Thumbless_Bot wrote: »Need? You do realize this is a video game...
The game needs to be fun, repeatable and with some sense that you can compete.
They did that. There was a "no proc" test, and then a lot of people campaigned to keep that as a permanent ruleset, which ended up replacing the noCP campaign. And it was popular for a bit... until it died.ImmortalCX wrote: »1) Remove any proc effects from sets in PvP. PvE sets will work, except that many will be underwhelming when they lose their proc. Chose your sets accordingly. Also, provide mythic PVP sets that have a very useful 5-piece effect for PvP, so that players have something to work towards.
tomofhyrule wrote: »I really wouldn't be surprised if they replace one of the permanent Campaigns with a Vengeance one after this test. Sure, it may need some balance, but people seem to be enjoying the larger fights.
However, I do want to just point out one thing:They did that. There was a "no proc" test, and then a lot of people campaigned to keep that as a permanent ruleset, which ended up replacing the noCP campaign. And it was popular for a bit... until it died.ImmortalCX wrote: »1) Remove any proc effects from sets in PvP. PvE sets will work, except that many will be underwhelming when they lose their proc. Chose your sets accordingly. Also, provide mythic PVP sets that have a very useful 5-piece effect for PvP, so that players have something to work towards.
While reinventing the wheel is not usually the best course of action, maybe we'd need to see first why the first one failed instead of just coming in and claiming that it's a ticket to success, when it demonstrably was not.
ImmortalCX wrote: »Thumbless_Bot wrote: »Need? You do realize this is a video game...
The game needs to be fun, repeatable and with some sense that you can compete.
What I described would be more fun than what the game has now.
ImmortalCX wrote: »Vengence campaign has shown player base that by removing sets and skills with procs that lag isn't much of a problem. This was a smart move. Does PvP really need these things anyway?
The solution is in sight. And I expect this is where they are going with it:
1) Remove any proc effects from sets in PvP. PvE sets will work, except that many will be underwhelming when they lose their proc. Chose your sets accordingly. Also, provide mythic PVP sets that have a very useful 5-piece effect for PvP, so that players have something to work towards.
2) Provide specific PvP skills that are tested and balanced for PvP. Call them "vengeance skills". They will be a collection of PvP specific skills like Assault, that also include offensive skills. These skills do not work outside of PvP zones. Some of the vengeance skills are only available to a particular class (and are inspired by the class skill lines), while other skills are available to any class.
What this would do is create distinct class archetypes, but with some flexibility in skill selection. And everything would be tested for:
1) Balance
2) Performance
This is probably the best possible outcome. And I don't see it being an unrealistic amount of work.
SwimsWithMemes wrote: »ImmortalCX wrote: »Vengence campaign has shown player base that by removing sets and skills with procs that lag isn't much of a problem. This was a smart move. Does PvP really need these things anyway?
The solution is in sight. And I expect this is where they are going with it:
1) Remove any proc effects from sets in PvP. PvE sets will work, except that many will be underwhelming when they lose their proc. Chose your sets accordingly. Also, provide mythic PVP sets that have a very useful 5-piece effect for PvP, so that players have something to work towards.
2) Provide specific PvP skills that are tested and balanced for PvP. Call them "vengeance skills". They will be a collection of PvP specific skills like Assault, that also include offensive skills. These skills do not work outside of PvP zones. Some of the vengeance skills are only available to a particular class (and are inspired by the class skill lines), while other skills are available to any class.
What this would do is create distinct class archetypes, but with some flexibility in skill selection. And everything would be tested for:
1) Balance
2) Performance
This is probably the best possible outcome. And I don't see it being an unrealistic amount of work.
Just remove proc sets from the game entirely, they probably contribute to lag in trials.
PvE and PvP should have the same gear that works in the same way. Some might be better in or the other of course, but as a player if I venture into any map I should really be able to expect my gear to be functionally the same.
I don't mind if they "convert" gear you are wearing to a simplified build, though.
Thumbless_Bot wrote: »ImmortalCX wrote: »Thumbless_Bot wrote: »Need? You do realize this is a video game...
The game needs to be fun, repeatable and with some sense that you can compete.
What I described would be more fun than what the game has now.
