Forward Momentum change to 4s makes it too cost intensive for Magicka characters.

    Speed buffs - I think dropping things like Boundless, Quick Cloak, etc. to 4 seconds was fair. I never understood why other classes were given more uptime and Double Take only provided 4 seconds for NBs. Acceleration does need a buff to 4 seconds though.

    Bugs -
    The disappearing ultimate bug I have experienced with such ultimates as Soul Tether and Ice Comet.

    The potion bug I may have experienced but it wasn't something that necessarily hindered me.

    For the other two noted bugs I can't remember ever experiencing either. This gets me thinking the knockback and sprint bugs are related to something with Stamina characters (or that they are affected most) - I play solely Magicka.

    I take everything you say with a grain of salt because your experience is so narrow. You play a cloak spamming nightblade 99% of the time, and the only other character I've ever seen you play is a pure heal spec'd magplar. You only play battlegrounds, where 90% of the pvp related issues are not nearly as prevalent. Truthfully I hate getting feedback from people like you, because it is so flagrantly bias that it would be detrimental to the overall balance in the game for a developer to form opinions based on your feedback.
    I think these posts would get more attention if they didn't constantly state that PvP has never been worse because it lacks perspective: PVP has been suffering for years. This isn;t new at all

    PvP and performance have been bad ever since the Lighting patch. Don't tell me last year was better. It wasn't. Same performance issues were there. As they were in 2016. And 2015.

    And the idea of having only 1 CP campaign and 1 no CP campaign won't work because we've already had that model, for quite a long time actually, as PvP has been dead for years (the extra CP campaign was a leftover from an event). As long as ZOS tailors their business model to attracting new players, they can shrug off the loss of older players who get sick of the performance issues.

    Also really hate to see blatant misinformation coming from a class rep. Cyrodil on console is in fact, worse than it has ever been. I'm approaching 6,000 collective hours, with probably 5,000 in PvP across 3.5 years. I spend all my time solo or in a small group - so I'd say that as far as feeling the effects of lag, I'm more suited than anyone to speak on this. It is getting worse every patch. This patch you literally cannot play in the main campaign at any reasonable level - you cannot animation cancel, full stop. You cannot weave 75%+ of the time, full stop. You lose functionality on your abilities for more than a second after dodge rolling or falling into a roll animation, full stop. Every ranged CC that hits you while you're moving drags your character backwards, full stop. Any cast time ability has more than 2x the duration on it's animation, ALL THE TIME. Not just when the campaign is pop locked or when you're fighting near a keep - you can be at fort warden with 1 bar across the campaign at 4AM and this will still happen.

    There has never been a point in the past 3.5 years that I've felt as hindered as I do now by the lag, specifically. Not even the patch where console was literally freezing for 5-10 seconds once or twice every 5 minutes - because even with that freezing occurring, I could still utilize all of the base combat mechanics when I wasn't frozen.

    I can't speak for PC's population, but my suggestion of the removal of a 7 day cp campaign and the 30 day no-cp to be replaced one no-cp campaign would work perfectly on console. It would combine our nearly non-existent no-cp population (the most we've seen outside of an event is 1 bar on a single alliance) with our extremely depopulated off campaign players (shor usually has 1-2 bars across during prime time, occasionally two alliances will pop lock if there is a GvG or emp push). This would create a functioning and populated No-cp campaign that players would have to utilize, and should be less laggy without all the CP related calculations.

    I do however agree with you about their business model - they obviously do not care about endgame pvp or pve, and are more interested in bringing in new players than appeasing veterans.
    NuarBlack wrote: »
    I agree with everything but #4. Why would you ever run a root if it was on the same immunity as CC? Stop movement briefly or stop movement and skill use briefly? It's a no brainer. Mag needs better access to snare immunity is all. Stam just need to adapt and slot a gap closer after they got out of the habit of having one cause of the swift meta. Shuffle could use a cost reduction and duration extension to match FM at 5 pieces and then exceed it at 7 as medium should have the best mobility. But outside that I think the snare apocalypse is just stam crying about being brought back down to earth after the swift meta.

