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Feedback Thread for Cyrodiil Champions (Vengeance Campaign)

  • alaunanna
    alaunanna
    Update post Vengeance:
    Even the people who were vocally not enjoying vengeance at the start of the test (who skipped playing for a day because they weren't enjoying it) came back and actually really really liked it by the end.

    And now we're back in Gray Host just two evenings - the population still looks good, and we're very happy to have alliance lock back on the campaign - BUT we hadn't missed combat bugs, the broken pull using ball groups (not all balls use broken setups - thank you to you!), and the tanks (groups and single players) that keep so many in the alliance busy as they don't realise those people just don't die until they get bored.

    We'll re-adjust to playing frogger and dancing around the balls in Gray Host again, and continue to ignore super tanks (except when we're having a cooldown/warmup) - but we had never fully adjusted to the combat bug before, and even calling it 'combat hugs' although helping a little doesn't take away all the frustration running on foot between keeps.
    We were absolutely high on the game, when we experienced the speed with which we'd come out of combat in Vengeance - I can't stress it enough the combat bug fix due to the vengeance conditions was amazing - and worth every single bit of reduction of code for the campaign to get there - especially with the huge populations we played with -- and very little to no queue!

    So, general feeback for Vengeance campaign = awesome!
  • Joy_Division
    Joy_Division
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    I want to draw attention to @Turtle_Bot 's post #270 (a few before this one), as I feel it is an very good summation of much of what I felt after playing Vengeance everyday toward the end of the test.

    My only point of disagreement is that is the suggested AoE cap of 6 (instead of 3). We've already been there and ZOS already publicly acknowledged that such a cap was detrimental to both performance and AvAvA gameplay patterns. No AoE damage caps. As long as the most abusive sets/mechanics do not exist( Viscous Death, Rush of Agony, etc), than players will have the needed time and counterplay against enemy AoE attacks.
    Edited by Joy_Division on April 2, 2025 2:26PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Fischblut
    Fischblut
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    1. Were you able to successfully get into large-scale battles?

    I participated as part of zerg on NA, we just moved down the opposing factions.
    I participated as part of zerg on EU, we were often moved down by opposing factions :D

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

    At least I was not kicked to login screen when approaching the fights/during battles, and I was never stuck in combat :)
    Endless siege engines were awesome, and everyone had Forward Camp <3

    The combat itself was absolutely not fun to me.

    3. What you think of the simplified abilities?

    My character was often running out of magicka, and I barely could defeat guards on one of keep resources :o
    Keep guards also posed actual danger to allies and me.

    4. 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.

    Thankfully, no. I bit the bullet when I decided to enter this test campaign, because of the thread where someone kept losing their Collected Sets after visiting Vengeance.

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


    I spent the bare minimum in the test campaign - to get Golden Pursuits done and to see the performance myself. If Vengeance was the only large-scale PvP gameplay option in ESO, I would not participate in it anymore :'(

    Also, as a hoarder, it was sad to not be able to pick crafting resources on my way between battles :blush:
    Edited by Fischblut on April 2, 2025 3:14PM
  • Gamplyr613
    Gamplyr613
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    It was fun and nostalgic because I still remember the big battles when eso was new. Unfortunately my computer I bought in 2014 to play eso can't really handle the profusion of cosmetics that have been introduced since then. My fps pretty much never went above 9. It was too hard to fight well not being able to see who was where when.
    Could you PLEASE implement a client option to make all player characters (possibly except one's own) appear as wearing their alliance's motif and using their alliance's mount? I don't care what anyone looks like I just want to PLAY the GAME!!!!!!!!
  • Xarc
    Xarc
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    @ZOS_Kevin @ZOS_BrianWheeler
    Is there any plan to have official feedback from the devs regarding what comes out of these tests?
    Edited by Xarc on April 2, 2025 5:30PM
    @xarcs FR-EU-PC -
    Please visit my house ingame !
    sorry for my english, it's not my native language, I'm french
    "Death is overrated", Xarc
    Xãrc -- breton necro - DC - AvA rank50
    Xarcus -- imperial DK - DC - AvA rank50 - [pve] pureclass
    Elnaa - breton NB - DC - AvA rank50
    Xärc -- breton NB - DC - AvA rank49 - [pve] pureclass
    Isilenil - Altmer NB - AD - AvA rank41
    Felisja - Bosmer NB - DC - AvA rank41
    Glàdys - redguard templar - DC - AvA rank40 - [pve & pvp] pureclass
    Xaljaa - breton NB - now EP - AvA rank39
    Bakenecro - khajiit necro - DC - AvA rank28
    Xalisja - bosmer necro - DC - AvA ?
    Shurgha - orc warden EP - AvA rank? [pve & pvp]pureclass
    Scarlętt - breton templar DC - AvA rank?
    - in game since April 2014
    - on the forum since December 2014
  • CatoUnchained
    CatoUnchained
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    No thank you to any version of the vengeance mode. Just focus on fixing the original PvP by fixing the most out of balance sets and capping shield and heal stacking to only one instance of each at any given time.