Then why do you already play it? It's not like it's a car that you have to use to get to work. Your sentiment is like having every type of food literally at your finger tips then eating a burger and fries, over and over, and saying I wanted pizza.
Go get pizza. This game is a burger and fries. Always has been. If they remove burgers and fries, those that like burgers and fries will be lost as customers.
ImmortalCX wrote: »Thumbless_Bot wrote: »Need? You do realize this is a video game...
The game needs to be fun, repeatable and with some sense that you can compete.
What I described would be more fun than what the game has now.
Yes. I only play PvP because it's the same as the rest of the game. ESO's build customization is unmatched by any other game and that extends into PvP, if they remove it from cyrodiil then I'd probably never visit again and just stick to bgs.
If you want what you're describing with specific PvP sets then what you want is Guild Wars 2's Structred PvP, not ESO's super customizable PvP with unrivaled depth.
ImmortalCX wrote: »Yes. I only play PvP because it's the same as the rest of the game. ESO's build customization is unmatched by any other game and that extends into PvP, if they remove it from cyrodiil then I'd probably never visit again and just stick to bgs.
If you want what you're describing with specific PvP sets then what you want is Guild Wars 2's Structred PvP, not ESO's super customizable PvP with unrivaled depth.
OK. I don't want to hear you complain about lag then.
ImmortalCX wrote: »Yes. I only play PvP because it's the same as the rest of the game. ESO's build customization is unmatched by any other game and that extends into PvP, if they remove it from cyrodiil then I'd probably never visit again and just stick to bgs.
If you want what you're describing with specific PvP sets then what you want is Guild Wars 2's Structred PvP, not ESO's super customizable PvP with unrivaled depth.
OK. I don't want to hear you complain about lag then.
I think we can discuss what we want to as long as it is within the ToS and CoC. They are entitled to their thoughts and opinions just like the rest of us.
SwimsWithMemes wrote: »Just remove proc sets from the game entirely, they probably contribute to lag in trials.
ImmortalCX wrote: »SwimsWithMemes wrote: »ImmortalCX wrote: »Vengence campaign has shown player base that by removing sets and skills with procs that lag isn't much of a problem. This was a smart move. Does PvP really need these things anyway?
The solution is in sight. And I expect this is where they are going with it:
1) Remove any proc effects from sets in PvP. PvE sets will work, except that many will be underwhelming when they lose their proc. Chose your sets accordingly. Also, provide mythic PVP sets that have a very useful 5-piece effect for PvP, so that players have something to work towards.
2) Provide specific PvP skills that are tested and balanced for PvP. Call them "vengeance skills". They will be a collection of PvP specific skills like Assault, that also include offensive skills. These skills do not work outside of PvP zones. Some of the vengeance skills are only available to a particular class (and are inspired by the class skill lines), while other skills are available to any class.
What this would do is create distinct class archetypes, but with some flexibility in skill selection. And everything would be tested for:
1) Balance
2) Performance
This is probably the best possible outcome. And I don't see it being an unrealistic amount of work.
Just remove proc sets from the game entirely, they probably contribute to lag in trials.
PvE and PvP should have the same gear that works in the same way. Some might be better in or the other of course, but as a player if I venture into any map I should really be able to expect my gear to be functionally the same.
I don't mind if they "convert" gear you are wearing to a simplified build, though.
But what if they can't get that working? And they have had ten years, so it's unlikely.
Would having specific PvP sets be that bad?
ImmortalCX wrote: »ImmortalCX wrote: »Yes. I only play PvP because it's the same as the rest of the game. ESO's build customization is unmatched by any other game and that extends into PvP, if they remove it from cyrodiil then I'd probably never visit again and just stick to bgs.
If you want what you're describing with specific PvP sets then what you want is Guild Wars 2's Structred PvP, not ESO's super customizable PvP with unrivaled depth.
OK. I don't want to hear you complain about lag then.
I think we can discuss what we want to as long as it is within the ToS and CoC. They are entitled to their thoughts and opinions just like the rest of us.
Yes. I said i dont want to hear them complain about lag.
No one else can tell me what i want.
ImmortalCX wrote: »Thumbless_Bot wrote: »Need? You do realize this is a video game...
The game needs to be fun, repeatable and with some sense that you can compete.
What I described would be more fun than what the game has now.