    I supported the swift nerfs and I'm not in opposition of the speed pot nerf. As far as gap closers go for stam, they're garbage. People stopped using them long before swift entered the game because they simply are not worth the bar space. They also have very little to do with the issues related to snares and roots. Snares and roots are most often problematic when trying to maneuver or escape, not when trying to close a gap to someone you want to kill. As for my suggestion about the root immunity being tied to CC immunity, roots would still be able to be spammed on a Non-cc immune target - you would just have to make the choice of when to give that target root immunity in addition to CC immunity. It would add a "hey, maybe I should think about what skills I press instead of just mashing the root and cc buttons as fast as I can" factor. Shuffle does not need a cost reduction, it already received one this patch. I don't think it should be 5 seconds necessarily, as they have to be careful about buffing snare immunity. .75s per would allow for 3.75s at 5 pieces of medium, and 5.25 at 7, which I think would be an ideal balance when compared to forward.
    HansProlo wrote: »
    I dont get your point about run speed nerf for medium armor. Why should it buff medium when the speed is halved?!


    Or do you mean twenty percent for wearing five pieces and another two for every medium having 34% with seven pieces?

    You're misunderstanding it. The current passive is 4% SPRINT speed per piece of medium. I'm suggesting making that passive 2% BASE MOVEMENT SPEED per piece of medium. This would increase your movement speed all the time instead of just while you're sprinting, and would really help alleviate some of the mobility issues medium armor has.
    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
    Content
    Twitch.tv/reactfaster
    Youtube.com/@ReactFaster
  • frostz417
    frostz417
    ✭✭✭✭✭
    ✭✭
    Every point is perfectly nailed and with amazing detail. No other thread has described EVERYTHING better than you have. I couldn’t agree more.
  • Koolio
    Koolio
    ✭✭✭✭✭
    ✭✭
    @Nyladreas

    They closed your other thread down regarding PvP?

    Silence unfavorable criticism
  • Nyladreas
    Nyladreas
    ✭✭✭✭✭
    ✭✭✭✭
    Koolio wrote: »
    @Nyladreas

    They closed your other thread down regarding PvP?

    Silence unfavorable criticism

    @Koolio indeed.

    ZOS is only showing us all who's right. You can silence me and others all you want to but you're only further showing us what you think about players who care more about gameplay than throwing our wallets at your pixel candy... It's a giant middle finger to our community.

    If you as a company cannot accept criticism from your own community of players THAT PAYS YOU (FOR GOD'S SAKE) and your solution is to silence us so others can't have their eyes opened, what does that make you?

    I GOT A FORUM WARNING FOR EXPRESSING A GENUINE BIT OF DISSATISFACTION?????? WHAT COMPANY DOES THIS!

    YOU ONLY MAKE YOURSELF LOOK BAD ZOS!
  • Starlight_Knight
    Starlight_Knight
    ✭✭✭✭✭
    Very well said,, its not often i read a wall of text like that and agree with it all.
  • bagon
    bagon
    ✭✭✭
    Cyrodiil - Has always been too laggy and never really something for my tastes. I'd be maxed PvP rank by now if it was enjoyable but it's not. Imperial City was what I fell in love with once upon a time but it's not the same anymore.

    BGs - The only form of PvP I do (and essentially the only thing I do). Regardless of how long it takes this is how I will achieve max PvP rank. That process could speed up with the removal of the failed MMR system. So I agree with you here.

    Snares/Roots - I'd like to see a logical adjustment to these that doesn't completely cripple Ice Staff in PvP.

    Shuffle - Your suggestion is fine for medium Stamina characters but Magicka characters also need a better option other than going Vampire. Forward Momentum change to 4s makes it too cost intensive for Magicka characters.

    Speed buffs - I think dropping things like Boundless, Quick Cloak, etc. to 4 seconds was fair. I never understood why other classes were given more uptime and Double Take only provided 4 seconds for NBs. Acceleration does need a buff to 4 seconds though.