    Please don't force a template only Cyrodiil on us. We don't deserve that kind of vengeance.
  • Soraka
    Soraka
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    Xarc wrote: »
    @ZOS_Kevin @ZOS_BrianWheeler
    Is there any plan to have official feedback from the devs regarding what comes out of these tests?

    Also a timeline of when we can expect something. I'm sure you can't have anything solid, but a soft timeline would be appreciated.
  • Turtle_Bot
    Turtle_Bot
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    I want to draw attention to @Turtle_Bot 's post #270 (a few before this one), as I feel it is an very good summation of much of what I felt after playing Vengeance everyday toward the end of the test.

    My only point of disagreement is that is the suggested AoE cap of 6 (instead of 3). We've already been there and ZOS already publicly acknowledged that such a cap was detrimental to both performance and AvAvA gameplay patterns. No AoE damage caps. As long as the most abusive sets/mechanics do not exist( Viscous Death, Rush of Agony, etc), than players will have the needed time and counterplay against enemy AoE attacks.

    Glad I could put to words your thoughts on vengeance. It's probably a common feeling among PvPers if I had to guess, as most I speak with are just always frustrated/done with RoA/ball groups/ heal/shield stacking etc.

    The main point I was trying to make with the suggested damage AoE cap of 6 was to make a suggestion that however ZOS works out their AoEs moving forward, damage AoEs need to hit more targets than healing AoEs do (doesn't matter if it's 6, 9, 12, or uncapped, just have damage AoEs hit more targets than the healing AoEs).

    This helps to reinforce that inevitability of fights that is needed for PvP games where players eventually drop and allows the server to stop processing calculations on/for those player characters and chance for the servers to catch up on the calculations of the other players still fighting in that battle.

    It's part of what made vengeance fun to play, if we look past the blatant balance issues of some abilities, lack of in-depth theorycrafting, and the extremely simplified skills.

    Every (evenly matched) battle felt like there was a way to finish it in favor of either side, which creates that fun ebb and flow of large scale battles that people enjoy, because the damage would always (again, in even numbers scenario) catch up to/surpass healing forcing an inevitable end to the fight or retreat to regroup and push back now that the other side had over extended.

    I also had multiple moments during the test where I was able to survive damage I never should have, on all classes, via timed use of rolls, skills and LoS, so it's not like healing, skill and defense didn't matter at all (unless you were severely outnumbered or the larger group had DK chains), it was just that healing and defense was much more active during vengeance. That focus on active defense over passive defense is a skillset that has been very lacking in ESO's regular PvP for a long time now, ever since sticky HoTs were buffed to be stronger than ground HoTs and then buffed again with the introduction of scribing, new sets and Arc shields that shield the whole group and all stack.
  • Joy_Division
    Joy_Division
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    Turtle_Bot wrote: »
    I want to draw attention to @Turtle_Bot 's post #270 (a few before this one), as I feel it is an very good summation of much of what I felt after playing Vengeance everyday toward the end of the test.

    My only point of disagreement is that is the suggested AoE cap of 6 (instead of 3). We've already been there and ZOS already publicly acknowledged that such a cap was detrimental to both performance and AvAvA gameplay patterns. No AoE damage caps. As long as the most abusive sets/mechanics do not exist( Viscous Death, Rush of Agony, etc), than players will have the needed time and counterplay against enemy AoE attacks.