SwimsWithMemes wrote: »ImmortalCX wrote: »SwimsWithMemes wrote: »ImmortalCX wrote: »Vengence campaign has shown player base that by removing sets and skills with procs that lag isn't much of a problem. This was a smart move. Does PvP really need these things anyway?
The solution is in sight. And I expect this is where they are going with it:
1) Remove any proc effects from sets in PvP. PvE sets will work, except that many will be underwhelming when they lose their proc. Chose your sets accordingly. Also, provide mythic PVP sets that have a very useful 5-piece effect for PvP, so that players have something to work towards.
2) Provide specific PvP skills that are tested and balanced for PvP. Call them "vengeance skills". They will be a collection of PvP specific skills like Assault, that also include offensive skills. These skills do not work outside of PvP zones. Some of the vengeance skills are only available to a particular class (and are inspired by the class skill lines), while other skills are available to any class.
What this would do is create distinct class archetypes, but with some flexibility in skill selection. And everything would be tested for:
1) Balance
2) Performance
This is probably the best possible outcome. And I don't see it being an unrealistic amount of work.
Just remove proc sets from the game entirely, they probably contribute to lag in trials.
PvE and PvP should have the same gear that works in the same way. Some might be better in or the other of course, but as a player if I venture into any map I should really be able to expect my gear to be functionally the same.
I don't mind if they "convert" gear you are wearing to a simplified build, though.
But what if they can't get that working? And they have had ten years, so it's unlikely.
Would having specific PvP sets be that bad?
It wouldn't be the end of the world or anything, but it will have flow on effects. If we have specific PvP gear, I think it would be fair to expect it doesn't force PvP oriented players into PvE
- there could be alternative ways of getting it, but the primary way should be through PvP.
This would mean that PvP players ought to have their own (consistent, not relegated to weekly rotating shops) way of getting monster sets, overland sets, dungeon, trial and Arena gear. Maybe taking specific castles or districts have different versions of gear sellers or give undaunted keys etc
This will of course take several PvP players out of having to do PvE, which is a sentiment I have heard expressed (I prefer when the systems reinforce each other but that's personal preference). This will make queue times and grouping a little longer and harder for PvE players.
PvP players ought to also be provided their own ways of acquiring material for crafting gear, if the gear needs upgrading or enchanting etc.
A corollary would also be that PvP gear is not used in PvE content - so Deadly Strikes, Powerful Assault would need to be changed.
It will also have market and economic impacts, if PvP players are expected to engage in PvP for PvP gear, what need do they have to buy gear?
None of these I am saying are good or bad, but it is a complex set of decisions to bifurcate the content in the game. Currently it all is inter-connected.
Major_Mangle wrote: »You could say the same thing for PvE. Does PvE really need all these flashy sets that degrade performance?. We should´ve a "vengeance" PvE test to see if performance would improve there as well.
ImmortalCX wrote: »Thumbless_Bot wrote: »Need? You do realize this is a video game...
The game needs to be fun, repeatable and with some sense that you can compete.
What I described would be more fun than what the game has now.
ImmortalCX wrote: »Vengence campaign has shown player base that by removing sets and skills with procs that lag isn't much of a problem. This was a smart move. Does PvP really need these things anyway?
The solution is in sight. And I expect this is where they are going with it:
1) Remove any proc effects from sets in PvP. PvE sets will work, except that many will be underwhelming when they lose their proc. Chose your sets accordingly. Also, provide mythic PVP sets that have a very useful 5-piece effect for PvP, so that players have something to work towards.
2) Provide specific PvP skills that are tested and balanced for PvP. Call them "vengeance skills". They will be a collection of PvP specific skills like Assault, that also include offensive skills. These skills do not work outside of PvP zones. Some of the vengeance skills are only available to a particular class (and are inspired by the class skill lines), while other skills are available to any class.
What this would do is create distinct class archetypes, but with some flexibility in skill selection. And everything would be tested for:
1) Balance
2) Performance
This is probably the best possible outcome. And I don't see it being an unrealistic amount of work.
BXR_Lonestar wrote: »ImmortalCX wrote: »Thumbless_Bot wrote: »Need? You do realize this is a video game...
The game needs to be fun, repeatable and with some sense that you can compete.
What I described would be more fun than what the game has now.
