@ZOS_Kevin @ZOS_BrianWheeler
Is there any plan to have official feedback from the devs regarding what comes out of these tests?
Joy_Division 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.
Turtle_Bot wrote: »Joy_Division 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.
@ZOS_Kevin @ZOS_BrianWheeler
Is there any plan to have official feedback from the devs regarding what comes out of these tests?
@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.
@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.
DeadlySerious wrote: »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 there were large-scale battles everywhere
- Were you able to successfully get into large-scale battles?
Performance was much better than on life, despite 3 times the number of players there was less lag than in Grey Host on life.
- Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
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.
- What you think of the simplified abilities?
No
- 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
More fun without ballgroups,crosshealing, proc sets and other overpowered things and when fights are not decided before they even begin by stats/gear.
- What are your initial thoughts on Cyrodiil Champions (Vengeance Campaign)?
- Do you have any general feedback?
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!
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!