Feedback Thread for Cyrodiil Champions (Vengeance Campaign)

Update 46 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/676794
  • Quackery
    Quackery
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      Were you able to successfully get into large-scale battles?
      YES

      Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
      It felt better, but fps dropped when it was massive battles. Skills sometimes didn't go off.

      What you think of the simplified abilities?
      I hate it. I hate it, I hate it, I HATE IT!! I want to use the abilities I used to have; my playstyle is completely destroyed.

      Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If
      you encounter character corruption, please provide the following feedback when using /bug in-game.

      No issues at all.
        What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
        The massive battles are insanely fun, but it's just a numbers game now.

        Do you have any general feedback?
        I hate this new Cyrodiil! I hate it, I hate it, I HATE IT!!! I want to be able to use my skills without getting punished with
        cooldowns. I want to be able to use skills without cooldowns. I want to be able to use scribed skills in PvP which is WHY I bought Gold Road at all. I was having so much fun with scribed skills until this test went live. It's extremely depressive and limitating. IF this is going to be permanent with some tweaks here and there, expect me to FINALLY stop playing the game. I'm not spending money to just end up getting feeling cheated.

        All that said, the massive player numbers is so vital for Cyrodiil. Seems like it's not only the coding that is the issue, but the performance of the game itself. Only time will tell if I'll be spending any more money on ESO. The "new" player base might be a more permanent thing for ESO, and hopefully they'll open up their wallets.


        Edited by Quackery on March 27, 2025 7:13PM
      • Stensaxpannk
        Stensaxpannk
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        Were you able to successfully get into large-scale battles?
        Yes alot of them and it was amazing

        Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
        I had no lag at all only fps drops, and have played big battles everyday so far

        What you think of the simplified abilities?
        I like the idea but then it has to be with more like weapon skill lines and morphs otherwise i think it will become boring in the long run

        Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.
        nope not at all

        What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
        I like it
        Do you have any general feedback?
        I like it when its alot of more people on the server now, it happends so much all the time everywhere.

        About the skills as i said its a bit boring after a while i would like Weapon skill lines and morphs they could be simplified aswell that i dont mind only that it is so few and like on my main a NB healer i kinda only have 1 heal would like maybe a morph on path of darkness so i heals again if you dont want heals on the ground but i noticed warden have a hot heal maybe do so it heals if people walk into it and they get a hot so they could leave and still have the hot if that makes it preforme better then a ground heal that heals when people are in it.

        Edit:
        And as i only have kinda 1 heal its hard to heal the right person when you have to aim with alot of people infront of you and many times the heal goes to a person with much more health then the person i want to heal

        So yeah like it overall but next test try add Weapon skill lines/morphs or maybe both and still try to max the population.
        i think you should raise the bar with the population cap untill it crash this test :wink:

        thanks
        Edited by Stensaxpannk on March 27, 2025 7:46PM
      • Godless11B
        Godless11B
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        Were you able to successfully get into large-scale battles?
        I was in several a day on two days and at least once on the third.

        Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
        I greatly enjoyed the massive scale and was satisfied with performance, though I did have a few instances of skills not firing when I was engaged 1vXX and a few moments of fps drop as an uncountable number of us simultaneously rode through Ash Milegate. Otherwise I didn’t notice any significant issues with performance.

        What you think of the simplified abilities?
        I can see why others would not like this but I personally enjoy a little “work with what you’ve got” from time to time and I liked being able to try abilities that I had not unlocked yet on some of my lower-level alts. It felt kinda like getting to “test drive” those higher levels, in a sense. I do enjoy crafting and fine-tuning a build but this was a nice break from that. Just some "dumb fun" and it was a blast.

        Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.
        I did not encounter issues of this sort.

        What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
        I enjoyed it greatly and, while I can see why it’s not to others’ liking, I think the format makes pvp very accessible for players who have never tried it. I found that in my case it was a worthwhile “training ground” of sorts and I was relieved and grateful to learn that my lackluster performance in regular pvp is probably only about 60% “skill issue.” It kinda rekindled my fading interest in pvp because I was reminded that it can be fun if you can last long enough to at least return fire. I've already started on a dedicated pvp build again.

        Do you have any general feedback?
        As for the format itself, I’d like to see it with Weapon Skills implemented, too. It was a bit tough switching play style from weapon-focused to skill-focused abilities on a few of my toons and with one I gave up immediately because I just wasn’t able to adapt quickly enough (that’s on me, of course). Fortunately, it didn’t take much to get up to speed with the others. (Focused Charge made an acceptable substitute for Critical Charge in this case.)

        I would not recommend replacing any current pvp campaign format with this one but I believe that it could have a place as an additional campaign type. Accessibility for new pvp players is certainly there. The simplicity of the templates made it easy to just jump in and start swinging, regardless of whether that toon was deliberately built for pvp or not. I did miss using my Marksman’s Crest set and Bombard to immobilize invaders the second they brought down our gate, but with the templates I was finally able to regularly spend more time fighting than riding back to the front. That improved survival rate made Cyrodiil fun again for me. (Leave IC as is, though, please. The claustrophobic fear of an imminent “one-shot” is the fun there, at least for me).

        I’d love to see this as an additional campaign mode. If there’s an issue with server resources preventing this one from being added full-time, perhaps it could be an option during the current, regularly-occurring pvp events. Or maybe something like a periodic “Vengeance Weekend” could be implemented.
        Xbox gamertag is AGodless11Bravo but I'm Godless11B most other places.
      • ExoY
        ExoY
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        First of all, thank you for putting the effort and time into actively trying to work the problem. I also generally like the "let's test something out and get some feedback approach" rather then just cooking something up behind closed doors. And I hope this will lead to an development in the right direction.

        A few information about me to put my feedback into persective. I play eso since the ende of its beta-version. I mostly play PvE on a semi Endgame basis (All HM cleared and all Trial trifecta upto the release of Blackwood (Rockgrove). I occasionally play battleground but am mostly in cyrodiil for events. I did however played for a few month in a

        Were you able to successfully get into large-scale battles?
        Yes, I played thuesday and wednesday (after the population cap was raised) and experienced battles with sometimes upto 150+ on each side. However, large-scale fights are not necessarily a good thing in this campagne as I will explain in answers to the next questions.

        Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
        • Purely latency-wise speaking, yes there was an improvement. In semi-large scale battles no issues, in very large scale battles skill delay occured. (Scales refer relative to the campagne, so a semi-large scale on vengeance would be a very large scale on normal campagnes)
        • However, the vanilla healing/dmg numbers aften did not show up. So I am unsure if it only looked like my skills fired or if they atually did something.
        • The battles were no fun to me. There are multiple major design flaws in the vengence idea that I will point out in my "thoughts on on the vengeance campaigne" answer. But generally, it was engaging and basically which ever side had more people won a fight.
        • But, the battles were fun and impressive to look at

        What you think of the simplified abilities?
        Short answer, not good. Any option for variety in gameplay was completely gone (nuker, tank, heal, bomber). The simplified skills in combination with the limited number of skills available made the experience very dull.
        • I agree, that some of the skill in game are overloaded and streamlining them makes sense. Also things like stacking healing as done by ball-groups needs to be adressed, but:
        • Limitation to three targets completely contradicts large-scale battles, because you dont have the tools to engage of a large scale level.
        • Limitation to three targets completely removes any reason to play in groups.
        • Skills are generally to weak - this is noticeable when trying to do things by yourself e.g. clear are resource or just have 1v1 fights. With the increased health pool more then once fights with only a few vs a few where dispanded at some point because no side could kill the other
        • Obviously the current class skills where taken and just streamlined. As a result the skill-Kits were very incomplete and I dont think any thought to the resulting implications where given. My favourite example, no skills to actively reveal invisible units on some classes. (I say some, because I didnt check all, but it was the case for every class i played)


        Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc?
        No.