    Glad I could put to words your thoughts on vengeance. It's probably a common feeling among PvPers if I had to guess, as most I speak with are just always frustrated/done with RoA/ball groups/ heal/shield stacking etc.

    The main point I was trying to make with the suggested damage AoE cap of 6 was to make a suggestion that however ZOS works out their AoEs moving forward, damage AoEs need to hit more targets than healing AoEs do (doesn't matter if it's 6, 9, 12, or uncapped, just have damage AoEs hit more targets than the healing AoEs).

    This helps to reinforce that inevitability of fights that is needed for PvP games where players eventually drop and allows the server to stop processing calculations on/for those player characters and chance for the servers to catch up on the calculations of the other players still fighting in that battle.

    It's part of what made vengeance fun to play, if we look past the blatant balance issues of some abilities, lack of in-depth theorycrafting, and the extremely simplified skills.

    Every (evenly matched) battle felt like there was a way to finish it in favor of either side, which creates that fun ebb and flow of large scale battles that people enjoy, because the damage would always (again, in even numbers scenario) catch up to/surpass healing forcing an inevitable end to the fight or retreat to regroup and push back now that the other side had over extended.

    I also had multiple moments during the test where I was able to survive damage I never should have, on all classes, via timed use of rolls, skills and LoS, so it's not like healing, skill and defense didn't matter at all (unless you were severely outnumbered or the larger group had DK chains), it was just that healing and defense was much more active during vengeance. That focus on active defense over passive defense is a skillset that has been very lacking in ESO's regular PvP for a long time now, ever since sticky HoTs were buffed to be stronger than ground HoTs and then buffed again with the introduction of scribing, new sets and Arc shields that shield the whole group and all stack.

    Absolutely. That AoE heals the same number of players as AoE damage abilities is a huge mistake. It prolong stresses the server and provides the larger side with an unnecessary and unwanted advantage: just by virtue of stacking with their mates, players can receive 100% damage resistance.

    I'm probably the most vocal person during this Vengeance test who is constantly hammering home the point about AoE caps. I am doing this because most of the playerbase who had real direct experience with ESO, cyrodiil, and AoE caps are long gone. To be sure, some are still proudly here. But if I pull any of the dozens and dozens of threads on these forums or reddit or the very first Discord servers about AoE caps, most of those folks have long moved on. A large portion of the playerbase only knows of them theoretically. I bet the same is true of quite a few of the ESO devs. I mean, we had these debates in 2014-2017.

    It took us more than three years to convince ZOS that the theoretical benefits of an AoE cap were not happening in actual PvP. It was very frustrating as this wasn't like a 60-40 or 70-30 split. An overwhelming majority of the most experienced players easily recognized what was palpably obvious every night. More than old Mara's Balm, more than old Oakensoul, more than Rush of Agony right now. But in the end, even ZOS admitted everything we said for those three years was true: AoE caps favor ball groups, lags the server, gives the larger side a tactical advantage, make for undesirable AvAvA gameplay patterns. The lead combat dev did this on ESO Live. I thought this issue was ancient history.

    It wasn't 5 minutes on my very first day in Vengeance that I felt, "wait, this is way too familiar. I should not be alive." One of the big massive keep fights. East inner postern Chalman. I'm on the tiny staircase with at least 20 other EP, hesitant to go further in because oil, siege fire, and defenders make it seem like it's certain death. Then 5 Necro smashes occur simultaneously (along with other residual AoE abilities). Should be 100% dead with everyone on those stairs. My health bar hardly moved. Instead, we 20 are still spamming the crap out of abilities, burdening the server with unnecessary calculations, and no doubt annoying the outnumbered defenders who pulled off a perfect strategy and wasn't rewarded for it. Scenarios like this are why people pointed out that Vengeance is a numbers game. I immediately remembered, "Oh yeah, all my AoE abilities say target 3."

    I liked Vengeance. I had a lot of fun. But even those of us who are willing to fight for Vengeance and encourage ZOS to expand it, know darn well it had some very serious flaws that must be addressed if it's going to be sustainable once the whiff of nostalgia wears off. "Just bring a bigger zerg" is one complaint the critics are 100% right about. It is an absolutely true statement. ZOS is repeating the very same mistakes and falling into the same traps.
    Edited by Joy_Division on April 3, 2025 2:03PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Xarc wrote: »
    @ZOS_Kevin @ZOS_BrianWheeler
    Is there any plan to have official feedback from the devs regarding what comes out of these tests?

