valenwood_vegan wrote: »Yeah I tried to go back to Blackreach after really enjoying my time in Vengeance, and I didn't last 15 minutes. I mean I wasn't having fun before, but it took Vengeance to make me realize just how *much* I wasn't having fun in the current Cory.
valenwood_vegan wrote: »Yeah I tried to go back to Blackreach after really enjoying my time in Vengeance, and I didn't last 15 minutes. I mean I wasn't having fun before, but it took Vengeance to make me realize just how *much* I wasn't having fun in the current Cory.
I'm seeing this a lot ..
. it took Vengeance to make me realize just how *much* I wasn't having fun in the current Cory
I hope ZOS takes note. You do have one of those key word analyzer for market research don't you? If not, you need one so you can identify recurring trends.
MincMincMinc wrote: »valenwood_vegan wrote: »Yeah I tried to go back to Blackreach after really enjoying my time in Vengeance, and I didn't last 15 minutes. I mean I wasn't having fun before, but it took Vengeance to make me realize just how *much* I wasn't having fun in the current Cory.
I'm seeing this a lot ..
. it took Vengeance to make me realize just how *much* I wasn't having fun in the current Cory
I hope ZOS takes note. You do have one of those key word analyzer for market research don't you? If not, you need one so you can identify recurring trends.
People somehow cant see this and want to go back to proc dlc soup. I see the complaints about oh half my skills are useless. Well first off, you dont know what you are doing if any skill was useless on your bar. Second, you go on live and half the skills on your bar are only there for the passives they give anyways...... Whats the difference other than the server doesn't need to factor those stat changes in?
Even with a little imagination just think if they kept working on vengeance and flushed out the other skill lines and passives. Then added back other systems like enchants, mundus, food. That would probably have minimal performance differences, but huge in terms of build diversity. Down the road slowly introducing performative sets back in. Maybe rework rewards for the worthy or the towns to sell this pvp certified gear.
Joy_Division wrote: »MincMincMinc wrote: »valenwood_vegan wrote: »Yeah I tried to go back to Blackreach after really enjoying my time in Vengeance, and I didn't last 15 minutes. I mean I wasn't having fun before, but it took Vengeance to make me realize just how *much* I wasn't having fun in the current Cory.
I'm seeing this a lot ..
. it took Vengeance to make me realize just how *much* I wasn't having fun in the current Cory
I hope ZOS takes note. You do have one of those key word analyzer for market research don't you? If not, you need one so you can identify recurring trends.
People somehow cant see this and want to go back to proc dlc soup. I see the complaints about oh half my skills are useless. Well first off, you dont know what you are doing if any skill was useless on your bar. Second, you go on live and half the skills on your bar are only there for the passives they give anyways...... Whats the difference other than the server doesn't need to factor those stat changes in?
Even with a little imagination just think if they kept working on vengeance and flushed out the other skill lines and passives. Then added back other systems like enchants, mundus, food. That would probably have minimal performance differences, but huge in terms of build diversity. Down the road slowly introducing performative sets back in. Maybe rework rewards for the worthy or the towns to sell this pvp certified gear.
I agree. There's potential there.
I played for about ten minutes last night. I just logged off when I saw an organized group just bully and plow through a "Faction's" line of defense (i.e., maybe 25 people) at Ash Milegate.
MincMincMinc wrote: »Even with a little imagination just think if they kept working on vengeance and flushed out the other skill lines and passives. Then added back other systems like enchants, mundus, food. That would probably have minimal performance differences, but huge in terms of build diversity. Down the road slowly introducing performative sets back in. Maybe rework rewards for the worthy or the towns to sell this pvp certified gear.
MincMincMinc wrote: »Even with a little imagination just think if they kept working on vengeance and flushed out the other skill lines and passives. Then added back other systems like enchants, mundus, food. That would probably have minimal performance differences, but huge in terms of build diversity. Down the road slowly introducing performative sets back in. Maybe rework rewards for the worthy or the towns to sell this pvp certified gear.
I’m all in favor of a campaign like Vengeance but enhanced, this test version was too oversimplified and wouldn’t be fun in the long term.
Then, how much stuff we can enable (passives, morphs, more siege etc) without gutting the performance? It would need to be tested first cause in the end we want both: smooth performance and fun PvP mode (as in Player v Player, and not Proc v Proc).
I don't think they can do anything that will make the player base happy. I think everyone should take a trip down memory lane in the forums at look at all the complaints from years past. The complaints have gone from "All this game is good for is zerg, zerg, zerg. There's no room for individuality or small scale" to "This game is too unbalanced and now groups of 12 can beat groups of 20" and everything in between. This game is played by too many emotional people that will never be happy no matter what. Now there are calls for making vengeance permanent? LOL.... Give me a break.