    Bugs -
    The disappearing ultimate bug I have experienced with such ultimates as Soul Tether and Ice Comet.

    The potion bug I may have experienced but it wasn't something that necessarily hindered me.

    For the other two noted bugs I can't remember ever experiencing either. This gets me thinking the knockback and sprint bugs are related to something with Stamina characters (or that they are affected most) - I play solely Magicka.

    The change to skill expedition was 100% not fair. You play bgs strictly and have cloak and shade to help survive. The only good class with bow is stamblade. All the other classes lack expedition in openworld, which is another big factor to people not playing. Nothing is more frustrating than draining your resources by spamming a 4 second expedition buff as you are chased by a 12 man who has rapids and can mount.
  • MalagenR
    MalagenR
    ✭✭✭✭✭
    bagon wrote: »
    Cyrodiil - Has always been too laggy and never really something for my tastes. I'd be maxed PvP rank by now if it was enjoyable but it's not. Imperial City was what I fell in love with once upon a time but it's not the same anymore.

    BGs - The only form of PvP I do (and essentially the only thing I do). Regardless of how long it takes this is how I will achieve max PvP rank. That process could speed up with the removal of the failed MMR system. So I agree with you here.

    Snares/Roots - I'd like to see a logical adjustment to these that doesn't completely cripple Ice Staff in PvP.

    Shuffle - Your suggestion is fine for medium Stamina characters but Magicka characters also need a better option other than going Vampire. Forward Momentum change to 4s makes it too cost intensive for Magicka characters.

    Speed buffs - I think dropping things like Boundless, Quick Cloak, etc. to 4 seconds was fair. I never understood why other classes were given more uptime and Double Take only provided 4 seconds for NBs. Acceleration does need a buff to 4 seconds though.

    Bugs -
    The disappearing ultimate bug I have experienced with such ultimates as Soul Tether and Ice Comet.

    The potion bug I may have experienced but it wasn't something that necessarily hindered me.

    For the other two noted bugs I can't remember ever experiencing either. This gets me thinking the knockback and sprint bugs are related to something with Stamina characters (or that they are affected most) - I play solely Magicka.

    The change to skill expedition was 100% not fair. You play bgs strictly and have cloak and shade to help survive. The only good class with bow is stamblade. All the other classes lack expedition in openworld, which is another big factor to people not playing. Nothing is more frustrating than draining your resources by spamming a 4 second expedition buff as you are chased by a 12 man who has rapids and can mount.

    Why not just accept your death and move on? You want to be able to escape 12 people lol? How is that realistic?
  • CatchMeTrolling
    CatchMeTrolling
    ✭✭✭✭✭
    MalagenR wrote: »
    bagon wrote: »
    Cyrodiil - Has always been too laggy and never really something for my tastes. I'd be maxed PvP rank by now if it was enjoyable but it's not. Imperial City was what I fell in love with once upon a time but it's not the same anymore.

    BGs - The only form of PvP I do (and essentially the only thing I do). Regardless of how long it takes this is how I will achieve max PvP rank. That process could speed up with the removal of the failed MMR system. So I agree with you here.

    Snares/Roots - I'd like to see a logical adjustment to these that doesn't completely cripple Ice Staff in PvP.

    Shuffle - Your suggestion is fine for medium Stamina characters but Magicka characters also need a better option other than going Vampire. Forward Momentum change to 4s makes it too cost intensive for Magicka characters.

    Speed buffs - I think dropping things like Boundless, Quick Cloak, etc. to 4 seconds was fair. I never understood why other classes were given more uptime and Double Take only provided 4 seconds for NBs. Acceleration does need a buff to 4 seconds though.

    Bugs -
    The disappearing ultimate bug I have experienced with such ultimates as Soul Tether and Ice Comet.

    The potion bug I may have experienced but it wasn't something that necessarily hindered me.

    For the other two noted bugs I can't remember ever experiencing either. This gets me thinking the knockback and sprint bugs are related to something with Stamina characters (or that they are affected most) - I play solely Magicka.