        What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
        Not well thought through in my opinion. One of the major draw backs is that You want to enable large-scale battles but take away more or less every aspect away, that would make large scale battles interesting.:
        • (as already mentioned) target limit on skills/ no ground based aoes - when people rushing through any choke point, the ability to stop them is purely decided by which side has more player
        • unchanged siege weapon limit - so I now have a siege with 100+ people but most are just standing around cuz no more siege can be placed
        • siege-weapons are not impactful - so increased health pool combined with low dmg by siege weapons made killing player with it very unlikely. Using siege to defend felt pointless, and for the attack only usefull against gates/walls. - Again chokepoints could not be utilized for the defence.

        There are also some other aspects:
        • reduced insentive to play - yes we got double AP, but at the same time I could not use Mora's Whisper, the Cyrodil Cake Buff-food or the cyrodil delve boss buff. So it feels with respect to leveling alliance rank or skill-lines it was even a downgrade
        • no adjustment for missing passives - slow mount speed, slow resurrect, missing skill range (many range skills couldnt hit the enemy during sieges)
        • no skyshards - so we did push to the temples once and I never was there with this character, and than I wasnt allowed to interact with the skyshard... comon -.-

        Do you have any general feedback?
        I think the idea "lets simplify combat to enable large-scale battles" is interesting but also very dangerous:
        • having more people in a fight, just for the sake of more people is not good. for any serious implementation it has to be carefully balanced between how many people can handle the server and for how many people is the current combat designed. (I explained why in my previous answers)
        • always keep in mind, ESO is an MMO-RPG, not some sort of Moba (Multiplayer online battle arena) it is a fundamental part of an MMORPG that you have to farm gear and develop your character
          • If you remove/ significantly reduce this aspect for a large portion of the game (Cyrodiil) you completely negate the huge amount of time and effort people spend in this game to build their characters
          • fights might have been fun for little bit, but the lack of versatility made things dull and repetitive very quickly. I personally didnt want to play the campagne any longer after half an hour on the second day, because it came down to following the zerk and hoping it has more players than the oposing zerk you encounter.
          • there has to be a benefit in playing with friend and maybe design some setups with some nice synergy. it is perfectly normal, that a smaller group with good setups is better than a larger group without any planing (not to the extend of current ball-groups, this is a little to much - i will offer some ideas in a second)
        • please do not get rid of the dynamic and fun combat system of eso, just so you can say "we can have larger battles like in the beginning". It is one of the things that defines eso and is essential to keeps its identity.

        Here are some personal suggestions for going forward, that I believe address your overall goal but also keep the current feeling of PvP and Cyrodiil alove and address the weakpoints I have pointed out:
        • cap the ability to stack hots (not remove it completely!) e.g. say a player can only have x-instances of the same hot. This should reduce server calculations and also address the extrem power differents between random groups and ball groups, but not completely remove the option to optimize your group play
        • completely remove any sort of passive/buff/debuff that is only relevant for PvE from cyrodiil (via battle spirit or in the same style as done in vengance)
        • change sets that have very calculation heavy effects into a PvE and a PvP version. this approach also makes balancing much easier
        • distribute server load (this is only a guess because I dont know, how it is actually done currently) - so it is very noticeable that during PvP events performance is better, so what ever you do there works. If it is not already done in some way, maybe it is possible to split cyrodiil into multiple areas handled by different servers. Even if that means adding a loading screen at specific areas - this might require some changes in the landscape or such. But I think it is important to be open to change aspects like that in order to preserve other things in the game.
        • deactivate some of the games systems for the fight but keep it available to the player without leaving cyrodiil. e.g., deactivte the mail-system, but have a NPC in the alliance base where you can check for mails or send some.
        • keep the "infinite" siege idea if it helps performance - probably needs some adjustment with the AP economy though


        My last comment is regarding collecting feedback. Using only the forum might not give you a complete picture on how the test (or future test) is perceived by the majority of players and also requires a lot of manual work in the analysis on your (Zos) part. Thats why I highly recommend the implementation of an ingame survey!. Just have it pop up after a test for all players that took part when they log in. Have some multiple choice questions what they though about the test. When analysing I also suggest to the data take some account specific meta data into consideration if available. E.g. the opinion of somebody, who plays a lot of PvP and has multiple chars on Rank 50 and 1000hours of play time should have more weight than somebody who plays eso for a month. (This is a very important aspect in my opinion). Such a survey system would be very universal and can also be used in any aspect of the game. Not just for tests but also to get feedback regarding new features and such. This way you actually get the opinion of your player base and dont have to try to infere it based on some limited number of forum posts or data collected ingame. Both can misrepresent the reality for various but very different reason, but this post is already long enough so I will not go into more detail about that here.

        Thank you for reading until the end and I hope I could provide some helpful feedback. Looking forward to see the next steps you are going to take (:
      • Theignson
        Theignson
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        Were you able to successfully get into large-scale battles? yes


        Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?

        yes. Lots of fun. It made me nostalgic for the old days when Cyrodil was full and there were large scale battles that lasted for an hour and could go either way. These are unique for game play. But big keep battles become something of a numbers game.
        Nonetheless I will regret it when the servers revert to 1-2 bars and nothing happening.


        What you think of the simplified abilities?

        So far I have only played NB and Sorc. They are both very powerful, Sorc was somewhat OP, since it had strong offense and defense.
        The abilities are too limited. This would get boring quickly. On the other hand, normally there are many morphs that are ignored.
        However there are some good ideas here: no perpetual streak (cooldown), no perpetual cloak.
        The movement speed is terrible on horses and you need keep recall stones.
        However the slow movement on players is interesting. No more players at max speed+Max tanky +max damage.
        Skill still makes a difference with this limited set of abilities, but only in small encounters-- if the zerg catches you its over.
        I enjoy the lack of bombers (you can repair doors without worry, which is prosocial).
        I enjoy the lack of Rush of Agony and VD. Rush of Agony should be permanently banished.
        I enjoy No Ball Groups. It is interesting that without their proc sets most of them folded.
        Overall I found the combat more fun than I expected but the limited build/ability variety would probably get boring quick.


        Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.

        When I gated out to IC at the end of the night, I found I could not drop group. That was the only weird bug.

        account name Theignson
        character name Tolliverson
        What happened to trigger the corruption (leave Cyrodiil mid battle, lost connection, got booted, etc)?
        I forgot to drop group before I went to IC, then I couldn't.

        What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
        Do you have any general feedback?