More fun for whom, might I ask? For you? Or for me? Do you not see that your idea of fun may not be someone elses idea of fun?
I think taking the heavy hand of rebalancing PVP via the "Vengeance" strategy would be fun for a vocal minority, but would not be fun for those who are enjoying the PVP experience as it currently exists. I see this debate as a similar debate that went out when Destiny (Destiny 1 - I never played Destiny 2) was all the rage and there was this tension between PVE and PVP balance, and things kept getting nerfed for the sake of PVP.
The people who hated the way the game's PVP played because of the lack of balance were those people who were familiar with the Bungie name because of the Halo game. And Halo cut its teeth with its competitive PVP gameplay. Everything was balanced, nobody had weapons or abilities other people didn't have or couldn't get. And that crowd very much wanted to change Destiny's gameplay to make the game more "balanced" for a competitive PVP experience. That crowd won out, and Destiny went into a nerf cycle until they nerfed each and every thing that made the game so magical and addictive in the first place for so many other players. That crowd was also a very vocal minority of players.
What that crowd failed to see was that while Destiny's PVP balance wasn't great, there was great synergy in the game between PVE and PVP that kept people playing and that kept the game fun. Going out and grinding to get that amazing weapon that was OP in PVP was fun - and then it was fun to use in PVP until the next OP counter-weapon came out. And weapon classes rose and fell, but I remember almost every meta up until the Wrath of the Machine's expansion and they were all mostly fun to play in.
What I'm trying to say here is: don't cook your golden goose. It may not be perfectly balanced, and it might not be for everyone, but there are also a LOT of people who enjoy how things currently are and who will leave or quit playing that aspect of the game if you make significant changes to the way it currently plays by reordering skills, abilities, sets, etc. And if they go down this road and find that they mistakenly listened to the vocal minority, there's not much that they can do to get all those players back, and they (Zos) just took one more step towards killing their game.
Now, I can see making these changes as a mode for Battlegrounds, where there SHOULD be some semblance of balance because that is a more highly competitive environment. And that is probably how any changes should be implemented in the first place. Put it in battlegrounds as a separate mode and see how many people show up. If people don't play it, you know that it is not going to be popular mass-scale.
ImmortalCX wrote: »BXR_Lonestar wrote: »ImmortalCX wrote: »Thumbless_Bot wrote: »Need? You do realize this is a video game...
The game needs to be fun, repeatable and with some sense that you can compete.
What I described would be more fun than what the game has now.
More fun for whom, might I ask? For you? Or for me? Do you not see that your idea of fun may not be someone elses idea of fun?
I think taking the heavy hand of rebalancing PVP via the "Vengeance" strategy would be fun for a vocal minority, but would not be fun for those who are enjoying the PVP experience as it currently exists. I see this debate as a similar debate that went out when Destiny (Destiny 1 - I never played Destiny 2) was all the rage and there was this tension between PVE and PVP balance, and things kept getting nerfed for the sake of PVP.
The people who hated the way the game's PVP played because of the lack of balance were those people who were familiar with the Bungie name because of the Halo game. And Halo cut its teeth with its competitive PVP gameplay. Everything was balanced, nobody had weapons or abilities other people didn't have or couldn't get. And that crowd very much wanted to change Destiny's gameplay to make the game more "balanced" for a competitive PVP experience. That crowd won out, and Destiny went into a nerf cycle until they nerfed each and every thing that made the game so magical and addictive in the first place for so many other players. That crowd was also a very vocal minority of players.
What that crowd failed to see was that while Destiny's PVP balance wasn't great, there was great synergy in the game between PVE and PVP that kept people playing and that kept the game fun. Going out and grinding to get that amazing weapon that was OP in PVP was fun - and then it was fun to use in PVP until the next OP counter-weapon came out. And weapon classes rose and fell, but I remember almost every meta up until the Wrath of the Machine's expansion and they were all mostly fun to play in.
What I'm trying to say here is: don't cook your golden goose. It may not be perfectly balanced, and it might not be for everyone, but there are also a LOT of people who enjoy how things currently are and who will leave or quit playing that aspect of the game if you make significant changes to the way it currently plays by reordering skills, abilities, sets, etc. And if they go down this road and find that they mistakenly listened to the vocal minority, there's not much that they can do to get all those players back, and they (Zos) just took one more step towards killing their game.