    The change to skill expedition was 100% not fair. You play bgs strictly and have cloak and shade to help survive. The only good class with bow is stamblade. All the other classes lack expedition in openworld, which is another big factor to people not playing. Nothing is more frustrating than draining your resources by spamming a 4 second expedition buff as you are chased by a 12 man who has rapids and can mount.

    Why not just accept your death and move on? You want to be able to escape 12 people lol? How is that realistic?

    One person can’t outrun 12 people in real life ?.

  • montiferus
    montiferus
    ✭✭✭✭✭

    I think these posts would get more attention if they didn't constantly state that PvP has never been worse because it lacks perspective: PVP has been suffering for years. This isn;t new at all

    PvP and performance have been bad ever since the Lighting patch. Don't tell me last year was better. It wasn't. Same performance issues were there. As they were in 2016. And 2015.

    You don't know what you are talking about. It 100% has grown worse year over year with this latest iteration of PVP on console being the most broken by far.

    I play in a 3-5 man group and the game is nearly absurd at this point. In a way it is so bad we actually get a good laugh about it.

    It would be nice if PC people could refrain from commenting on threads like these. You bring nothing to the conversation since you have no experience in that platform..
  • Typical_T_ReX
    Typical_T_ReX
    ✭✭✭
    For whatever reason, ZoS decided that a casual game with no actual competitive aspects or incentives needed a competitive MMR system. Players like myself felt the worst impact of this system, being forced into 15+ minute queues when solo, and 30+ minute queues in any sort of group, even with low MMR characters. I've made multiple brand new characters since this MMR went into affect, in an attempt to circumvent it. Even on a BRAND NEW CHARACTER, I am matching the exact same players with the exact same queue times as my main character after 2-3 weeks of playing battlegrounds.

    Overall, this has resulted in a terrible BG experience for the players that have played more games than anyone. A funny but irrelevant side affect of this "competitive MMR" is that players like myself with high wait times who are supposedly "high ranking" players cannot get anywhere near the top of the leaderboard. We are limited to 2-3 games an hour at the absolute max. Players with little no no personal skill are able to queue into 6+ games an hour, all day every day. This results in their leaderboard score being so astronomically far ahead of ours, that there is no chance we could ever catch up without spending 2-3x more time queued than these players.

    ___

    Couldn't agree more with this section. MMR completely ruined BGS. I spend as long in queue as groups when I am lone and then for sacrificing going in as team for "faster" ( lol still 15+ min queues ) I am faced with full pre-made almost consistently.

    Going up against pre-mades sucks, but at least without MMR I went up vs way less. Without MMR you'd play a VARIETY of games. I'd play new players, I'd play experienced players, I'd play pre-mades, and I never felt like I was going to lose just for queueing. Now because of my "super high leet awesome MMR wowow" I play only a handful of players ( like literally the same 20 people in a given week ) which most of the time are not queued alone. Essentially meaning when I queue I EXPECT to lose because I want faster games. That's terrible.

    Let me also add as someone who streams I do not have enough personality to fill the FIFTEEN minute gaps in game-play to keep people interested in watching ESO. "Just do something else between games," is not a solution to a clearly flawed matchmaking.
    Edited by Typical_T_ReX on January 4, 2019 11:01PM
  • bagon
    bagon
    ✭✭✭
    MalagenR wrote: »
    bagon wrote: »
    Cyrodiil - Has always been too laggy and never really something for my tastes. I'd be maxed PvP rank by now if it was enjoyable but it's not. Imperial City was what I fell in love with once upon a time but it's not the same anymore.

    BGs - The only form of PvP I do (and essentially the only thing I do). Regardless of how long it takes this is how I will achieve max PvP rank. That process could speed up with the removal of the failed MMR system. So I agree with you here.

    Snares/Roots - I'd like to see a logical adjustment to these that doesn't completely cripple Ice Staff in PvP.

    Shuffle - Your suggestion is fine for medium Stamina characters but Magicka characters also need a better option other than going Vampire. Forward Momentum change to 4s makes it too cost intensive for Magicka characters.