Joy_Division wrote: »If ZOS gave us some customization, removed the silly AoE cap of 3, [...] I do think Vengeance has potential.
Joy_Division wrote: »I don't think they can do anything that will make the player base happy. I think everyone should take a trip down memory lane in the forums at look at all the complaints from years past. The complaints have gone from "All this game is good for is zerg, zerg, zerg. There's no room for individuality or small scale" to "This game is too unbalanced and now groups of 12 can beat groups of 20" and everything in between. This game is played by too many emotional people that will never be happy no matter what. Now there are calls for making vengeance permanent? LOL.... Give me a break.
We don;t need top be happy as in PvP is perfect, in the just what I want way. All ZOS needs to do is provide an environment in which many different type of players can find something they enjoy about PvP and feel like they can meaningfully contribute.
Sure, we complained a lot about the early days of Cyordiil. It was zergy because the pop caps were so high. But any of the old 1vXers would say that was the best time to 1vX. We had ball groups being ball groups, but what they could do with 24 was not as powerful/disruptive with what they can do with 12 today. We had broken builds and bad balance, but also those epic fights such that even "casual" players would consistently have fights in which they could get kills and weren't constantly matched-up with sweats who would take their lunch money. In short, there was something for everyone. Even if it wasn't everything we wanted.
I would say much was the same about Vengeance. There were a lot of things I would do differently: the balance was not there, the AoE cap of 3 is silly, weapons were pointless, etc. So, yeah, complaints. BUT, the test was still fun because it did bring PvP elements that were enjoyable (epic fights, constant fights, no unkillable builds, etc.) that do not exist on Live and, importantly, provided many opportunities for "casual' players to do things and feel as if they are making a contribution, even if it is just zerging down the next castle. I am not fully happy with everything about Vengeance, but I would be happy to play it.
Vulsahdaal wrote: »Any version of the vengeance campaign goes live on a mandatory basis and it will be the end of Cyrodiil PvP in ESO. The only people who liked it were those who hate PvP in the first place.
Personally I think its the end now. People saw what PvP could look like in Vengeance and are not coming back. 10-15 EP on GH this morning, Thats it. By 4:00pm est when it usually starts picking up we were down to 4. Thats it.
Its dead. The map had not moved or changed in 6 hours. Im sort of a die hard but even I have to admit its done. Said my goodbye and left.
Is Vengeance some sort of answer, that I dont know, but I know it cant go on like it is.
Performance in Cyrodiil the last two days has been notably worse than prior to the mandated week of vengeance mode too. Anyone else notice this or wonder why?
Vengeance is closer to the original game mode than live is. PVP in Cyrodiil was more like this before the One Tamriel patch. Vengeance IS an effort to fix the original game mode. Procrodiil is not the original game mode.CatoUnchained wrote: »Please, please, please, DO NOT mandate any version of the vengeance mode on us.
My biggest fear is ZOS is putting all it's time and resources devoted to vengeance versions of PvP rather than making any effort to fix the actual Cyrodiil game mode we all got addicted to in the beginning. We don't need a new version of PvP. We need the old version to be fixed, tweaked or whatever you want to call it. We need RoA to be "monsters only" and for shield and heal stacking to be limited to only one instance of each skill. We DO NOT need a whole new game mode, that, IMO, was absolutely horrible in every way.
Why is ZOS focusing on a new game mode more than fixing the original game mode? .......I think the answer is obvious, but only ZOS knows for sure.
Vengeance is closer to the original game mode than live is. PVP in Cyrodiil was more like this before the One Tamriel patch. Vengeance IS an effort to fix the original game mode. Procrodiil is not the original game mode.CatoUnchained wrote: »Please, please, please, DO NOT mandate any version of the vengeance mode on us.
My biggest fear is ZOS is putting all it's time and resources devoted to vengeance versions of PvP rather than making any effort to fix the actual Cyrodiil game mode we all got addicted to in the beginning. We don't need a new version of PvP. We need the old version to be fixed, tweaked or whatever you want to call it. We need RoA to be "monsters only" and for shield and heal stacking to be limited to only one instance of each skill. We DO NOT need a whole new game mode, that, IMO, was absolutely horrible in every way.
Why is ZOS focusing on a new game mode more than fixing the original game mode? .......I think the answer is obvious, but only ZOS knows for sure.