        I've enjoyed the large battles, I've enjoyed seeing many PvPers. I don't look forward to it ending because it will go back to a ghost town. In the current format it is a low bar skillwise and draws in new players, but skill still matters (There is one famous AD player who plays solo and he was successful in tower running, I saw him evade 15 players, so it is clear skill still matters).
        I think if you can improve the abilities, allow more set diversity / skill ability but keep RoA offline and a few other things, this has a future in reviving PvP
        3 GOs, a Warlord, and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP
      • dazza1033
        dazza1033
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        Were you able to successfully get into large-scale battles?
        Yes
        Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
        Large number of players were ok response wise when not doing anything but when the visual effects took place with a large number of players in close proximity (fire, lightning etc) game began stuttering and fps dropped. That being said the game didnt actually freeze like it does with normal cyrodiil.
        I found switching weapons bars sluggish when in battle compared to normal Cyrodiil.
        What you think of the simplified abilities?
        I like them, they are a low barrier to entry (don't have to extensively learn the ability to play) the and you can feel like you are achieving something even if your character is not optimised. As a sorcerer I felt for the first time since one tamrial I was actually contributing to a kill. Presently there are no invincible players and ball groups are just co-ordinated tactical groups.
        I think Cyrodiil PVP could use simplified abilities in campaigns, and maybe have a advanced campaign for players who want to use optimised characters. The simplified abilities campaign might need some incentives to grow the player base.
        Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.
        No
        What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
        I'm enjoying it, I don't need to be in a group to contribute if I have a limited amount of time to play. No surprise ganking, or invisible ball groups, incursions are fun (both sides) and require coordination but they can be disrupted. The slow mount speed is hard to get used to (its the most obvious jolting gameplay for me).Maybe keep the normal speed but increase the stamina use.
        Do you have any general feedback?
        Add simplified abilities for weapons.
        Allow quests
        Have better rewards than the regular PvP (to grow player base)
        Change siege into targeted types. Ie Stone for structures (limited player damage), Fire for players (limited structure damage) to increase tactical play.
        For the regular PvP going forward
        - remove ability to use multiple siege at the same time. If you plant a second siege weapon destroy/despawn the initial weapon.
        - Improve stealth detection if the keep is captured.
        - have a cooldown on stacked heals or a cap on heals per time interval. The Vengeance Campaign seems to have removed the invincible players and ball groups since its harder to maintain a heal.
        -Keep the visual effects for simplified PvP. The color change is cool and reminds you that you are in a different environment.
        - The Vengeance campaign reminds me of pvp when I first started playing ESO before one Tamriel. It was primarily the number of players that one, not a optimised, stacked, procced set(s) that one the day.
      • Rick_S1
        Rick_S1
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        I enjoyed the fixes for not disconnecting, the lack of lag, and the lack of display screens as I was riding. Things seemed to work smoothly. Unfortunately, I was not able to effectively set up my skills using only the base skills of my class.
      • ioResult
        ioResult
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        Final comment: please consider disabling add-ons as part of the test! Add-ons consume individual user as well as game server resources to function and it would be enlightening to know how large or small their impact on performance is.
        How exactly do addons consume "game server resources to function"?

        I can't wait to hear this.

        But before you answer, please give us your background in terms of writing code.
        But yeah ZOS...Cloak is the problem.
        --
        sudo rm -rf /
        don't try this at ~
      • TinyDragon
        TinyDragon
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        Were you able to successfully get into large-scale battles?

        Yes, I participated in fights as large as mayhem, and with even more battle victories than I've ever seen.

        Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?

        Yes, more responsive and less lag. I also didn't dc as much as usual.
        Mostly fun. The small scale fighting was also fun to be honest- it was less gear/set dependant, and you can get more mileage form your own choices as a player positioning and skill wise.

        What you think of the simplified abilities?

        Ok- it's challenging to see an icon, and not make assumptions about the skills. I had to re-read, and figure things out over the course of days. Which is sort of my fault, but also could be an expected user behaviour.

        There's still a gap between classes, and I dreadfully missed the ability to heal people on rams. Siege hit so much harder, and there's not much counter for the oils.

        I also didn't enjoy the cast time on my spammable as a sorc, and I didn't feel I had an alternative. No way of finding people in stealth is challenging- no flare/magelight, limited aoe damage.

        I wouldn't be happy with it being this simplified permanently, but with work, perhaps it could be viable.

        Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.

        I got dc'd and stuck trying to log in with an error- this has been in live for ages, so I'm not surprised it happened here too.

        What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?

        Ok for a week, but grows old quickly. I can see the populations dwindling over time.

        I did enjoy the simplicity of theorycrafting. My choices weren't overly complicated, and I didn't lose out on not knowing hjow to minmax gear sets, which I really enjoy. I've spent so much time theory crafting unsuccessfully that I've long given up trying to make my combinations work. I also liked the lack of consideration needed for stats (health/sustain/armor etc).

        It also strips away all the fun I have playing with a co-ordinated group, and I know if this were to be permanent, and group co-ordination would be unfeasible (as it is now), then my guild would stop playing., I probably wouldn't come back to cyro without them- currently I play at least weekly in a co-ordinated group, and they frequently play 3/4 times (timezones are tricky for me). I can't stress enough how much I think there should be space for people to play like this- and for gankers, and bombers, because otherwise you aren't being true to the 'play how you want' philosophy, and I think you'll find cyro quickly losses people's interest.

        Do you have any general feedback?

        Small (I assume small, but perhaps they take more dev time than I know) quality of life things would be greatly appreciated if we need to test more things in a similar campaign. I found it very disheartening to not know how much AP I'd earnt- almost like I had achieved nothing.

        I miss meatbags and recall stones terribly. Mount speed (and foot speed) suffered because of the loss of CP and passives, making scroll running tedious. Applying even major gallop as a flat effect would go a long way.

        Also the lack of quests was unfortunate. Not as much as the other things though.
      • ray40
        ray40
        Soul Shriven
        Were you able to successfully get into large-scale battles?
        Yes

        Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
        Fights were boring. No counter to large groups of people sieging multiple walls. Most fights turned into taking empty keeps. Latency-wise, I did not lag. I also do not lag in normal PvP campaigns when I am solo or in a small group. My proc sets do have issues going off in large fights, but skills and everything else work fine.

        What you think of the simplified abilities?
        No diversity in skill set ups. Felt like most skills were magicka based, so resource recovery was terrible.

        Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.
        No issue with character corruption.

        What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
        It is great that most, if not all, are experiencing lag free gameplay. The larger fights is also a plus. My concern is that this test campaign may become the new standard. This would remove build diversity, theory crafting and testing, and all sets and items we paid for, both DLC and base game. I mostly play ESO for PvP. In summary, my thoughts are this campaign test was a success on reducing lag, but the direction is very concerning.

        Do you have any general feedback?
        Playing and leading in organized PvP raids is what I enjoy. I get accused of causing lag for many others and have been told that we, organized raiders, have caused this test to come about. Small scale and solo fighting have become mostly non existent. Which has led to many people organizing in PvP raids to combat the 60+ man zergs chasing us down when we are solo or in a small group. If people want a campaign where they send entire factions to one keep, as players have done in this testing, then create a separate campaign where they can enjoy that experience. I request that you do not remove others ability to have fun.
      • Gizit
        Gizit
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        Were you able to successfully get into large-scale battles?

        --Yes, as a player from Beta. It was amazing to see and feel the PvP aspect of the game so alive again.

        Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?

        --100%, I truly hope this implies you and the team are stair stepping into adding things to find where that sweet spot is between plain and bland, to somewhat customizable so there is no lag and people can have fun.

        What you think of the simplified abilities?

        -- I understand that this was boiled down to accommodate the test. They were fine however there is much to be desired. While it had class identity there is a clear advantage some had over others and many just serve no purpose at all.

        Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.

        --No, everything seemed to work well when in left the campaign.
        I do the things! for the team, score points! win the day by *** the stuff! HELL yeah!
      • xylteh
        xylteh
        Soul Shriven
        Were you able to successfully get into large-scale battles?

        -Yes, multiple times.

        Did large-scale battles feel better latency-wise and how did combat feel (responsive, fun, etc.)?

        -It felt similar to regular Cyrodiil. There were occasional loading screens or instances where clicking an ability didn't trigger it, but the improvements in combat glitch were noticeable.

        What do you think of the simplified abilities

        -They are definitely too simple, and there aren’t enough of them. While it’s fun at first, over time it becomes monotonous. Not having enough depth makes it hard to experiment with new builds or tailor playstyles through theorycrafting.

        Did any of your characters become ‘corrupted’ if they left Cyrodiil mid-battle, lost connection, got booted, or experienced lag?

        -No

        What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)? Do you have any general feedback?