    So we had a brief update yesterday. You can view that here. We will have more to share once we have gone through all of the feedback and the data collected from the test. We also have a survey going out to get additional feedback as well. So it is going to take a little bit of time and some conversations internally before we can share anything. But we will update once we have info and findings.
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • LPapirius
    LPapirius
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    ZOS_Kevin wrote: »
    Xarc wrote: »
    @ZOS_Kevin @ZOS_BrianWheeler
    Is there any plan to have official feedback from the devs regarding what comes out of these tests?

    So we had a brief update yesterday. You can view that here. We will have more to share once we have gone through all of the feedback and the data collected from the test. We also have a survey going out to get additional feedback as well. So it is going to take a little bit of time and some conversations internally before we can share anything. But we will update once we have info and findings.

    It takes more than more players to make good PvP. I sure hope ZOS is looking at more metrics than simply how many can fit into the zone.

    Vengeance was very bad PvP. It was so pared down as to be reasonably referred to as a different game.

    We're still waiting on ZOS to explain why they haven't balance some sets like RoA and tried limiting heal and shield stacking.
  • Xarc
    Xarc
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    ZOS_Kevin wrote: »
    Xarc wrote: »
    @ZOS_Kevin @ZOS_BrianWheeler
    Is there any plan to have official feedback from the devs regarding what comes out of these tests?

    So we had a brief update yesterday. You can view that here. We will have more to share once we have gone through all of the feedback and the data collected from the test. We also have a survey going out to get additional feedback as well. So it is going to take a little bit of time and some conversations internally before we can share anything. But we will update once we have info and findings.

    Great!
    Thank you
    @xarcs FR-EU-PC -
    Please visit my house ingame !
    sorry for my english, it's not my native language, I'm french
    "Death is overrated", Xarc
    Xãrc -- breton necro - DC - AvA rank50
    Xarcus -- imperial DK - DC - AvA rank50 - [pve] pureclass
    Elnaa - breton NB - DC - AvA rank50
    Xärc -- breton NB - DC - AvA rank49 - [pve] pureclass
    Isilenil - Altmer NB - AD - AvA rank41
    Felisja - Bosmer NB - DC - AvA rank41
    Glàdys - redguard templar - DC - AvA rank40 - [pve & pvp] pureclass
    Xaljaa - breton NB - now EP - AvA rank39
    Bakenecro - khajiit necro - DC - AvA rank28
    Xalisja - bosmer necro - DC - AvA ?
    Shurgha - orc warden EP - AvA rank? [pve & pvp]pureclass
    Scarlętt - breton templar DC - AvA rank?
    - in game since April 2014
    - on the forum since December 2014
  • Kavar162
    Kavar162
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    Were you able to successfully get into large-scale battles?
    • 100%. Pop cap increase was a very welcomed change. felt like the old days, in the best way possible.
    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
    • Felt a lot better compared to normal Cyrodiil environment. My skills felt responsive even during the largest fights, meaning I felt that I had way more control over where I was, who I was attacking, etc.
    What you think of the simplified abilities?
    • I love them. It forces more skill into game play which in turn makes pvp much more engaging. I do think that if this framework were to become the Cyrodiil standard, replacing every other mode, we would need morphs, some balancing, diversity etc. With sustain being so rough, having some stam identity would help alleviate sustain issues without complicating things too much.
    What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
    • I really love this concept and I feel like this is the direction Cyrodiil should go in. Low barrier of entry with simple gameplay will get a LOT more players interested in openworld pvp. Not needing to structure a build with sets, CP, skills etc can make the most casual of players a lot more willing to engage with pvp imo. I also want to highlight the performance improvements as being a top potential for engagement as well. When performance is a players worst enemy, that turns people off from playing immediately. Having a lag free environment will let people enjoy the game for much longer than normal Cyrodiil performance.
    Overall, Vengeance was the most fun I have had playing pvp in ESO since the game's first year. This should 100% be a framework for the future of Cyrodiil moving forward. Would it cause some uproar? Yes, of course it would. But I think with enough tweaking to skills and balance, we would see the pvp population increase as a result, leading to a much healthier player base for ESO as a whole. Thank you, ESO Team, for even attempting this test to begin with. It was a ton of fun to play.
    Edited by Kavar162 on April 4, 2025 2:50PM
  • Bokfink
    Bokfink
    Hello,

    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, I had some freezes and got stuck a few times with my character running in one spot where the area infront had not rendered in. This was on Friday EU primetime. Fun for a few hours then I was very bored.