Now, I can see making these changes as a mode for Battlegrounds, where there SHOULD be some semblance of balance because that is a more highly competitive environment. And that is probably how any changes should be implemented in the first place. Put it in battlegrounds as a separate mode and see how many people show up. If people don't play it, you know that it is not going to be popular mass-scale.
I recognize in my earlier post that the people remaining who play PvP are into gear min/max. If they were into straight up skill then they would already be playing a number of other pvp games.
My bias is that I don't have respect for people who play a pvp game that is based on weird combinations of gear that become overpowered. But I recognize that these people are all who is remaining in eso pvp, because there skill based games are numberous.
So do nothing then! Devs should just put in the earplugs and say F-lag.
But I suspect the number of people who migrated to New World or other rpg for its more competitive pvp are larger than the group remaining in low pop eso campaigns. And as I don't have respect that kind of player, I would rather they fix the lag by removing procs. Maybe get back the people who left for better pvp systems. I would rather play with those people anyway.
Reginald_leBlem wrote: »ImmortalCX wrote: »BXR_Lonestar wrote: »ImmortalCX wrote: »Thumbless_Bot wrote: »Need? You do realize this is a video game...
The game needs to be fun, repeatable and with some sense that you can compete.
What I described would be more fun than what the game has now.
More fun for whom, might I ask? For you? Or for me? Do you not see that your idea of fun may not be someone elses idea of fun?
I think taking the heavy hand of rebalancing PVP via the "Vengeance" strategy would be fun for a vocal minority, but would not be fun for those who are enjoying the PVP experience as it currently exists. I see this debate as a similar debate that went out when Destiny (Destiny 1 - I never played Destiny 2) was all the rage and there was this tension between PVE and PVP balance, and things kept getting nerfed for the sake of PVP.
The people who hated the way the game's PVP played because of the lack of balance were those people who were familiar with the Bungie name because of the Halo game. And Halo cut its teeth with its competitive PVP gameplay. Everything was balanced, nobody had weapons or abilities other people didn't have or couldn't get. And that crowd very much wanted to change Destiny's gameplay to make the game more "balanced" for a competitive PVP experience. That crowd won out, and Destiny went into a nerf cycle until they nerfed each and every thing that made the game so magical and addictive in the first place for so many other players. That crowd was also a very vocal minority of players.
What that crowd failed to see was that while Destiny's PVP balance wasn't great, there was great synergy in the game between PVE and PVP that kept people playing and that kept the game fun. Going out and grinding to get that amazing weapon that was OP in PVP was fun - and then it was fun to use in PVP until the next OP counter-weapon came out. And weapon classes rose and fell, but I remember almost every meta up until the Wrath of the Machine's expansion and they were all mostly fun to play in.
What I'm trying to say here is: don't cook your golden goose. It may not be perfectly balanced, and it might not be for everyone, but there are also a LOT of people who enjoy how things currently are and who will leave or quit playing that aspect of the game if you make significant changes to the way it currently plays by reordering skills, abilities, sets, etc. And if they go down this road and find that they mistakenly listened to the vocal minority, there's not much that they can do to get all those players back, and they (Zos) just took one more step towards killing their game.
Now, I can see making these changes as a mode for Battlegrounds, where there SHOULD be some semblance of balance because that is a more highly competitive environment. And that is probably how any changes should be implemented in the first place. Put it in battlegrounds as a separate mode and see how many people show up. If people don't play it, you know that it is not going to be popular mass-scale.
I recognize in my earlier post that the people remaining who play PvP are into gear min/max. If they were into straight up skill then they would already be playing a number of other pvp games.
My bias is that I don't have respect for people who play a pvp game that is based on weird combinations of gear that become overpowered. But I recognize that these people are all who is remaining in eso pvp, because there skill based games are numberous.
So do nothing then! Devs should just put in the earplugs and say F-lag.
But I suspect the number of people who migrated to New World or other rpg for its more competitive pvp are larger than the group remaining in low pop eso campaigns. And as I don't have respect that kind of player, I would rather they fix the lag by removing procs. Maybe get back the people who left for better pvp systems. I would rather play with those people anyway.