        -In my opinion, the campaign is too limited. Many of my PvP friends, who used to play in Cyrodiil daily, switched to Imperial City or battlegrounds after testing it in order to be able to experience the "normal" PvP again. Some PvP guilds I am member of have even paused their raids for now. Although the campaign offers some fun initially, it quickly turns repetitive. Theorycrafting is a big part of MMO enjoyment, experimenting with builds, playing with the scribing system and finding perfect gear combinations are all key and the reason why we loved Cyrodiil. The lack of these features, along with our items that aren’t usable in Cyrodiil anymore (reducing incentives for trials, arenas, or gear farming), is disappointing. It’s great that some performance improvements were made, but please consider this feedback before making such changes to cyrodiil permanent.
      • mielyn
        mielyn
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        A follow up here...

        Just wanted to add a few comments about "large-scale battles":

        I think that Cyrodiil has a place for large-scale battles. Back in the day (in the games early days), the battles were definitely larger in general as they are nowadays.

        Now, when I think of "large-scale battle", the main thing that comes to mind is SIEGE WARFARE.

        ESO has a very good siege system, except for one major flaw:

        The damage done to players with siege equipment is heavily out of balance.


        In my opinion, there needs to be a better balance here, to make it more fun for all. Here are a few suggestions:

        1. Siege equipment should be GREATLY reduced in damage against other players. Notes on that below.

        2. The ONLY siege that should do a decent amount of damage to players are the anti-personnel siege. (See comment below about reducing the current damage of anti-personnel siege. It is over-tuned right now, in the regular campaign and in Vengeance.)

        3. Anti-personnel siege should have its own CAP on how many can be placed in any given keep. (And if they need to be re-positioned as the enemy makes his way deeper, then so be it. That's part of the strategy.)

        4. You could also change the current "keep upgrade" system to make it so that as the keep gets stronger and stronger, the defenders can place MORE anti-personnel siege. Maybe start with a base of 5. Then at level 2, they can place 8 or 10. And at level 3, 15. Something like that.

        5. Make it so that the way a keep gets "upgraded" is by successfully "defending" it. Each time a defense is successful, the keep is upgraded. To a max of 3 levels. Once the enemy takes the keep one time, it resets back to level 1. (But the enemy can also DEFEND it and upgrade it to level 3 in return.) And those upgrades affect:
        a. The health of all walls, doors, etc. So it takes longer to siege into the keep.
        b. The strength of the guards (make them ACTUALLY formidable)
        c. The amount of siege (including the anti-personnel siege as described above).

        6. Current "regular siege" (such as ballista, trebuchet, etc.) should do about 10% of the damage to players that it currently does.

        7. Current "anti-personnel" siege (flaming oil, flame oil catapults, etc.) should do about 50% of the current damage to players. It is way overpowered as it is. And make the DOT last a lot less time. Just the initial damage + 1 or 2 ticks max. And don't allow the DOTs to stack.

        8. With the above ideas in mind, it should be MUCH more difficult to break into a Level 3 keep, and much easier to defend it. And in reverse, it should be easy to break into a Level 1 keep, and difficult to defend it. Pluses and minuses on both sides.



      • Erickson9610
        Erickson9610
        ✭✭✭✭✭
        ✭✭
        I'd like Vengeance rules to replace the No CP campaigns in both Cyrodiil and Imperial City, so that players can pick between regular PvP and template PvP. Maybe a separate queue for Battlegrounds that has Vengeance rules would be welcome as well.

        One crowd loves regular PvP and hates template PvP, while another crowd hates regular PvP but loves template PvP — having the option between both types of PvP would be an easy way to appease both crowds.
        PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

        Werewolf Should be Allowed to Sneak
        Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
      • Silber69
        Silber69
        Soul Shriven
        My feedback after many days played in Campaign,

        Were you able to successfully get into large-scale battles?

        Yes, and they were glorious.

        Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?

        Huge battles of perhaps 200 per side plus more from the third faction.
        They felt great and were very smooth, with no noticeable lag, Abilities fired when I wanted them too and break free was not delayed. To give you an idea on scope, this morning, a set of 2 assaults by AD on BRK lasting more than 1 hour. 1500 kills at the end by EP, 138.7k Defense tick. This was very Epic and fun. No lag.


        What you think of the simplified abilities?

        Not a fan, yes some felt better but overall I was missing a lot of choice. I normally play a Stam Sorc, so I was shoehorned into Mag Sorc for the test.


        Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, 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)?
        Time of day this occurred
        screenshots and video


        Nothing of the sort for me.


        What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?

        Excellent. As a test with your stated goals in mind this to me clearly demonstrated that sets, procs, CP's etc have a massive effect on the playability of the game in Cyrodiil. I highly enjoyed it!
        Now its up to you the Dev team to strike the right balance between playability and choice.




        Do you have any general feedback?



        Plenty.

        Positives:

        Getting kills felt awesome.
        No ridiculous unkillable tanks, no rolling stupid amounts of stacked heals, no proc sets saving the day.

        Heals mattered far more.
        With limited heals ie just to 1-2 people Heals REALLY mattered, which felt really positive actually.

        Classes felt distinct.

        No unkillable ball groups. This has been a real issue for ages.

        Far more players in battles felt epic.

        Zero noticeable lag for me in the huge battles.

        Easier for new players to experience big battles without a huge learning curve.
        New players previously would get farmed HARD, now in this test everyone was on the same level (with some class exceptions) a good experience for newbies = more players which is a good thing.



        Negatives.

        Class balance with just class abilities is obviously a huge problem.

        No weapon or world abilities makes me sad.

        Classes being so limited equals limited playstyles.
        Mag Sorc only no Stam Sorcs for instance.

        Characters are sooo slow...
        However classes with movement abilites which others lack creates inbalances.



        Overall thoughts and suggestions:


        Playability trumps everything else (mostly).
        What good is a large PVP map if few can play it at once?
        This test and the excitement I have seen expressed in /zone and felt myself is that huge battles that are lag free are the essence and most fun part of Cyrodiil, and we experienced that in spades.
        Well done.

        As to suggestions.

        I would be fine with a limited number of "PVP sets" for Cyrodiil and no CP as standard.
        Do not prune too much, Weapon, world skills etc MUST be included.
        Abilities if simplified for PVP (I can understand as this will make class balance far easier), must allow ALL playstyles to be playable for all classes. Stam/Mag, heals and limited tanking, weapon, world, class based or mixed builds. I like the flexibility in ESO to Play my Sorc however I want. I detest being boxed in "Well you played Sorc so is Mag Damage or heals for you" is really annoying.
        Striking the right balance will be key.
        please also included the scribed skills, these are wonderful and entertaining additions. Simplify them if needed but keep that choice.
        Do not break the game into an Overwatch knockoff with an ESO skin, it's an MMO, keep it that way.


        Thank you so much for this test.
        It has been amazing fun so far with more to come for me over the next few days.

        Cheers.
        Silber


        PS: When the fun/test is over give me back my damn dual wield maces and whirling blades.


      • DatRascal
        DatRascal
        ✭✭✭
        Were you able to successfully get into large-scale battles?
        Yes (was able to have large scale battles in Beta as well at least then there were builds / skills that made it fun)

        Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
        Responsive ~ yes / Fun ~ HELL NO

        What you think of the simplified abilities?
        Terrible / No Builds to individualize / Meant for beginner gamers... not pvpers or gamers over the age of 10 years old (its like you made PvP for children)

        account name: @DatRascal

        character name: Cassiah Rae

        What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
        Terrible PvP it was zerg v zerg NO PvP for Solo / Small man / 1vX / Coordinated guild groups / Was basically PvP for noobs

        Do you have any general feedback? I have been PvPing in Cyro since beta (joined ESO officially on 02/28/2014) and did early launch just for PvP, I can tell you if this is the direction PvP is going most of the PvP community will leave as it is not challenging or fun at all. Basically, its PvP / gaming for new players that just want to zerg as there is no skill needed.
        Edited by DatRascal on March 29, 2025 6:49AM
        Loyalty is the Pledge of Truth to Oneself & Others
        ~Cassiah Rae Coyle NB
        ~Cassiah Rae Sorc
        DatRascal Stamblade

        Member Since February 27, 2014
      • Kazi92
        Kazi92
        ✭✭✭
        Were you able to successfully get into large-scale battles?
        Yes, I was able to participate in several large-scale battles.