    What you think of the simplified abilities?
    -I played, Nightblade, Sorc, and Dragonnight and I think some classes were stronger than others. Not far off but not entirely 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.
    - On Friday was the first time I encounterd performance issues. I was in a guild raid at the time and forgot to log but have a video showing the issues.

    What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
    -Combat bug was gone which was nice. It almost felt illegal to be able to mount so soon.

    Do you have any general feedback?
    -I don't normally experience Cyrodiil to be unplayable or have major issues with performance, I get rubberbanding or lag sometimes when really really busy but rarely crash. The only time Cyrodiil gets close to unplayable for me is if I have a Windows updated pending restart.

    I mainly PvP in ESO and play in a PvP guild where I lead groups of 20+ players. We are a collection of people of all ages and skill levels. We try to be organised in terms leading but our members can bring whatever they want. Playing PvP was very boring during the test, and I would not play anymore if the final form would be similar to this. There was not way to actually do anything coordinated during the test, we were down to the mercy of the zerg. The fun in leading guild raids in PvP is watching the map and acting on where the enemies are targeting or defending. Using the movements on the map to our advantage. Knowing when to push for scrolls and rallying with alliance members out side the guild and helping us earn points.
  • DeadlySerious
    DeadlySerious
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    Please focus on fixing the Cyrodiil PvP we already have rather than forcing some version of vengeance mode on us.

    Still waiting on hearing why ZOS hasn't tried limiting heal and shield stacking in groups and making some adjustments to a few unbalanced sets like RoA.
  • DrakeV2000
    DrakeV2000
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    Have you successfully participated in large-scale battles?

    Yes! The best mass battle experience I've ever had!

    Do large-scale battles feel better in terms of latency and how does the combat feel (responsive or not, engaging or not, etc.)?

    Yes! There is less lag when pressing.

    What do you think about simplified abilities?

    It's a good idea, because it allows you to win back from the number of players, rather than from small, strong groups.

    Have any of your characters been "corrupted" if they left Cyrodiil during the battle, lost their connection, crashed, experienced delays, etc.? If you encounter character corruption, please provide the following feedback when using /bug in the game.

    No, I didn't find any breakdowns.

    Do you have any general feedback?

    I really want to see the development of the ideas of this mode in the future, I really liked the strength of the number of players as opposed to their personal strength, it seems that this is exactly what you need for sieges! I liked the increased activity, it wasn't necessary to have a group or guild to participate, the situation on the map was always changing and there was a place to go to fight! I also liked the lack of super-strong, immortal players, it was the number and efforts of the army that decided, not a few heroes.
  • Irisa37
    Irisa37
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    1. Were you able to successfully get into large-scale battles?

    Yes.

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

    Without question this was a major improvement. I experienced no lag at all. All my skills worked and I actually felt as though I could kill enemy players using skills. In the standard Grey Host campaign, I am unable to kill many players with skills either due to lack or unkillable players (please see below) or both, unless I use flaming oil or cold fire ballistae. The balance in Vengeance was so much better.

    3. What you think of the simplified abilities?

    In terms of functionality, they were excellent. In terms of diversity, they were a bit lacking. To provide an example, my main is a Nightblade and I always play ranged builds. This was almost impossible during Vengeance because the ranged spammable (Swallow Soul) was only available in its healing version, rather than its dps version, and many other skills, such at the ultimate and execute were melée range.

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

    No.


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

    Vengeance is, by far, the best thing that ZoS has done for this game since I started playing ESO in 2019. PvP in Cyrodiil finally worked as it should. It was all about sieges. Unkillable players running around resource towers were gone, unkillable ball groups with ridiculous ranged pulls (Rush of Agony) and untouchable crosshealing were absent, unkilllable players running around doing 1vX were also missing. All of this made for a dynamic, flowing, and highly enjoyable campaign where you had a good chance to kill people and to be killed yourself. The fights were so much more engaging and inclusive and the whole campaign felt balanced and fair.

