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.
- 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.
- 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.
- 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.
- 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.
- 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.