        Did large-scale battles feel better in terms of latency and combat responsiveness (fun or not, frustrating or not, etc.)?
        They felt much more responsive overall. However, there was still a slight but noticeable desync when many players were around.

        The improved responsiveness was definitely a positive and didn’t feel frustrating.

        That being said, the fights themselves were not fun at all. They felt boring due to the lack of diversity, making them repetitive very quickly. Most of the battles consisted of large groups simply spamming light attacks.

        What do you think of the simplified abilities?
        Honestly, they’re terrible. PvP content revolves around fights, and with such a lack of build diversity, combat quickly becomes predictable and repetitive. There’s no long-term incentive to keep engaging in PvP with a system like this.

        A slightly simplified version of the current ESO Cyrodiil experience could be interesting if tailored specifically for PvP, but it must maintain build diversity and the complexity of fights to avoid hurting replayability. If I had to choose, I’d prefer build diversity over balance any day.

        I understand this is just a test and that it was communicated upfront that these changes are not permanent. However, to be clear about how bad I find this simplified version: I wouldn’t play PvP at all in this state.

        What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
        Performance is at an acceptable level. However, the simplification makes it unenjoyable.

        Given how slow fights felt, primarily consisting of light attack spam from a distance with fewer abilities being used to what i used to, it’s no surprise that performance has improved.

        Do you have any general feedback?
        • I experienced issues with my abilities not activating around guards. It felt like I was standing in a negate field, but there was no visible negate.
        • Keeps and towns occasionally took a long time to flip, even when there were no players or fights nearby. There was no noticeable performance improvement in this regard.
        • In large battles, my skills didn’t apply to hostile NPCs. They were probably already dead but still appeared alive on my screen. Again, no improvement in performance here.
      • MipMip
        MipMip
        ✭✭✭✭
        Were you able to successfully get into large-scale battles?
        Yes

        Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
        Better latency wise, but not fun with this combat sytem

        What you think of the simplified abilities?
        Boring

        Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc?
        No

        What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
        Appreciate that you are trying to fix the lag, but this combat system is not the solution

        Do you have any general feedback?
        I feel that the combination of powerful single target abilities and powerful AoE abilities makes a dynamic, enjoyable combat system - for solo players as well as well as group players. So removing most of the the AoE part is not a good idea.
        PC EU ∙ PC NA

        'My only complaint about ball groups is that there aren't enough of them. Moar Balls.'
        - Vilestride
      • i11ionward
        i11ionward
        ✭✭✭✭
        Were you able to successfully get into large-scale battles?
        Yes
        Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
        In general, battles felt smooth and good. However, in particularly large-scale battles, when there were a lot of players on the screen, I experienced FPS drops. Most likely, this was due to my computer not being able to handle the large number of effects and animations on the screen.
        What you think of the simplified abilities?
        In general, I liked the simplified abilities. However, because there are so few of them, they become a bit boring in the long run.
        Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc?
        No
        What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
        My initial thoughts on the Cyrodiil Champions (Vengeance Campaign) are positive. I enjoyed the experience and would definitely be interested in similar tests in the future. However, I believe it would be even better with an expanded skill set, perhaps including weapon-specific skills. Additionally, I wouldn't mind seeing the Vengeance Campaign return as a recurring in-game event, provided that other campaigns are temporarily disabled to maximize player participation in this particular event.
        Do you have any general feedback?
        I particularly enjoyed the 1v1 fights in the Vengeance Campaign. The combat in the Vengeance Campaign feels slower and more methodical, almost like a chess match, allowing players to savor the experience and showcase their skill. I would love to see a new random matchmaking activity in the game, specifically 1v1 battles with a similar simplified skill set as in the Vengeance Campaign.
      • Soraka
        Soraka
        ✭✭✭✭✭
        ZOS_Kevin wrote: »
        This is the official feedback thread for the new Cyrodiil Champions (Vengeance Campaign). Please try out the new campaign and let us know what you think! Specific feedback that the team is looking for includes the following:
        • Were you able to successfully get into large-scale battles?
        • Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
        • What you think of the simplified abilities?
        • Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, 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)?
          • Time of day this occurred
          • screenshots and video
        • What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
        • Do you have any general feedback?

        Were you able to successfully get into large-scale battles?
        Yes that's pretty much all that was able to happen in this mode. Small scale seems extinct for the moment.

        Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?

        Large battles did run better, but I occasionally had some lag still. Doors apparently have not been improved by this and for me bar swap also remains laggy/unresponsive feeling. Large scale battles mostly felt like they ran better, there were still several instances of lag for me particularly around some AD battles (nothing against AD for some reason there appears to be some groups of AD that lag me out) and when trying to use Arcanist damage beam. I had one day where every time I tried to beam I hit a lag spike.
        I also had visual issues where enemy players were disappearing at a short range, leading me to believe there were areas with no enemies only to walk up into huge groups.

        What you think of the simplified abilities?
        Lack of smart healing and only targeted healing on some skills felt bad. When you get 50 players around you it's almost impossible and it becomes a waste of resources. A lot of the abilities felt redundant or useless/repetitive and I found myself on several classes mostly just using buffs and then a couple of skills because some seemed not worth it and some seemed to not work well at all. Smaller target amounts etc. don't seem like a bad idea overall. I'm not against the simplification of some abilities for the sake of "balance" and lag reduction. I do not currently like how it is right now, though, but I don't really know where the test ends and the planning for the future begins for these templates so it's hard to give feedback.

        [*]Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, 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)?
          [*]Time of day this occurred
          [*]screenshots and video

          No, no corruption thank goodness.

          What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
          1) Please please please do something to keep the sky effects. I could see this being great when the hammer spawns, so it happens but not all the time. I love it, but also enjoy regular sky.
          2) I enjoy the reduction of stuck in combat bug.
          3) I enjoy not having to pick up my siege all the time.
          4) I think this mode could be useful for new PvPers training as an optional campaign to get the basics down. Overall I do not enjoy this mode as it stands, more below. I appreciate the testing and seeing that there is a possibility of more populated Cyro with less lag. I am not ready to concede that there is not still hope for balance and performance without barebones. I am not against modifying skills and gear for PvP, but I really dislike the complete lack of variation and personality at this point.

          Do you have any general feedback?
          General feedback from not really knowing where this is going from here or if it matters due to speculation:
          As someone who has played pvp a lot, this got mind numbing pretty quickly. Not saying I'm super great at pvp, but with experience in the basics and years to practice and continue to "grow" in pvp, my perception is that the ceiling has effectively been moved so low there is not much to keep my mind engaged. I can watch TV, have a conversation, space out and push buttons kinda automatically and do just fine. I legitimately feel the lack of cognitive work I have to do. I got sleepy, like road hypnosis when driving. I haven't seen a lot of room for variation in tactics etc just perpetual keep after keep with some long fights where people get into a stalemate in doorways. I feel like some things have been lost. The "only rely on skill now" window seems to be very small and then it turns into only rely on numbers and what class is best.