    The only thing that I really disliked was the sky. Flashing green lighting and green/red sky is really visually very unpleasant. Please could the sky just be left alone next time. It really did not add anything to the campaign to change the sky and it kept giving me headaches.

    6. Do you have any general feedback?

    It does need a bit of refining and a bit more diversity in terms of skill choice for ranged and melée players, but, overall, please could you go down this route. A simplified version of PvP puts the emphasis on sieging and on player skill. It eliminates unbalanced and overpowered sets, lag, unpleasant players who abuse the sets and the game, and, perhaps most crucially, it killed the stuck in combat bug stone cold dead, which was immensely appreciated.
  • SaffronCitrusflower
    SaffronCitrusflower
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    Please focus on fixing the Cyrodiil PvP we already have rather than forcing some version of vengeance mode on us.

    Still waiting on hearing why ZOS hasn't tried limiting heal and shield stacking in groups and making some adjustments to a few unbalanced sets like RoA.

    Yes. Please just focus on fixing the PvP format we have now. Using versions of vengeance for testing is fine, but please don't force any version of vengeance on us. The focus should be fixing the current PvP format, not creating a new format all together.

    And as the above poster pointed out, we need to hear from ZOS why they haven't yet tried limiting shields and heals in groups and some of the most offensive sets like RoA.

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

    Yes, I usually run solo, but I followed multiple large groups around 40-50 on my faction into multiple large scale battles. Also experienced some large scale keep takes/defenses with around 80 or so on each faction.

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

    Responsiveness was so smooth including mounting after battles. I no longer had to sprint from keep to keep, so thank you. 😭 I felt like I was getting to play the game like when I first jumped in cyrodiil.

    What you think of the simplified abilities?

    I will say, this part was not very fun, BUT I understand why. I think scaling back everything including abilities is detrimental to determining exactly what is holding back performance and responsiveness in cyrodiil. I already noticed the addition of weapon, assault, and support skill lines in the PTS notes for the next update, so I think I see where you guys are going with this. I see a lot of people laying down their concerns of agency and individuality. While I also have this concern, I am willing to work with the devs to build on the cyrodiil we know and even turn it into something new if that's the overall idea. I was talking to some buddies about how it would be neat if these tests are to stabilize the environment before introducing some scaled down PvP trees kinda like champion points but only for cyrodiil. Not sure if this is kinda the angle you guys are going for, but this feels waaay different from the play tests run years ago. I feel like there's progress, and I'm willing to go along on this journey.

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

    I ran into no issues like this with my characters, and I was able to hop on a few different classes during my playtime with minimal downtime.

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

    While I'm not completely immune to the skepticism voiced by other avid PvP players, I am grateful ZOS is meeting with us to try and make this a fun experience again. Fun for the people that have played for years and for people that never got to experience the "glory days" in cyrodiil. I am hopeful that Vengeance not only recalls those days but also brings new things to the table to let everyone feel like they have a place in their faction. Whether they are returning after a couple years or taking their first steps at their faction gates. 💖

    Do you have any general feedback?

    The first time I heard about Vengeance I was not particularly excited because of the way I heard it explained. I think this was mostly because I did not realize it was a developing project. I think if more players understand it this way they may not be AS skeptical. Seeing the additions mentioned in the PTS notes really helped give me more peace of mind knowing this project is still growing! I am genuinely excited for the next test and can't wait to get back in there with my friends.
    -Shadow hide you
  • Iriidius
    Iriidius
    ✭✭✭✭
    ZOS_Kevin wrote: »
    • Were you able to successfully get into large-scale battles?
    Yes there were large-scale battles everywhere
    ZOS_Kevin wrote: »
    • Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
    Performance was much better than on life, despite 3 times the number of players there was less lag than in Grey Host on life.
    ZOS_Kevin wrote: »
    • What you think of the simplified abilities?
    While some lifeabilities were too complex doing too many things at once Vengeance abilities were too simplified. Vengeance Flames of Oblivion lost all of its identity becoming a buff that it didnt have on life having nothing in common with with life version for example.
    Dark deal and cloak were overloaded and too complex with the added buffs and are better without.
    Cooldown on Cloak and Streak doesn’t prevent users from staying invisible or at range in fights where they have equal or higher numbers but make it near impossible to escape outnumbered fights.
    AOE cap of 3 for offensive skills removes all disadvantages for stacking with more than 3 player.
    Buffs and Heals hitting 3 players still favors groups and violates everyone having same stats and tooltips althought effect is much lower than on life.


