Vengeance thoughts/feedback

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Joy_Division
Joy_Division
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I had a lot of fun. That is the biggest accomplishment of the test. Since 2021, I have taken numerous months long extended breaks from the game precisely because I usually find Cyrodiil not fun for numerous reasons that have been laid out on these forums many times. When Monday comes around and the test ends, I will most likely not be logging in because I got spoiled and was reminded of a game I used to play 4-5 weeks a night with no Rush of Agony, no insane levels of defense/healing, no “ball groups” farming an entire faction on the third floor, no dead boring maps, etc.

When people say that Vengeance is just a numbers game, that’s correct. To make the game fun, we at least need to have the feeling, even if it is more an illusion, that in a difficult situation where the odds are stacked against us, it is still possible to win. I feel this can be corrected easily enough with better balanced abilities and removing the AoE cap of three. Also definitely more mount speed.

To expand on the AoE cap of three I don’t know how many of the developers have been hired after 2016. Those that did missed the much-debated (de)merit of AoE caps as ESO in its first two years had an AoE cap of 6. I feel we are not learning from our history here. I can write here that the vast majority of players hated AoE caps as they encouraged the very sort of zerging and numbers decided everything gameplay we see on Vengeance (in addition to being highly favorable to “ball groups”), and I would be correct. But why take my word for it? ZOS admitted on ESO Live that AoE caps negative effect performance and AvAvA gamplay. Here it is, from the horse’s mouth:



53:00 minute mark.

I have mixed feelings about the templates/simplified abilities. I value customization and build diversity. I think the game would get boring without it. ESO’s problem is the powercreep has gotten so out of hand that if we are given that customization, we will have those do-everything insane builds that are the root cause of many problems in Cyrodiil. If that very customization is why we have low-pop caps, a too often dead map, and oppressive “ball groups,” then in my humble opinion I do not think the price of customization is worth the cost.

If the data says that all these complicated skills and sets are what is causing the latency that is preventing these large-scale battles that are so much fun, that is, we can’t have our cake and eat it, then this is what I would suggest.

Keep regular Cyrodiil and provide a Vengeance campaign option that we can hop into when the “ball groups,” broken builds, dead map, OP sorcs, terrible Necros, and unwelcoming high-skill entry regular Cyrodiil gets on our nerves and would otherwise cause us to log out and do something else. This way, those folks who enjoy theorycrafting builds that can do everything and are immortal to even a half a dozen average players can still go do their thing and fight each other on a campaign that caters to what they want.

So now that we have this Vengeance option, it should replace the under 50 campaign as it is perfect to serve as an entry level environment for newer players to get comfortable with PvP and perhaps become inspired enough to eventually dive into the proverbial deep end of the pool in the no restrictions campaign.

I know this might sound like just a repeat of the failed Ravenwatch experiment. I don’t think it is. Ravenwatch just removed procs sets (and not even really what we wanted since 85% of the sets in the game are technically procs). It did not remove everything else I dislike about ESO’s current PvP: small pop caps, boring map, poor balance across classes, unfriendly to new players, etc.
Vengeance on the other hand, gives me what I valued most in Cyrodiil: constant fights, health bars that do not immediately bounce to full, enthusiasm about playing that I can see in Zone chat, a setting in which a mere 12 players in a group does not dominate play patterns, and most of all, epic fights. That is, unlike Ravenwatch, an attractive system for the Elder Scrolls Online. People and even “casual” guilds can readily dip their toes into Vengeance and actually accomplish something. They could not do this in Ravenwatch.

If Vengeance is going to be sustainable, we do need some options/customization
At the least, morph choices, non-class options, stamina/magicka based, and different template bases with varying health/damage/resistances. We can still have passives. Just bake these into our stats/abilities so there is no calculation. More class distinction/identity would also be needed I think because the templates are very much in the mode of ZOS’s balance-by-spreadsheet philosophy that means my Templar X skill does pretty much exactly the same as your Dragonknight skill Y just with a different color/animation. Especially as we have the exact same stats.

Some of the simplified abilities seemed a little too simple. Simple does not have to mean plain, ordinary, banal, uninteresting. It just means not to stress the server with calculations, no? In particular, many of the ultimates seemed very underwhelming.