    Speed buffs - I think dropping things like Boundless, Quick Cloak, etc. to 4 seconds was fair. I never understood why other classes were given more uptime and Double Take only provided 4 seconds for NBs. Acceleration does need a buff to 4 seconds though.

    Bugs -
    The disappearing ultimate bug I have experienced with such ultimates as Soul Tether and Ice Comet.

    The potion bug I may have experienced but it wasn't something that necessarily hindered me.

    For the other two noted bugs I can't remember ever experiencing either. This gets me thinking the knockback and sprint bugs are related to something with Stamina characters (or that they are affected most) - I play solely Magicka.

    The change to skill expedition was 100% not fair. You play bgs strictly and have cloak and shade to help survive. The only good class with bow is stamblade. All the other classes lack expedition in openworld, which is another big factor to people not playing. Nothing is more frustrating than draining your resources by spamming a 4 second expedition buff as you are chased by a 12 man who has rapids and can mount.

    Why not just accept your death and move on? You want to be able to escape 12 people lol? How is that realistic?

    Sounds like you're the trash snipe spammer in the 12 man
  • brandonv516
    brandonv516
    ✭✭✭✭✭
    ✭✭✭
    Liam12548 wrote: »
    Cyrodiil - Has always been too laggy and never really something for my tastes. I'd be maxed PvP rank by now if it was enjoyable but it's not. Imperial City was what I fell in love with once upon a time but it's not the same anymore.

    BGs - The only form of PvP I do (and essentially the only thing I do). Regardless of how long it takes this is how I will achieve max PvP rank. That process could speed up with the removal of the failed MMR system. So I agree with you here.

    Snares/Roots - I'd like to see a logical adjustment to these that doesn't completely cripple Ice Staff in PvP.

    Shuffle - Your suggestion is fine for medium Stamina characters but Magicka characters also need a better option other than going Vampire. Forward Momentum change to 4s makes it too cost intensive for Magicka characters.

    Speed buffs - I think dropping things like Boundless, Quick Cloak, etc. to 4 seconds was fair. I never understood why other classes were given more uptime and Double Take only provided 4 seconds for NBs. Acceleration does need a buff to 4 seconds though.

    Bugs -
    The disappearing ultimate bug I have experienced with such ultimates as Soul Tether and Ice Comet.

    The potion bug I may have experienced but it wasn't something that necessarily hindered me.

    For the other two noted bugs I can't remember ever experiencing either. This gets me thinking the knockback and sprint bugs are related to something with Stamina characters (or that they are affected most) - I play solely Magicka.

    I take everything you say with a grain of salt because your experience is so narrow. You play a cloak spamming nightblade 99% of the time, and the only other character I've ever seen you play is a pure heal spec'd magplar. You only play battlegroundps, where 90% of the pvp related issues are not nearly as prevalent. Truthfully I hate getting feedback from people like you, because it is so flagrantly bias that it would be detrimental to the overall balance in the game for a developer to form opinions based on your feedback.
    I think these posts would get more attention if they didn't constantly state that PvP has never been worse because it lacks perspective: PVP has been suffering for years. This isn;t new at all

    PvP and performance have been bad ever since the Lighting patch. Don't tell me last year was better. It wasn't. Same performance issues were there. As they were in 2016. And 2015.

    And the idea of having only 1 CP campaign and 1 no CP campaign won't work because we've already had that model, for quite a long time actually, as PvP has been dead for years (the extra CP campaign was a leftover from an event). As long as ZOS tailors their business model to attracting new players, they can shrug off the loss of older players who get sick of the performance issues.

    Also really hate to see blatant misinformation coming from a class rep. Cyrodil on console is in fact, worse than it has ever been. I'm approaching 6,000 collective hours, with probably 5,000 in PvP across 3.5 years. I spend all my time solo or in a small group - so I'd say that as far as feeling the effects of lag, I'm more suited than anyone to speak on this. It is getting worse every patch. This patch you literally cannot play in the main campaign at any reasonable level - you cannot animation cancel, full stop. You cannot weave 75%+ of the time, full stop. You lose functionality on your abilities for more than a second after dodge rolling or falling into a roll animation, full stop. Every ranged CC that hits you while you're moving drags your character backwards, full stop. Any cast time ability has more than 2x the duration on it's animation, ALL THE TIME. Not just when the campaign is pop locked or when you're fighting near a keep - you can be at fort warden with 1 bar across the campaign at 4AM and this will still happen.