          I recognize this is new and feels more approachable for those who are new and don't have as much experience. They're probably still at the cognitively engaged stage and there's nothing wrong with that. But I suspect eventually everyone would hit the 'ok but now what?' stage. I also don't agree that this type of mode would be free from toxicity, anyone who has played games with more simplified characters knows that it doesn't take much for less options to become overly meta and toxic. I currently do not have a meta build in normal. No one really notices or judges it. When the options become bare bones, it will be more noticeable and judged IMO. Balance issues and lack of guidance caused a lot of frustration - I do not want to discount that. But most games do see lasting competition as having a sense of progression which does ultimately come down to time spent leading to increase in skill. I have a general sense over the years as my PvP rank went up so did my experience and skill. It felt satisfying and challenging. I currently do not have that feeling in this mode as it stands.I also wish the arguments wouldn't boil down to its lag or this so I have to like it. I can not like this and wish ZOS could balance better and fix lag. I dislike the idea this would be the only solution.

          I think there's a place for this type of mode, particularly for training Cyrodiil basics. But I am still afraid this will become the only option. I also suspect that maybe it was also a mindset issue keeping people out of PvP in the first place. I've read so many assumptions and accusations about how PvP is from people who never tried. Part of this is the IDEA and beliefs that pvers and new players are welcome now. It took pressure off and new people love it. The simplification does help, but I can't help but wonder if more had tried it without the negative bias in the first place maybe they could have learned and stuck around before too. As someone who used to be pretty "carebear and sensitive" (labeling myself not making any comment or label on people enjoying Vengeance), I've always found the majority of Cyrodiil players to be very welcoming.

          I hope that makes sense. :)
          Edited by Soraka on March 29, 2025 4:30PM
        • Nevena
          Nevena
          ✭✭
          Were you able to successfully get into large-scale battles?

          Yes, the like of which I've not seen since the earliest days of Cyrodiil. It was mad chaos to a sublime degree, but also collaborative and supportive. (At least on AD side, which I've been on quite alot as @TwinLamps aka Fixin It Felix... yes y'all I got my report done!)

          Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?

          LOVED IT. I didn't get notable hanging until the 50-100+ threeways. It was in one of those that I experienced my only (so far) issue, which was my game completely locking up mid-dodge-roll.

          What you think of the simplified abilities?

          I genuinely hope at least one dev has been watching the faction zone chats to report back, because the conversation has been engaging. But I'll summarize my take.

          Background: I have no skill and will never have skill -- buttons go mash mash mash. But I've been here since beta and see an enormous barrier to entry for PvE trying PvP. It's not just getting to the point where "death is no big deal, this is an arcade with infinite quarters" jives in. The Rock-Paper-Scissors balancing act has grown to a gonzo level. Now it's "Cross-buff/healing Unstoppable Ball Group"-TrollTank-Bomber where you have to have the right proc sets and the right tricks and reflexes. The sorts of challenges that are better in Ranked PvP are instead turned on farming casuals, new-to-PvP, and/or folks who just can't clear that barrier.

          The simplified abilities are an amazing preview into the possibilities for a future option for ESO PvP. Lots of us have said this should replace the Under 50, which is mainly sweaty golded-out Icereach-campers farming newbies. It's not a place for people to learn to play, it's a place for people to learn to hate Cyrodiil. People who want to alpha predator still have their options in limited-ability/sets, or could just go to Imperial City. (a whole different topic)

          Edit: I forgot to share a thought I had regarding "gear options". I like the template base stats and there being a limited (but balanced and varied) array of class skills. But allow a weapon selection that adds a campaign-specific set of traits that supports specific roles, as a good way to allow folks to focus in a balanced way that supports the "just dive in, pick a template, and roll" we love so much about this test.

          Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc?

          No, and I went in and out of Vengeance a few times each day. When my game froze, I had no issues logging back in and re-queue'ing.

          What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)? Do you have any general feedback?

          It's funny that something called "Vengeance" has brought out a kind of joy of discovery, levels of amazing growth of teamwork & confidence... there's a vibe I haven't seen in a game in a very long time. Just lowering the barrier to entry and simplifying things has opened up the door to people peeking their head in and finding out that there really can be a place for them in Cyrodiil.

          Also: seige, camps, repair kits should be collectibles. I know that would adjust the economy balancing, but good teamwork requires using these, and not everybody can afford them. In all my times working on games economy was never my thing, just player experience, so I just hope your economy experts can noodle that one around and find a way! Thanks! <3

          Anyway, yammer yammer, it's been amazing, and I hope there's a future for this kind of thing. Not as the only option for those who love Cyro as it is, but as a significant option for the rest of us. I kinda bet that the lower pop in the older style campaigns will reduce that server load on its own.
          Edited by Nevena on March 29, 2025 6:16PM
        • VilkasKriegshammer
          Were you able to successfully get into large-scale battles?
          Answer: Yes and they were epic!

          Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
          Answer: Yes, latency was far better! I was also able to mount up within seconds of any combat ending!

          What you think of the simplified abilities?
          Answer: I love the simplified abilities. They are more welcoming to new players and feel more balanced.

          Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.
          Answer: No.

          What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
          Answer: It was epic! I love the player templates and simplified abilities. The combat felt far more balanced and there were none of the annoying experiences of the normal campaign such as immortal ball groups, bombers, OP meta builds, or getting ganked in 1.2 seconds with zero time to respond.

          Do you have any general feedback?
          This campaign was the most fun I've had in Cyrodiil since I can remember and I've been in and out of Cyrodiil since this game first launched! A balanced Cyrodiil like this would be a ton of fun to have as an ongoing campaign. Keep the player stat templates but add back the other skill lines and allow some magicka abilities to be morphed to stamina (just like usual). Allow player sets to give build variety. I would play far more Cyrodiil if it were like this. I couldn't get enough of it! It's also far more welcoming to new players. In the normal campaign, I often die having no idea what actually happened. I can feel like the fight is going well in a one on one and within 2 seconds I'm dead and searching the kill hit screen to discern why I suddenly died. In this Vengeance campaign it was obvious why I died each time. I never felt the need to stare at the kill hit screen and try to figure out how I died so fast. I either got fairly outplayed or zerged to death! Please make a similar Vengeance campaign an ongoing live campaign!
          Edited by VilkasKriegshammer on March 29, 2025 5:50PM
        • BergisMacBride
          BergisMacBride
          ✭✭✭✭✭
          Were you able to successfully get into large-scale battles?

          Yes, many times, especially the first few days.

          Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?

          Performance for me was mostly excellent. Only issue I experienced was on the first day the pop caps were increased, there was an episode of movement\ability stuttering and players zooming around. This was when capturing Arrius mine with maybe 100 players in the area. Lasted about a minute or so. No problems since then.

          What you think of the simplified abilities?

          Too simple imo. Would like to at least see all skill lines (weapons, alliance, guilds, etc...) offered, even if they are more basic verions of themselves. Morphs would be nice too, as would all passives and CPs if they could be added without impacting performance.

          Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc?

          Only problem I had was my regular PvE quickslots were all empty the first time I zoned out of Cyrodiil.

          What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?

          This is coming from the perspective of a player who enjoys pretty much all the content ESO has to offer on a daily and weekly basis. I usually jump into Cyrodiil a few times a week during normal times (around 10-20% of my online time). During Mayhem I'm pretty much there the entire time in game (except when in IC), getting all of my 18 chars to level 3 rewards in the month-long campaigns. Even though I don't PvP daily, Mayhem is probably my favorite recurring event.

          The positives (in order of importance to me):
          • Performance in massive battles\sieges was excellent, reminding me of the epic battles we had after launch.
          • No stuck in combat bug.
          • No ball groups running around.
          • Keeps sieges lasted longer and the battles seemed to hang in the balance with several momentum swings.
          • No bunny-hopping unkillable builds.
          • I actually enjoy the new sky\environment visuals (not sure if this is permanent).