Are you new here? Did you participate in the previous round of testing, that specifically targeted AOE skills and proc sets? Were you aware that Ravenwatch was left no proc, by popular demand, and that it was only reverted recently because it was a ghost town?
ImmortalCX wrote: »Reginald_leBlem wrote: »ImmortalCX wrote: »BXR_Lonestar wrote: »ImmortalCX wrote: »Thumbless_Bot wrote: »Need? You do realize this is a video game...
The game needs to be fun, repeatable and with some sense that you can compete.
What I described would be more fun than what the game has now.
More fun for whom, might I ask? For you? Or for me? Do you not see that your idea of fun may not be someone elses idea of fun?
I think taking the heavy hand of rebalancing PVP via the "Vengeance" strategy would be fun for a vocal minority, but would not be fun for those who are enjoying the PVP experience as it currently exists. I see this debate as a similar debate that went out when Destiny (Destiny 1 - I never played Destiny 2) was all the rage and there was this tension between PVE and PVP balance, and things kept getting nerfed for the sake of PVP.
The people who hated the way the game's PVP played because of the lack of balance were those people who were familiar with the Bungie name because of the Halo game. And Halo cut its teeth with its competitive PVP gameplay. Everything was balanced, nobody had weapons or abilities other people didn't have or couldn't get. And that crowd very much wanted to change Destiny's gameplay to make the game more "balanced" for a competitive PVP experience. That crowd won out, and Destiny went into a nerf cycle until they nerfed each and every thing that made the game so magical and addictive in the first place for so many other players. That crowd was also a very vocal minority of players.
What that crowd failed to see was that while Destiny's PVP balance wasn't great, there was great synergy in the game between PVE and PVP that kept people playing and that kept the game fun. Going out and grinding to get that amazing weapon that was OP in PVP was fun - and then it was fun to use in PVP until the next OP counter-weapon came out. And weapon classes rose and fell, but I remember almost every meta up until the Wrath of the Machine's expansion and they were all mostly fun to play in.
What I'm trying to say here is: don't cook your golden goose. It may not be perfectly balanced, and it might not be for everyone, but there are also a LOT of people who enjoy how things currently are and who will leave or quit playing that aspect of the game if you make significant changes to the way it currently plays by reordering skills, abilities, sets, etc. And if they go down this road and find that they mistakenly listened to the vocal minority, there's not much that they can do to get all those players back, and they (Zos) just took one more step towards killing their game.
Now, I can see making these changes as a mode for Battlegrounds, where there SHOULD be some semblance of balance because that is a more highly competitive environment. And that is probably how any changes should be implemented in the first place. Put it in battlegrounds as a separate mode and see how many people show up. If people don't play it, you know that it is not going to be popular mass-scale.
I recognize in my earlier post that the people remaining who play PvP are into gear min/max. If they were into straight up skill then they would already be playing a number of other pvp games.
My bias is that I don't have respect for people who play a pvp game that is based on weird combinations of gear that become overpowered. But I recognize that these people are all who is remaining in eso pvp, because there skill based games are numberous.
So do nothing then! Devs should just put in the earplugs and say F-lag.
But I suspect the number of people who migrated to New World or other rpg for its more competitive pvp are larger than the group remaining in low pop eso campaigns. And as I don't have respect that kind of player, I would rather they fix the lag by removing procs. Maybe get back the people who left for better pvp systems. I would rather play with those people anyway.
Are you new here? Did you participate in the previous round of testing, that specifically targeted AOE skills and proc sets? Were you aware that Ravenwatch was left no proc, by popular demand, and that it was only reverted recently because it was a ghost town?
ESO pvp is a ghost town. They should be doing everything in their power to make the game as much like successful pvp games like NW.
ESO is a great rpg because of the volume of story content. Then comes the horizontal progression which makes most sets worthwhile. (Unlike WOW, they did not do a complete gear reset at each new expansion.)
Finally, the pvp system has the bones of a good system but very few people play them because of imbalance, performance issues, and lack of class identity.
If you read my first post I mentioned there should be specific pvp sets that are tested to work and not cause performance issues. That also serve as a carrot. If ravenwatch was no proc and they did nothing else to support progression within that system, then it is no wonder it was unpopular.
