Hey @acastanza_ESO, we understand why the balance topics you are calling out are important to you. We want to stress that for PTS specifically, this is a functionality test only, ahead of the live test and the test overall is designed to prioritize game performance to see what is possible. For this functionality test on the PTS, we are focused on the questions in the first post. Remember, the core point of this test is to see how Cyrodiil performs overall in a barebones environment, rather than on class kit focus.
i11ionward wrote: »https://www.youtube.com/watch?v=ggb3VnHce8M
Not bad, please make the same animation speed on the live server too.
xylena_lazarow wrote: »Wait, it limits your ability to place siege engines too? That's terrible. Why would I play this?
Hey, @i11ionward. Thanks for the video. Can you provide a little more context? Just so that our teams understand your point about the animation speed.
Hey @acastanza_ESO, we understand why the balance topics you are calling out are important to you. We want to stress that for PTS specifically, this is a functionality test only, ahead of the live test and the test overall is designed to prioritize game performance to see what is possible. For this functionality test on the PTS, we are focused on the questions in the first post. Remember, the core point of this test is to see how Cyrodiil performs overall in a barebones environment, rather than on class kit focus.
acastanza_ESO wrote: »
The problem is that for a full week we're going to be stuck with this on live, and an unbalanced, unfun, campaign where some classes have a massive power advantage over the others is not an acceptable gameplay experience. This shouldn't go on live, even as a test, without at least a basic attempt at ensuring the classes have equitable access to important buffs and debuffs that are required for a class to be playable in PVP.
I think the bigger concern is that if some classes are "unplayable", engagement with the test campaign won't be high enough to provide meaningful data.
Hey, @i11ionward. Thanks for the video. Can you provide a little more context? Just so that our teams understand your point about the animation speed.
He's most likely referring to how all 3 patches of Vengeance Grave Grasp appear simultaneously. You can see in the video the closest and furthest npc are immobilized at the same time upon casting the skill. On live there is a delay between the patches where the third circle will appear about 1 second after the first.
i11ionward wrote: »Is the team going to look at feedback about how balanced the skills and classes are?
I really liked the overall idea of the campaign, but I wish there were more build options. Adding weapon skills would definitely help with that.
YandereGirlfriend wrote: »The Sorcerer's Vengeance Surge seems to have a WoW-style 6-second cooldown on the ability itself.
This stands out as it is the only ability that I've tried that has such a cooldown. Suffice to say... I don't think that we want ability cooldowns in our ESO.
So the goal here in PTS is to test performance. We understand everyone is looking at skill/class balance. While that is important, it's jumping several steps ahead of what we are trying to accomplish with the test. Before we can realistically look at balance, we need to make sure things are working as intended for performance. It is why we are stressing the importance of answering the questions in the first post. If we can't get in info needed to make things work properly, then balancing means nothing anyway. This isn't to ignore thoughts on balance, but rather to make sure we are clear about the objective of this test on PTS.
@Stamicka Thanks for the feedback, can we get some additional info from you here.
- Can you provide your account/character name used for the test?
- Are you running add-ons? If so, which ones?
This is the official feedback thread for the new Cyrodiil Champions (Vengeance Campaign) in Update 45. Please try out the new campaign and let us know what you think! Specific feedback that the team is looking for includes the following:
- Do characters properly zone into Cyrodiil with templatized Stats and Gear?
- Do characters earn XP/AP/Gold upon leaving?
- Do siege weapons still function with the limitations of only deploying 1 type at at time?
- Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.
- account name
- character name
- What happened to trigger the corruption (leave Cyrodiil mid battle, lost connection, got booted, etc)?
- screenshots and video
- What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
- Do you have any general feedback?
The characters I used were named:
- Adamar Allain
- Green Not Balanced
- Jay the Templar
- Probably Holding Block
Account name is @JaeyL
I have all add ons disabled for this.
So the goal here in PTS is to test performance. We understand everyone is looking at skill/class balance. While that is important, it's jumping several steps ahead of what we are trying to accomplish with the test. Before we can realistically look at balance, we need to make sure things are working as intended for performance. It is why we are stressing the importance of answering the questions in the first post. If we can't get in info needed to make things work properly, then balancing means nothing anyway. This isn't to ignore thoughts on balance, but rather to make sure we are clear about the objective of this test on PTS.
YandereGirlfriend wrote: »Feedback on siege would be to go even farther and to limit the placed siege to one piece of any type. With so many more players in Cyro it should still be easy to max-out siege. And limiting siege to only a single piece would make it more of a team effort.
It also wouldn't be limiting in a practical sense for most players because the scenarios where you would be running, say, a ram and an oil basically do not exist in normal gameplay. This would also make PvDoor more difficult, which is a goal that most Cyro players approve of.
acastanza_ESO wrote: »
This is the case, if you attempt to place a second oil or ballista (for example) it despawns your first one. Which does appear to be working as intended
Can we have the listed skill for every class?
Wow, that's horrible. I was hoping siege would salvage not having a build, but you really get nothing. I will not be participating in this test, they need to present a playable ruleset before I care about performance.acastanza_ESO wrote: »This is the case, if you attempt to place a second oil or ballista (for example) it despawns your first one. Which does appear to be working as intended
xylena_lazarow wrote: »Wow, that's horrible. I was hoping siege would salvage not having a build, but you really get nothing. I will not be participating in this test, they need to present a playable ruleset before I care about performance.
Might have misunderstood with what Yandere said. So you can have out 1 meatbag, 1 scatter, 1 oil, 1 ballista... just not multiples of each? That would probably be okay for combat but present major problems in taking down walls where pugs often rely on a few players who are willing to each drop a bunch of ballistas and trebs.acastanza_ESO wrote: »Nah, this is actually one of the good changes. The way the inventory, potions, siege, repair kits, potions, and potions work is great.