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Vengeance Day 1

minnowfaun
minnowfaun
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I hate it. - Although this may change as I get used to it.

The Bad

Lag has actually increased for me. I suspect some others too as I saw a bunch of players frozen mid-air in the middle of a zerg. There are times when it's a slide show but no loading screens. I don't have these problems even with ball groups.

The red tinge and blood rain is visually distracting. Similarly unpleasant to necrom green and red. I did see some nice pics of night time in cyro and that looked good. But the time I played, around midnight CET it was more of a distraction.

Gameplay - essentially whichever faction has the bigger numbers gets all the stuff. So much like battlegrounds the actually "game" is picking the faction with the most players. I'm not a fan of this.

Biggest disappointment - I can't play my way. I rely a lot on vampire invis. It's not an option. Yes, I know it's a 'test.' I have my doubts though.

Lots of glitches, some people's guild names were visible.

The Good

The stuck in combat bug is gone. That's awesome.

I'm able to kill more enemies with skill as they're not buffed to high heaven.

I'd like to say no ball groups is an upside but the massive zerg kind of limits that. So I'll say the lack of massive stacked buffs is kinda nice.

I'll try again tomorrow and see if anything changes.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    I think player health needs to be reduced to 50,000.
  • Jestir
    Jestir
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    Why not post this in the feedback thread in the PvP category?
  • alaunanna
    alaunanna
    @minnowfaun I'd forgotten the random guild tabbards we saw - it did make me wonder what other glitches are about - hopefuly nothing too dire!
    I'm with you on the sky - I prefer a night sky in cyro to this tinge - but I get that they wanted to make the test server obvious - it works for that :)

    @TX12001rwb17_ESO I think they posted it about right, with 70k health
    2x oils = 24k health taken -- With just 50k health you'd be at execute at all times in the ram, or trying to reach flags with just two oilers - we'd never finish a defended keep without a zerg.
    At the moment you have to just heal against oils every second to keep above execute --- which is expensive enough that you have to share the healing around - it's a challenge but not impossible.
    Also, this health means siegers have a 2 seconds to get off their siege and heal while moving to their friendlies before they are dead if two people hit them from stealth... This means people are more likely to actually siege (rather than only sieging if there is a horde around them)...
    Granted solo/duo ganks are not favoured by this - but we don't have detect pots to counter it either, so i think it's a fair change.
  • mocap
    mocap
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    minnowfaun wrote: »
    Biggest disappointment - I can't play my way.

    Yeah, that's the main problem. It's like Overwatch or something, where you take some dude with a certain set of stuff... aaand pretty much thats it - go ahead and be a clown hero.
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