    There has never been a point in the past 3.5 years that I've felt as hindered as I do now by the lag, specifically. Not even the patch where console was literally freezing for 5-10 seconds once or twice every 5 minutes - because even with that freezing occurring, I could still utilize all of the base combat mechanics when I wasn't frozen.

    I can't speak for PC's population, but my suggestion of the removal of a 7 day cp campaign and the 30 day no-cp to be replaced one no-cp campaign would work perfectly on console. It would combine our nearly non-existent no-cp population (the most we've seen outside of an event is 1 bar on a single alliance) with our extremely depopulated off campaign players (shor usually has 1-2 bars across during prime time, occasionally two alliances will pop lock if there is a GvG or emp push). This would create a functioning and populated No-cp campaign that players would have to utilize, and should be less laggy without all the CP related calculations.

    I do however agree with you about their business model - they obviously do not care about endgame pvp or pve, and are more interested in bringing in new players than appeasing veterans.
    NuarBlack wrote: »
    I agree with everything but #4. Why would you ever run a root if it was on the same immunity as CC? Stop movement briefly or stop movement and skill use briefly? It's a no brainer. Mag needs better access to snare immunity is all. Stam just need to adapt and slot a gap closer after they got out of the habit of having one cause of the swift meta. Shuffle could use a cost reduction and duration extension to match FM at 5 pieces and then exceed it at 7 as medium should have the best mobility. But outside that I think the snare apocalypse is just stam crying about being brought back down to earth after the swift meta.

    I supported the swift nerfs and I'm not in opposition of the speed pot nerf. As far as gap closers go for stam, they're garbage. People stopped using them long before swift entered the game because they simply are not worth the bar space. They also have very little to do with the issues related to snares and roots. Snares and roots are most often problematic when trying to maneuver or escape, not when trying to close a gap to someone you want to kill. As for my suggestion about the root immunity being tied to CC immunity, roots would still be able to be spammed on a Non-cc immune target - you would just have to make the choice of when to give that target root immunity in addition to CC immunity. It would add a "hey, maybe I should think about what skills I press instead of just mashing the root and cc buttons as fast as I can" factor. Shuffle does not need a cost reduction, it already received one this patch. I don't think it should be 5 seconds necessarily, as they have to be careful about buffing snare immunity. .75s per would allow for 3.75s at 5 pieces of medium, and 5.25 at 7, which I think would be an ideal balance when compared to forward.
    HansProlo wrote: »
    I dont get your point about run speed nerf for medium armor. Why should it buff medium when the speed is halved?!


    Or do you mean twenty percent for wearing five pieces and another two for every medium having 34% with seven pieces?

    You're misunderstanding it. The current passive is 4% SPRINT speed per piece of medium. I'm suggesting making that passive 2% BASE MOVEMENT SPEED per piece of medium. This would increase your movement speed all the time instead of just while you're sprinting, and would really help alleviate some of the mobility issues medium armor has.

    I'm glad I was able to provide feedback! You're welcome...

    My response was pretty civil but then you start making it personal, and even get your buddy attached to your hip ingame to chime in too. You are an impressive Stamina PvP player but a childish person behind the screen.

    And you know little about what I play outside of Magblade but that's beside the point. I've provided my feedback, you don't touch on any of it (even the stuff I agree with you on), so be it. I hope they listen to you on some things but don't expect too much.

    Edit: Everything you discussed aside from unbearable lag is 100% prevalent to BGs (could be even more so than Cyrodiil). Snares, roots, MMR, bugs, speed/mobility...I guess my tunnel vision as a NB doesn't allow me to see these things as an issue.
    Edited by brandonv516 on January 5, 2019 1:51AM
Sign In or Register to comment.