          The negatives (in no particular order):
          • Mount speed is too slow.
          • Basic combat did become stale after awhile due to lack of diversity in skills.
          • Lack of variability in siege weapons. Would like to have them all back.
          • No build diversity. While I'm not a huge theorycrafter, I do enjoy dabbling in it abit. Can't do that currently.

          Do you have any general feedback?
          • It was a mostly positive experience for me and and imo breath of fresh air from the current state that Cyrodiil PvP has devolved into (lag, ball group chases, bombers, unkillable builds). However, things will need to be spiced up abit for it to have any legs (more skills, morphs?, gear?, etc...). How far this can be pushed without impacting performance and/or bringing things like the dreaded stuck in combat bug back remains to be seen.

          • I am left wondering about the future of all the current PvP-related items\gear as this process moves forward. Will they be worked back into the system with modifications or disregarded altogether? Doesn't seem like an easy solution whichever way you go. You have to either do a balance\performance on the multitude of items or you make many of these items obsolete game relics. If you completely do away with gear, what will be the worthwhile rewards for PvP? And will gear sets commonly used in PvE like Deadly still be offered for purchase with AP? Also, a significant portion of your most dedicated daily PvP players are min-maxers\theorycrafters and taking away the gear aspect of it will probably drive many of them away. Addressing the gear issue might be your biggest problem going forward.

          • While I agree with the sentiment, I don't think this will work as a separate ruleset campaign alongside the current campaigns. I'm not sure the devs have the resources going forward to continually balance two such different PvP rulesets (and they probably wouldn't want to do it even if they could). I suppose they could do it, although considering how much effort they're putting into Vengeance, imo it's likely any existing ruleset campaign would then essentially be frozen in place with no updates or balancing. Plus, this entire process is about improving performance with a tangible benefit of increasing population caps and enabling large scale battles like we once experienced. Different ruleset campaigns would result in one or the other being a ghost town, as players will always migrate to the most populous campaign. From past experience, that will be the current ruleset campaign, and this new campaign would suffer the same fate as no-CP.

          Kudos to ZOS for doing this though. It does show they are still interested enough in Cyrodiil PvP to address some of its most stubborn longstanding issues. I'm along for the ride for now and we'll see where this ends up.
        • Vinovin15
          Vinovin15
          ✭✭✭
          Were you able to successfully get into large-scale battles?
          Yes! Even on my low-end PC, I didn't run into issue

          Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
          The latency seemed fine to me. The combat felt MUCH better due to the equalized stats. Being able to actually damage people without the tanky builds they have made the combat feel so much more fluid and engaging.

          What you think of the simplified abilities?
          They're a good idea to keep the PvP and PvE balance separate. Only thing I'd change with them is to add Weapon Skills too.

          Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc?
          Nope!

          What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
          Brilliant! This is exactly what I wanted out of ESO PvP. I always found the PvP in the game off-putting due to the sheer difference in builds and stats in enemies you might encounter. In most PvP games, if you see an enemy, you always have a chance to be able to defeat them. This was not the case in old ESO PvP, the difference in builds means you might be literally not able to kill someone no matter how hard you try. But in Vengeance, it's much better, as if you see an enemy, you DO have a chance to defeat them, no matter who they are. Also, this makes PvP much more "plug and play". Normally it's really cumbersome to get into PvP, having to create separate builds, get separate gear, change your builds in armory...with Vengeance, you just join and you can immediately join the action.

          Do you have any general feedback?
          Please keep this or add a separate campaign for it. I LOVE the equalized stats and template builds, and the only thing I'd change here is just to add Weapon Skills as well. Otherwise, it feels so much better to play, and I would actually get into PvP in this game if this becomes permanent. I would love this to be implemented in Imperial City and Battlegrounds, as well!
          Edited by Vinovin15 on March 29, 2025 6:58PM
        • RaikaNA
          RaikaNA
          ✭✭✭✭✭
          Were you able to successfully get into large-scale battles?

          Yes, I was able to engage in large-scale battles successfully.

          Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?

          I did experience some latency issues, but it was not enough to cause me problems. I still was able to cast abilities,etc. The combat felt GREAT! Better than the original Cyrodill without Bombers and Ballgroups.


          What you think of the simplified abilities?

          It is very causal friendly and not very complicated. This includes sets as well. Not everyone has the time to farm DLC dungeons (or has access to them) for sets to use in cyrodill, and so that gives a great disadvantage. As a veteran PvPer I'm having the best time in cyrodill as a result.

          Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, 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)?
          Time of day this occurred
          screenshots and video


          I never disconnected during the vengeance Testing campaign so I never experienced the “corruption” in any of my characters thus far.

          What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?

          My thoughts on the Vengeance Campaign were a relief and I'm going to miss it after the testing is over with. I had so many awesome large-scale fights and it was such an awesome AvA experience that I never had before. It was such a relief to be able to enter Cyrodill without worrying about ballgroups and bombers ruining my PvP experience. Ballgroups in particular cause my game to lag and cause other people from my group to disconnect. I also want to say that not everyone is a Theorycrafter so it was great to be able to fight in the campaign without having to worry about gear. I do think that the reason why people steer away from Cyrodill is the fact that many people do not know how to properly gear themselves so going into Cyrodill with bad gear can cause someone to have a bad time in the campaign.

          Do you have any general feedback?

          I do wish that Cyrodill was friendly for casual players. We need more people to take an interest in AvA, and to do that there needs to be some serious adjustments. The AvA PvP experience should NEVER be Proc sets vs proc sets.. it should be PLAYER vs PLAYER. Skills are what should take priority over who has the best proc combo set. The tank meta should cease to exist.. It should NEVER take a group of players to take down a single tank player because their proc sets give them a massive amount of health regeneration, and no group should take a keep hostage for an hour farming AP and are near impossible to kill without another "coordinated" group to take them on.
          Edited by RaikaNA on March 29, 2025 10:03PM
        • Ostonoha
          Ostonoha
          ✭✭✭
          ZOS_Kevin wrote: »
          [*]Were you able to successfully get into large-scale battles?
          yes almost every single fight seemed to be large scale. But I was able to find small scale fights on the side of the large fights.
          [*]Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
          I do not lag much if at all prior to this change. Only in super massive keep fights where skills might not work in game or things responsive. But I had no lag at all with this even in larger fights. But I did have random crashes and saw other people still crash.
          [*]What you think of the simplified abilities?
          I think the game needed this. The difference between an experienced pvper vs a newbie is drastic. The pop has been bleeding for years now. BUT this is prob late and wont bring in new players anyways.
          [*]Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.
            no
          [*]What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
          love the huge fights and the ability to find even smaller fights on the side. Especially to fight people iv never seen before. I feel like I am back in Beta/year 1-2 with lots of action and not knowing who I am going to run into.
          [*]Do you have any general feedback?
          If this becomes the way to divide pvp and pve skills. AOE caps need to be removed if not somewhat increased to 6. Plus the targeting healing needs to be removed. The targeting as it is now I liked the idea and skill of it but the system just does not register the proper target. You can aim at the ground and still not heal yourself. I also worry with so many skill lines in the game balance in this will be tough to reach unless certain things are not allowed in cyro. (scribing being a major power creep) to reduce the amount of skills/classes to balance. I also do enjoy the fact that there was some return to classes being unique again and having pros/cons instead of sets/scribing skills just making things a flavor.
          I also worry that the large population could cause two issues. I worry if faction balance numbers become so great keep fights turn into steam rolling fests. (need AOE caps and some sort of VD system) Second I worry this test was done a little late and the pop is not going to return and so trying to increase the pop is not going to do anything but lead to 1 faction being able to bring its full numbers to the map. (DC que in primetime NA has reached 80+, EP around 25-50, and idk the AD. But I can see an instance of one pop having 50+ people compared to the other factions and just rolling the map. I would love to have a mercenary ability to temp swap factions which would require you to actively be fighting and earning AP to keep you in cyro.