Concluding thoughts I’m not sure splitting the PvP population is a good idea as I suspect we will bandwagon to one or the other because at its core, PvP is only fun if there are other people to fight. But I think we really do need the option here because as a 11 year paying customer, I would be pretty resentful if the choice was arbitrarily made for me without the community at least voting for it by playing what they believe is the superior version of Cyrodiil.

As someone who has been highly critical of ZOS and its current version of PvP, I will admit that this test was genuinely fun. The last time I looked forward to logging into Cyrodill and not being frustrated by out-of-control powercreep, broken mechanics, and a boring map was probably 2017. So that’s no small accomplishment. I want to thank the developers for investing their time into this test, which they did not have to do, and reminding me why I fell in love with ESO way back when.

If I had to say why I, an experienced player who has spent quite a bit of time running in the dreaded “ball groups” since 2014, would be willing to give Vengeance on honest chance, it’s the epic fights, the mammoth castle defenses (by far what I enjoy most in Cyrodiil), the constant action (I don’t think I ever went more than 3 minutes without a fight), and, oddly, I was pleasantly surprised that after all these years of failed updates trying to fix my Templar, Vengeance somehow managed to do just that. I was shocked how effective the old school Templar jab-jab-jab-jab was on Vengeance (please just give us Vengeance version of Backlash, TY). Maybe it’s just because some of the balance was pretty questionable (looking at Sorcerer). Regardless of the cause, just being able to recreate the Cyrodiil I remember tells me many of the updates to ESO over the years has resulted in diminishing the product. I think it would be easy to build upon and reform a Vengeance that is already fun to play. With good communication, I think there is a lot of potential here.

Because it will be months before we see Vengeance again and I can rekindle my old enthusiasm for cyrodiil, I think this Vengeance test also told us a lot about Live Cyrodiil, specifically what needs immediate attention/reform/changing.
  1. The Rush of Agony set needs the "against monsters" phase added into its 5 piece set bonus. This should be done during the next maintenance and not a second after.
  2. For the next update, there should no longer be a debate about how busted the same Heal over Time (HoT) stacking is.
  3. There is far too much powercreep in the game. It was crystal clear just how much that added power we have accumulated over the years has had terrible consequences with regard to lag (to say nothing with frustrating gameplay), with ZOS have to drastically reduce the player population to accommodate our broken builds.
Edited by ZOS_Hadeostry on April 1, 2025 1:11AM
  • coryj87b14a_ESO
    I don't have much to add but I agree with pretty much everything you said.
  • anadandy
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    So now that we have this Vengeance option, it should replace the under 50 campaign as it is perfect to serve as an entry level environment for newer players to get comfortable with PvP and perhaps become inspired enough to eventually dive into the proverbial deep end of the pool in the no restrictions campaign.

    This is exactly what I said in my feedback. I completely agree - this would be a much better introduction to PVP than is currently available.
  • MincMincMinc
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    • Aoe caps for sure ideally would not exist. Lets be honest though, a new player in these 200man zergs cannot tell the difference
    • A vengeance campaign will just flop like the noproc did as much as I enjoyed both. People will always bandwagon to the most advanced and POPULATED campaign. Population comes from guild presence, and all the guilds are in greyhost. u50pvp died out because the guilds all left and new players stopped learning pvp because cyrodil doesn't function without max pop. Then nocp died out again because the guilds left due to population imbalance.
    • Build customization is necessary. However its a slippery slope. The best case scenario is that zos makes performative versions of all the other skills and passives. Then reintroduce other systems that are easy to restandardize like Attributes, passives, racials, mundus, Major/minors, food, armor and jewelry enchants, poisons. The final push would be sets and morphs.
    • Ultimates being bland is a good point. If you look at how the original classes were structured you can see that the "spammable" skills were the bland bread and butter, then the last skills and ultimates were the flashy show off defining skills. This goes for the animations aswell. Something the DLC class design failed at. The dlc animations were so absurdly flashy for all of the skills that combat became hard to see.

    It seems to fix the problems in eso pvp you almost need to remake the whole game. We are talking a decade of cut up and stitched together code. Its probably a minefield by now. They are likely better off just moving to a new field entirely and proceeding with vengeance style reworks in the background until its more flushed out.
    Edited by MincMincMinc on March 28, 2025 8:41PM
  • Kartalin
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    anadandy wrote: »

    This is exactly what I said in my feedback. I completely agree - this would be a much better introduction to PVP than is currently available.

