IsharaMeradin wrote: »After having gone in with my main account this morning, I had a totally different experience. Honestly, I think it comes down to the alliance and the players currently playing for the given alliance.
Last night, I was on my second account with a DC character and chat while present was mostly quick discussions about where to go next. Once a place was decided, that is where it seems the entire population went.
This morning, I was on my main account with an EP character and chat was overflowing with negativity, troll calling and calls for going to multiple locations. It was confusing, chaotic and definitely not as enjoyable. Once I stopped relying on chat and just followed several others was I able to actually participate in the capturing of some keeps and resources.
SaffronCitrusflower wrote: »I don't think people are realizing how bored they're going to get in a hurry if this version of PvP goes into effect full time. Most people I know are already done with it.
smallhammer wrote: »SaffronCitrusflower wrote: »I don't think people are realizing how bored they're going to get in a hurry if this version of PvP goes into effect full time. Most people I know are already done with it.
They are getting done with it, maybe because they used to rely on the sets carrying them. But now they realise that they are getting killed just as easily as any other. And that is boring, of course.
SpiritKitten wrote: »IsharaMeradin wrote: »After having gone in with my main account this morning, I had a totally different experience. Honestly, I think it comes down to the alliance and the players currently playing for the given alliance.
Last night, I was on my second account with a DC character and chat while present was mostly quick discussions about where to go next. Once a place was decided, that is where it seems the entire population went.
This morning, I was on my main account with an EP character and chat was overflowing with negativity, troll calling and calls for going to multiple locations. It was confusing, chaotic and definitely not as enjoyable. Once I stopped relying on chat and just followed several others was I able to actually participate in the capturing of some keeps and resources.
AD really shone for this. Very clear callouts and everyone working together. Almost no debating, people just went where told by some quickly decisive leaders who seemed to have a plan. No wonder they controlled the map. DC, pretty good but too much debating, so team got split up too much. Pact...absolute chaos. I actually had to join a group to get any sense where to go. And even then, groupmates in 3 different locations.
After years of getting team greened, we adjusted to the harsh environment, became attuned, and learned how to work together. It was DC and AD that made us tougher.After years of getting team purpled, we adjusted to the harsh environment, became attuned, and learned how to work together. It was DC and EP that made us tougher.
smallhammer wrote: »They are getting done with it, maybe because they used to rely on the sets carrying them. But now they realise that they are getting killed just as easily as any other. And that is boring, of course.
Wonder how many of the hyped casuals are gonna still be this into it near the end, when they realize they've been doing exactly the same thing every fight for a week, and that's everything this entire game mode will ever be.WaywardArgonian wrote: »The issue is that there is no variation.
xylena_lazarow wrote: »Wonder how many of the hyped casuals are gonna still be this into it near the end, when they realize they've been doing exactly the same thing every fight for a week, and that's everything this entire game mode will ever be.
Best feature of the Vengeance campaign!ZOS finally fixed the combat bug in Cyrodiil! I LOVE it!
I just want to know precisely how ZOS is going to measure player feedback. I think there’s some merits to the test as with performance and combat bug, but overall it is not an enjoyable gamemode long term for me at least. I can maybe tolerate a 2 hour session before it gets boring, mostly due to the skills and limitations on my build. A lot of vets dislike it, a lot of casuals love it. Does ZOS value the opinions of the players who have 1000s of hours in their pvp more vs the players who have 10-20 hours? I would really hope it’s the former but there probably isn’t a great way to measure that. Casuals outnumber the vets, a poll wouldn’t exactly be great either. I just hope the goal here is for them to build it back to as close to live as possible and eliminate a small handful of factors along the way to help with performance. If it requires sacrificing most of what makes pvp so special in this game, it just isn’t worth it.
I just want to know precisely how ZOS is going to measure player feedback. I think there’s some merits to the test as with performance and combat bug, but overall it is not an enjoyable gamemode long term for me at least. I can maybe tolerate a 2 hour session before it gets boring, mostly due to the skills and limitations on my build. A lot of vets dislike it, a lot of casuals love it. Does ZOS value the opinions of the players who have 1000s of hours in their pvp more vs the players who have 10-20 hours? I would really hope it’s the former but there probably isn’t a great way to measure that. Casuals outnumber the vets, a poll wouldn’t exactly be great either. I just hope the goal here is for them to build it back to as close to live as possible and eliminate a small handful of factors along the way to help with performance. If it requires sacrificing most of what makes pvp so special in this game, it just isn’t worth it.
I have been playing eso since beta and have 1000s of hours in pvp. The same is true for many of the friends I play with. We all love this new game mode and think its the best pvp Cyrodiil has had in years. The only "vets" that don't like it are the ones who play in ball groups and/or crutch on gear thinking it is skill - and those are the very people who have been slowly killing the game.
xylena_lazarow wrote: »Wonder how many of the hyped casuals are gonna still be this into it near the end, when they realize they've been doing exactly the same thing every fight for a week, and that's everything this entire game mode will ever be.WaywardArgonian wrote: »The issue is that there is no variation.