Reginald_leBlem wrote: »ImmortalCX wrote: »Reginald_leBlem wrote: »ImmortalCX wrote: »BXR_Lonestar wrote: »ImmortalCX wrote: »Thumbless_Bot wrote: »Need? You do realize this is a video game...
The game needs to be fun, repeatable and with some sense that you can compete.
What I described would be more fun than what the game has now.
More fun for whom, might I ask? For you? Or for me? Do you not see that your idea of fun may not be someone elses idea of fun?
I think taking the heavy hand of rebalancing PVP via the "Vengeance" strategy would be fun for a vocal minority, but would not be fun for those who are enjoying the PVP experience as it currently exists. I see this debate as a similar debate that went out when Destiny (Destiny 1 - I never played Destiny 2) was all the rage and there was this tension between PVE and PVP balance, and things kept getting nerfed for the sake of PVP.
The people who hated the way the game's PVP played because of the lack of balance were those people who were familiar with the Bungie name because of the Halo game. And Halo cut its teeth with its competitive PVP gameplay. Everything was balanced, nobody had weapons or abilities other people didn't have or couldn't get. And that crowd very much wanted to change Destiny's gameplay to make the game more "balanced" for a competitive PVP experience. That crowd won out, and Destiny went into a nerf cycle until they nerfed each and every thing that made the game so magical and addictive in the first place for so many other players. That crowd was also a very vocal minority of players.
What that crowd failed to see was that while Destiny's PVP balance wasn't great, there was great synergy in the game between PVE and PVP that kept people playing and that kept the game fun. Going out and grinding to get that amazing weapon that was OP in PVP was fun - and then it was fun to use in PVP until the next OP counter-weapon came out. And weapon classes rose and fell, but I remember almost every meta up until the Wrath of the Machine's expansion and they were all mostly fun to play in.
What I'm trying to say here is: don't cook your golden goose. It may not be perfectly balanced, and it might not be for everyone, but there are also a LOT of people who enjoy how things currently are and who will leave or quit playing that aspect of the game if you make significant changes to the way it currently plays by reordering skills, abilities, sets, etc. And if they go down this road and find that they mistakenly listened to the vocal minority, there's not much that they can do to get all those players back, and they (Zos) just took one more step towards killing their game.
Now, I can see making these changes as a mode for Battlegrounds, where there SHOULD be some semblance of balance because that is a more highly competitive environment. And that is probably how any changes should be implemented in the first place. Put it in battlegrounds as a separate mode and see how many people show up. If people don't play it, you know that it is not going to be popular mass-scale.
I recognize in my earlier post that the people remaining who play PvP are into gear min/max. If they were into straight up skill then they would already be playing a number of other pvp games.
My bias is that I don't have respect for people who play a pvp game that is based on weird combinations of gear that become overpowered. But I recognize that these people are all who is remaining in eso pvp, because there skill based games are numberous.
So do nothing then! Devs should just put in the earplugs and say F-lag.
But I suspect the number of people who migrated to New World or other rpg for its more competitive pvp are larger than the group remaining in low pop eso campaigns. And as I don't have respect that kind of player, I would rather they fix the lag by removing procs. Maybe get back the people who left for better pvp systems. I would rather play with those people anyway.
Are you new here? Did you participate in the previous round of testing, that specifically targeted AOE skills and proc sets? Were you aware that Ravenwatch was left no proc, by popular demand, and that it was only reverted recently because it was a ghost town?
ESO pvp is a ghost town. They should be doing everything in their power to make the game as much like successful pvp games like NW.
ESO is a great rpg because of the volume of story content. Then comes the horizontal progression which makes most sets worthwhile. (Unlike WOW, they did not do a complete gear reset at each new expansion.)
Finally, the pvp system has the bones of a good system but very few people play them because of imbalance, performance issues, and lack of class identity.
If you read my first post I mentioned there should be specific pvp sets that are tested to work and not cause performance issues. That also serve as a carrot. If ravenwatch was no proc and they did nothing else to support progression within that system, then it is no wonder it was unpopular.
Ah ok, so what I get from this is:
You don't play much pvp at all. Just about any time I've been in pvp Blackreach it's been busy, and GH is often pop locked.
You didn't know that we already did a prior pvp test, the details, or the results.
And that no, you didn't play in the no proc server.