    Same but change it under CP 160 instead of under 50
  • Xarc
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    I don't know if ZOS will take care the number of quite numerous but positive comments on the Vengeance campaign, but it is clear that we, the players - and especially those who have been playing in Cyrodiil for a long time - do not remain indifferent to this test.

    I don't speak English well enough (which is not my native language) to explain some points but @joy_division did it perfectly and I thank him/her
    Edited by Xarc on March 28, 2025 10:28PM
    @xarcs FR-EU-PC -
    Spoiler
    Please visit my house ingame !
    sorry for my english, it's not my native language, I'm french
    "Death is overrated", Xarc
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  • Amottica
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    Good feedback.

    As others I wonder what this will lead to. Hopefully we will receive feedback and some direction from Zenimax after this test.
  • kojou
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    From @Joy_Division 's first post I can pretty much sign my name to anything he posts, this post included.

    I would like to see the Vengeance Cyrodiil campaign replace No CP and Under 50 as I think it does what those campaigns set out to do, but better. Let the sweaty elite PvP'ers have their "anything goes" campaign and give those that want to focus more on the AvA and siege strategies and less on the armor set arms race a campaign to do that with.

    I also share the sentiment that PvP was much better in 2014-2015 than it is now, and this gets us closer to that without the included cheating that was happening at that time.

    Playing since beta...
  • SpiritKitten
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    If you want to make sure the devs see this feedback, put it in one of the official discussion threads pinned at the top of the Recent tab.
  • Hiro_Kintsugi
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    I enjoyed it if anything for the novelty. I was so happy to not be one shot and really enjoyed the more realistic balanced battles. What I didn't enjoy was there was a lot more limit in strategy and tactics except for going back to some old strategies and tactics from 10 years ago and modifying them to the limitations of vengeance. I feel as if the more complex amount of circumstances and strategies is more satisfying however not if it's going to compromise the basic gameplay.

    I still think there should be a no CP server, or something like it. I think it's popularity is lower simply because the obsessed players all want to play in the CP server and even wrangle the lower CP point players and newer player friends into playing with them in that server even when they're at a serious disadvantage. So I think encouraging people of all levels into that server somehow is what's key. Having two servers for PVP makes sense but you want to try to mitigate everyone wanting to play on one or the other. Perhaps some incentive for more vet players to play on the No CP server. Or perhaps both should be no or limited CP.

    That said, if they're only going to make one server this is my thoughts from the vengeance experience:

    I still think ESO devs should limit addons or get rid of them all together in Cyrodill. That said they should add things like "action duration reminder" and minimap etc things that lots of people want or use should just be added to citadel when you get there. These are options that should have been part of the game from the get-go.

    I think the special abilities/effects of sets/weapons should be also neutralized. Maybe even their level such as gold or purple.

    I think there should be a new line of alliance war abilities that mimic the sets that allowed for tactics and strategies against things like overwhelming numbers, ball zergs and op tanks. Like instead of vicious death. Have a buff with a timer like say 6 seconds that does the same thing if you kill a player well this buff is activated. Examples like that to make up for sets that are really useful for helping balance the playing field and allow for more tactics and strategy and various kinds of players working together with diverse roles instead of just a ball zerg.

    I think allowing things like werewolf/vampire and weapon abilities is key for customization and fun.

    I think it's kind of good that people were limited in how much siege they could use at once. And perhaps make them less alliance points, not free but less so people use them more freely, especially that are new to pvp. I still like having more variety and siege but maybe cold fire is just a little too much. Perhaps.

    So in conclusion a server like vengeance but with access to all of your different kinds of abilities and a new five ability set for Cyrodill that can only be used in Cyrodill that wisely uses the alliance war sets as actual abilities/buffs etc. I like the idea of having two servers but I think they both should be encouraging enough to not have an empty server but also encourage players who are under a thousand CP to play in PvP.











    Bosmer Wolfrider
  • ZOS_Hadeostry
    Greetings,

    Because there is a thread already open on this topic, we're going to close this one down so that all feedback can be consolidated in one place.

    You may continue the discussion here.
    Staff Post
This discussion has been closed.