Major_Mangle wrote: »Honestly, the best part of the campaign was the red sky, made for an interesting vibe/aesthetic. Other than that it was some of the most dull and boring PvP experiences I ever had. Rather have some acceptable performance issues than completely stripping down the combat ESO has to offer, couldn´t care less if it allowed 1000 people on the screen. If all I can do is zerg along and light attack + some beta version of a skill I`m out.
As long as it remains a "test only" with no other ulterior motives, which I still doubt due to ZOS history and outcomes of previous tests aimed to collect data on performance, I don´t mind ZOS testing things.
Yes I´m aware it´s a test, I just don´t trust ZOS will stop at this being a test only and further down the line it will lead to major combat overhauls that eventually kills the wonderful combat system the game has.
Unified_Gaming wrote: »Having read through the thread, I stand by my initial assessment. I think the mode is a significant improvement on performance and that the actual gameplay, although simplified and lacking diversity, has merits and needs further exploration.
The big take away is that with less 'OP' sets, lower mobility and sustain, that fighting depends more on numbers vs skill. You can 1vX 2-4 players at most but beyond that, you are really struggling. What often ends up happening is due to the combat being very punishing for mistakes due to lower sustain / mobility that you find this encourages people to stick together thus zerg.
Unified_Gaming wrote: »ZOS changed Cyrodiil PvP to fixed lag but what works?? Here I show you the best PvP builds for the Vengeance Cyrodiil test on ESO PC EU and ESO PC NA:https://youtu.be/PvsdDrbraog
If you want to see each class in action then check out my livestream with over 6 hours of gameplay here:
https://youtube.com/live/v-Cb4IOqYvc
Feedback:
Firstly, a HUGE congratulations to ZOS @ZOS_Kevin. I can't stress enough how much better the performance was. I was able to take part in 200+ player fights which we even head counted to check we weren't going mad. Not only this, the skills and abilities worked flawlessly for an entire 6 hour stream showcasing all classes. As such, the goal of the test to improve performance seems to have made a GREAT start.
As for balance which I understand is not the focus of this test but as a PvP content creator I feel it would be unfair to comment on this. Long story short, I have broken down each class into their most viable build in the video linked and a tier list.
The good:
1. Classes felt 'true' to their nature. Nightblades felt to be a sneaky rouge whereas Sorcerers felt like they were your high damage spell casters.
2. Although limited options, there were enough choices to make builds with some variation - as such it seems like a good foundation to build upon.
3. The removal of battle spirit makes PvP more accessible as it is simpler to understand. Those PvP players among us need to note they have increased the base stats to reflect this which seemed fine overall.
4. Tri infinite potions were a godsend - PLEASE keep these or make alliance war versions - if only usable in PvP that'd be great still.
5. Combat was fun overall and felt semi-fast paced (slower than live) with the need for combos and good movement to do well thus having some skill differences
6. Cross Healing was limited and thus felt better when fighting group v group
7. Siege didn't feel as oppressive but still worth using
What would be better:
1. Class balance is very, very off sadly
2. More skill choices
3. Access to specific sets such as Hundings Rage, Julianous etc. that provide flat stats to give some customisation without having procs do the work of the player
4. Champion points
5. Access to snare immunity / speed boosts to help classes who lack mobility such as DK / Templar
Class feedback:
Nightblade - felt like a rouge but the sneak speed penalty felt off and should be removed. Their execute should scale from 50% hp down to make it worthwhile as sub 25% hp means people die from a spamable + light attack typically
Sorcerer - AMAZING. Don't break it.
Warden - Great all rounder but lacks killing power and an execute. Healing and survival is great just finishing people needs looking into. I'd suggest making the Fetcher Infection (swarm skill) reduce the targets armour (minor breach) given it is not on scorch. Scorch 3s change is great and keep this.
Templar - Felt really bad overall. Melee felt hard to stay alive as lacks heal over time options it usually uses. Ranged felt somewhat possible but clunky. Only real benefit is their beam which is worth using for group play. Seemed to lack any cross healing hot options making it more of a burst healer only at which point other classes outdo it.
Dragonknight - Similar to warden but lacks an execute but can pull people to you. Felt underwhelming overall. Needs mobility or to be able to snare other players to help with its melee focus.
Arcanist - AMAZING. LOVE THE CHANGES. Beam works. Teleport is useful. Apply the portal changes to the base skill please for all gameplay areas and beam changes too for pvp.
Necromancer - Felt very clunky. The changes were cool in theory but the don't factor in the mobile nature of PvP so the class lacked burst due to people moving out of the detonation skill. Healing wise it felt food. Lacked mobility.
Overall, I think the test is going well and I would welcome this becoming a permeant feature or at least a weekend event with this rule set in Cyrodiil as it seemed a lot more balanced vs the current version.