          Edited by Ostonoha on March 29, 2025 11:49PM
        • Muizer
          Muizer
          ✭✭✭✭✭
          Were you able to successfully get into large-scale battles?
          Yes

          Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
          Much better. Felt like the olden days.

          What you think of the simplified abilities?
          I think it is ok that they are simplified in the sense that each ability only has 2 (I think) effects at most. It means we'd have to choose more, which is fine. Problem was the lack of variety to choose from.

          Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc?
          No. But I did find it odd I had to slot weapons again every time I entered the campaign.

          What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?

          1) Performance was decent, which is a big step up from unplayable. I'd pretty much given up on Cyrodiil, but this reminded me of the early days of the game.

          2) Simplified skills are an acceptable sacrifice for performance. It's not a bad thing to force players to choose more anyway. But we do need more variety to choose from.

          3) It's an artifact of the test setup that population balance existed most of the time. That was instrumental in keeping things fun. Personally I do not mind to find myself powerless when outnumbered ......... provided that outnumbering is not the result of unbalanced populations. So please, please PLEASE do more to ensure population balance is also maintained when the campaign is not full.

          Please stop making requests for game features. ZOS have enough bad ideas as it is!
        • Beaverton
          Beaverton
          ✭✭✭
          Were you able to successfully get into large-scale battles?

          YEs-many massive 100-150 player battles and only experienced lag/low framerate a few times.

          Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?

          Absolutely

          What you think of the simplified abilities?

          I enjoyed it. The limitations on HOTS and DOTS made me focus more on individual opponents while still having to be aware of larger clusters of enemy players. HOwever, I think it might get boring after awhile though. IT did not really leave much room for different playstyles.

          Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.

          Nope

          What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?

          I really enjoyed it. I think it might get boring after awhile.

          Do you have any general feedback?

          I think it would be great to retain this campaign as either:
          1. An annual event but with its own campaign scoring and quests. I am guessing more people played in PVP this week than at any time in the last five years (at least).
          2. A replacement of the lowbie campaign (and maybe even Ravenwatch although I am sure some people would complain about that). It felt like everyone was on a level playing field and the limited skills make players focus on the core mechanics of mastering combos, dodging, blocking and self healing.

          Thanks!
          Edited by Beaverton on March 30, 2025 1:32AM
          Chook (fill in the blank) or Chookana (likewise): I learn more by dying so teach me some more!
        • Ceejsiege
          Ceejsiege
          Soul Shriven
          Were you able to successfully get into large-scale battles?
          Yes. As others have described, many players on-screen.

          Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
          For me personally my latency was improved and felt responsive. However, I know group members who experienced plenty of lag, delay, and crashing.

          What you think of the simplified abilities?
          Terrible. It's fine for testing and to get an idea of the baseline performance, but it is antithetical to "playing how you want to play." Even if you balanced the classes with this small set of abilities, the gameplay still suffers because of the AoE caps. Specifically, having a cap on damage abilities limits your effectiveness against a potential crowd of players. There is no incentive to target a larger clump of players. Instead, you are incentivized to simply bring more players.

          Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc?
          No.

          What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
          This test is a great way to introduce a brand new player to PvP. The time-to-kill is higher and there are drastically fewer things to understand as a new player. However, this comes at the cost of completely collapsing the skill ceiling of PvP. This campaign is simply a matter of who brings more players. What I enjoy about PvP in this game is that you have some tools available to try to fight outnumbered. This test removes any of those tools and turns a large scale battle into one of attrition.

          Finally, I want to bring up "ball groups." I'm not going to try to define them, because people have varying definitions that include the number of people, the purpose or goal of the group (or the fights they seek), and the set of skills/gear/CP/etc the group uses. I am part of a guild of players that runs anywhere from 7 to 12 people in Cyrodiil. We try to seek fights against as many concurrent players as possible because that is what we enjoy the most. It is a fun PvP challenge because it requires a lot of teamwork: every player uses their full set of skills on both bars to 1) keep everyone alive and 2) do damage. We also fight other groups of organized players who do this same thing, sometimes organically if we happen to see them and sometimes by planning ahead of time. I bring all of this up because although the regular version of Cyrodiil is much more complex compared to this test, there are a few key elements that make this type of outnumbered fighting possible. And this is shared whether it's 12 people vs 50, 6 vs 25, or 3 vs 12. As long as there are a few tools such as higher (at least 6) AoE caps, this type of PvP can exist. Whether it's Plaguebreak, Vicious Death, or even Impulse or Wall of Elements spam, an organized group of players can and will use the tools available to be better equipped. And without a fundamental change to rewards structure of Cyrodiil to get players to spread out more, you have to build in this way if you expect to be outnumbered. If the desire (of this test, a future one, or of the PvP playerbase) is to get rid of ball groups, this current test is what does it. But I want to caution against having this as a goal because of how drastically it affects the core of combat. And, the instant you reintroduce tools that an organized group can use, they will be. I think the best question to ask is centered around "why do these organized groups of players exist and play the way they do?" If we understand that, we can look at what players are incentivized to do in Cyrodiil and what might help a brand new player to PvP.

          Do you have any general feedback?
          This or similar PvP does not seem sustainable in the long-term, and it seems like players have lost interest. There was no queue for DC at prime time by this Saturday.
        • Celas_Dranacea
          Celas_Dranacea
          ✭✭✭✭✭
          Were you able to successfully get into large-scale battles?

          Yes

          Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?

          100% better. I have a very good internet connection and a decent desktop.

          What you think of the simplified abilities?

          I really appreciate the simplified abilities. I think it’s healthier not only for the lag but for the fact that there is a limit to what an individual player or group can do while dramatically outnumbered. There is plenty of room for skillful solo or group play without one person or group feeling overpowered.


          Did any of your characters become ‘corrupted’ if they leave Cyrodiil mid battle, lost connection, got booted, hit lag, etc? If you encounter character corruption, please provide the following feedback when using /bug in-game.
          account name
          character name


          No & No

          What happened to trigger the corruption (leave Cyrodiil mid battle, lost connection, got booted, etc)?
          Time of day this occurred
          screenshots and video


          NA

          What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?

          My main comment has been that this format is so much better for new or casual players. The templates put people on an even playing field.

          New pvpers can learn enough to become good group contributors in a matter of hours vs weeks or months.

          Socially, this has the effect of veteran PVP players being much more welcoming to all other players. Currently in Greyhost, newer pvpers face a months long grind to get up to speed with stats, CP, unlocking abilities and passives, grinding gear - and they are often seen as a liability to a coordinated group … especially due to the possibility of bombers blowing up groups due to a “weak link” player dying too easily. There are new players that undertake this uphill grind to become experienced pvpers... I know because I actively coach a good chunk of new pvpers who are working to learn. It take a lot of time, and I imagine the majority will drop out due to the long road to become competitive.

          In order to add players to Cyrodil over the long run, we need something like this that is accessible. It’s healthy for the pvp community.

          I also very much like that bombers, LOS solo or small group players, and ball groups cannot dominate the battlefield. That said, in this format is still plenty of opportunity for individuals, leaders and coordinated groups of players to significantly impact the outcomes of fights.

          Do you have any general feedback?

          I have to say that the team did a really stellar job prototyping a new rule set that engaged hundreds of players and all but eliminated lag. Felt like pvp at launch, lots of nostalgia.

          What I hear from other players who had constructive criticism, is that they’d like more build diversity potential, even in a simplified format like this one.

          Last but not least, if such a format were implemented I really hope you add WEREWOLF as an option. Werewolf in pvp is an endangered species and it’s really time yall give us some love.

          Good work Zos you’re on the right track.
          A Bosmer Nightblade Werewolf
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