    ZOS_Kevin wrote: »
    • 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
    ZOS_Kevin wrote: »
    • What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
    More fun without ballgroups,crosshealing, proc sets and other overpowered things and when fights are not decided before they even begin by stats/gear.
    Even with new char/account it is possible to win against veteran players if you use your skills and core combat abilitys correctly.


    ZOS_Kevin wrote: »
    • Do you have any general feedback?

    It should be possible to setup multiple siege to help outnumbered defenders as otherwise there is often not much you can do. Coldfire ballistas should also exist in Vengeance as normal ballistae have almost no effect .
    Edited by Iriidius on May 15, 2025 10:11PM
  • Kungfu
    Kungfu
    ✭✭✭✭
    @ZOS_Kevin
    1. Any updates on timeline for "part 2"?
    2. Where can I look / what can I subscribe to / how do I monitor and schedule IRL for "part 2" please?


    For those people who tell you we shouldn't be kept up to date, they should probably realize their scheduling may actually have real life effects on some of your customers.
    I've got some vacation time at work I need to burn before I lose it. Nothin special goin' on for a couple months here... so why not take a week when Vengeance is active!

    Yes, Vengeance was that fun. When everything PVE gets boring / slow, Cyro is my go-to. It's the reason I played from day 1.
    But Cyrodiil in its current form sssssssuuuuuuucks. Slowly lost all will to play ESO to the point that I've not even logged in for 2-3 weeks now.
    But I know I can get my guildies and myself back in when Vengeance 2.0 turns on!
    Edited by Kungfu on May 19, 2025 1:10PM
  • Lebiez
    Lebiez
    Soul Shriven
    Hello, in truth the vengeance campaign is a pure theft, you steal us the DLC that we bought to be optimized in cyrodiil,
    you steal us the hours of theory craft and this part of the gameplay which makes the game attractive,
    only so that PVE Player can come in cyrodiil, that said in passing they will not remain,
    because the organized groups which farms them are not going to disappear, the good PVP player either (I am not one of them, yet I like cyrodiil as it is without the vengeance campaign).
    I'm not going to be a part of it.
  • lpoki
    lpoki
    ✭✭
    This is no longer a pvp game.It became a siege game.
  • ADawg
    ADawg
    ✭✭✭
    So, I return to the game and start grinding sub classes to not be able to use sub classes in Cyrodiil....


    Really regretting subbing again.


    If vengeance is the only Cyrodiil campaign I am unsubbing so fast it will make your head spin!
  • Ruschell
    Ruschell
    ✭✭✭
    The campaign in general is very good, but the Nightblade needs a balance in the class, of all of them it is the most broken!!
  • Darethran
    Darethran
    ✭✭✭
    ADawg wrote: »
    So, I return to the game and start grinding sub classes to not be able to use sub classes in Cyrodiil....


    Really regretting subbing again.


    If vengeance is the only Cyrodiil campaign I am unsubbing so fast it will make your head spin!

    ...They literally said it's a test that will last a week.
    In Scotland | @Darethran

    [EU] Ervona Saranith (EP) - Lvl 50 CP >560 - Dunmer Healer
  • Ruschell
    Ruschell
    ✭✭✭
    ADawg wrote: »
    So, I return to the game and start grinding sub classes to not be able to use sub classes in Cyrodiil....


    Really regretting subbing again.


    If vengeance is the only Cyrodiil campaign I am unsubbing so fast it will make your head spin!

    The vast majority of the community liked the campaign as it is, and adding a subclass to it will ruin the campaign just as it ruined the others, so let it stay as it is, just balance a few things and everything will be fine.
  • l_AmWar
    l_AmWar
    Soul Shriven
    Were you able to successfully get into large-scale battles?
    Yes was able to get in large scale battles.

    Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
    No they honestly didn't. The combat, well it felt heh. I had some fun, but no where near as much fun in regular campaigns. Only time it was really fun was running with guildies and goofing off. The large battles just seemed to be a factor of "who has the most numbers," rather than better players at all.

    What you think of the simplified abilities?
    Simplified abilities aren't horrible, but at the same time no where near great or really even good. There were skills that did little to no damage at all. So pretty much pointless to even consider using them. Proc det was useless. Anything that was a ground AOE was pretty much useless unless you spammed it over and over and over. Weapon skills were a nice change and an added ability, but you'd only honestly use the ones that were already being used in normal campaigns because they do the most damage. Healing was bad for the most part.

    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.
    Corrupted after being kicked from the server and unable to log back in until kicked from a group. YES! TOOOOOOO MANY TIMES TO EVEN COUNT.
    account name@L_AmWar
    character name
    Don't tickle me Elmo, Don't Tos Me Bruh.

    What happened to trigger the corruption (leave Cyrodiil mid battle, lost connection, got booted, etc)?
    Booted from server.
    Time of day this occurred: TOO MANY TIMES TO RECORD A TIME OR GET A SCREEN SHOT
    screenshots and video NO refer to previous statement.^^

    What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
    My initial thoughts were that it's a test. Whether it be a good or a bad one, it's still a test. After already taking part in the 1st one, I honestly didn't even want to do anything in this one. giving everyone X amount of health, mag and stam across the board is nice, but that comes down to a limit in the ability to even damage them enough with skills that are pretty much nerfed to a point they're worthless. No real resistance to able to take any kind of damage in a fight. If it weren't for the large amount of health, you could die fast. It makes it boring. Normally I would PVP in a regular campaign for hours. Vengeance, I could barely take an hour if that. More than anything it was boring. A lot of the PVP guild I'm in didn't even want to come in to the "test" because they hated it the 1st time and didn't want to even take part the 2nd time. The lack of defensive siege was horrible. Oils being the real only thing you could defend a keep with against a massive zerg coming in that out number you 5 to 1 at times. Adding on that honestly it was a horrible thing to do during another event that involves merchants selling items at a discounted price. A lot of players only came in to cyrodiil during Zenithar event to just buy things they didn't have enough AP to purchase before it and couldn't. So a really crap move on ZOS's behalf to over lap these 2 events like this.

    Do you have any general feedback?
    it was worse than the 1st one. Lag, server boots, seeing players take on massive numbers still and survive some how. then deliver so much damage in short amounts of time. Seemed like they still had regular abilities going on.
    Generally, it seems that no input from actual players than PVP on a regular basis is being taken into credit. The masses of the servers in vengeance weren't normal PVPer's. I'd say more than most were not a regular in cyrodiil and only came in because of the vengeance and everyone being "equal." Which is great draw more people to actually PVP!!!!! But at the same time, new players not seeing what IT's truly like, isn't always a good thing. The fact that we didn't have to block all the time while repairing doors was nice. No ball groups running around casting healing skills or shielding skills on repeat helped with the lag a lot! Which is honestly one of the biggest issues in the lag. 12-24 ppl casting the same skills over and over every 10-13 seconds in large groups and all the graphic effects/animations that they do will eat up a servers bandwidth fast.
    Biggest general feed back that I think can help. If you're going to continue changing skills due to being over powered in one side of the game(PVE/PVP) is there a possible way to make that happen with BATTLE SPIRIT? Say skill needs nerfed in PVP but not in PVE, have it to where if battle spirit is active make that change and vise versa?
    Now, I can't speak for anything but PCNA, but I can imagine that it's this way on all the servers.
    Edited by l_AmWar on July 12, 2025 5:17AM
  • Lapislazulii
    Lapislazulii
    Soul Shriven
    I just signed up in the forum to give some feedback as a more casual pvp player.

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

    Yes, although I think the number of players is a bit too high it was pretty fun.

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

    Sometimes I did notice quite a bit of lag but most of the time it was fine.

    What you think of the simplified abilities?

    I think it's a really good idea to add different skills for pvp separate from pve. The gameplay was way more interesting and the balancing was better as well. Especially as a more casual people I would love to see this system in battlegrounds as well.

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

    I really hope it stays at least as an option. I didn't really want to play Cyrodiil before but this new mode is exciting.

    Do you have any general feedback?

    For me this mode brought back the fun into ESO pvp so I really hope we see more like this in the future.
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