I disagree. There's still sieging keeps, fighting players and taking scrolls. "NOTHING" is a wild hyperbolic descriptor. The only thing thats missing in Vengeance Cyrodiil is resource gathering and interacting with the NPCs such as venders, quest givers, etc. Other skills and passives are obviously going to be tested for the future. I'm not going to be pedantic and say "Oh its a different map too because the skybox is sunset purple/pink". Its a barebones Cyrodiil for testing purposes so that the source of lag can be found (and combat bug!). The results are staggering compared to no-proc no-CP Cyrodiil which still lagged. Cyrodiil lagging when 30 people are in a battle together is unacceptable but that's how Cyrodiil has been for years now. I am not going to advocate for Lagrodiil Procrodiil.CatoUnchained wrote: »No, vengeance mode is NOTHING like the original game mode. It's a totally different game played on the same map.
Joy_Division wrote: »I don't think they can do anything that will make the player base happy. I think everyone should take a trip down memory lane in the forums at look at all the complaints from years past. The complaints have gone from "All this game is good for is zerg, zerg, zerg. There's no room for individuality or small scale" to "This game is too unbalanced and now groups of 12 can beat groups of 20" and everything in between. This game is played by too many emotional people that will never be happy no matter what. Now there are calls for making vengeance permanent? LOL.... Give me a break.
We don;t need top be happy as in PvP is perfect, in the just what I want way. All ZOS needs to do is provide an environment in which many different type of players can find something they enjoy about PvP and feel like they can meaningfully contribute.
Sure, we complained a lot about the early days of Cyordiil. It was zergy because the pop caps were so high. But any of the old 1vXers would say that was the best time to 1vX. We had ball groups being ball groups, but what they could do with 24 was not as powerful/disruptive with what they can do with 12 today. We had broken builds and bad balance, but also those epic fights such that even "casual" players would consistently have fights in which they could get kills and weren't constantly matched-up with sweats who would take their lunch money. In short, there was something for everyone. Even if it wasn't everything we wanted.
I would say much was the same about Vengeance. There were a lot of things I would do differently: the balance was not there, the AoE cap of 3 is silly, weapons were pointless, etc. So, yeah, complaints. BUT, the test was still fun because it did bring PvP elements that were enjoyable (epic fights, constant fights, no unkillable builds, etc.) that do not exist on Live and, importantly, provided many opportunities for "casual' players to do things and feel as if they are making a contribution, even if it is just zerging down the next castle. I am not fully happy with everything about Vengeance, but I would be happy to play it.
I respect your thought and opinions. The test was fun for a short time. Many people like Cyrodiil just the way it is, or with a few tweaks. Stuck in combat, free pull sets, healing being issues that could be worked out. But gutting Cyrodiil so casuals can feel like they have an impact would not be good. People would start asking for a difficulty slider for Cyrodiil too.
I disagree. There's still sieging keeps, fighting players and taking scrolls. "NOTHING" is a wild hyperbolic descriptor. The only thing thats missing in Vengeance Cyrodiil is resource gathering and interacting with the NPCs such as venders, quest givers, etc. Other skills and passives are obviously going to be tested for the future. I'm not going to be pedantic and say "Oh its a different map too because the skybox is sunset purple/pink". Its a barebones Cyrodiil for testing purposes so that the source of lag can be found (and combat bug!). The results are staggering compared to no-proc no-CP Cyrodiil which still lagged. Cyrodiil lagging when 30 people are in a battle together is unacceptable but that's how Cyrodiil has been for years now. I am not going to advocate for Lagrodiil Procrodiil.CatoUnchained wrote: »No, vengeance mode is NOTHING like the original game mode. It's a totally different game played on the same map.
CatoUnchained wrote: »Vengeance is closer to the original game mode than live is. PVP in Cyrodiil was more like this before the One Tamriel patch. Vengeance IS an effort to fix the original game mode. Procrodiil is not the original game mode.CatoUnchained wrote: »Please, please, please, DO NOT mandate any version of the vengeance mode on us.
My biggest fear is ZOS is putting all it's time and resources devoted to vengeance versions of PvP rather than making any effort to fix the actual Cyrodiil game mode we all got addicted to in the beginning. We don't need a new version of PvP. We need the old version to be fixed, tweaked or whatever you want to call it. We need RoA to be "monsters only" and for shield and heal stacking to be limited to only one instance of each skill. We DO NOT need a whole new game mode, that, IMO, was absolutely horrible in every way.
Why is ZOS focusing on a new game mode more than fixing the original game mode? .......I think the answer is obvious, but only ZOS knows for sure.
No, vengeance mode is NOTHING like the original game mode. It's a totally different game played on the same map.
Is that an attempt at gaslighting? I will refrain from flagging this for now. No. I've been a PVP player actively since 2017 and I have strictly been an Imperial City player since Battlegrounds got downgraded recently. If all you can do is strawman my testimony then I can assume you're here advocating for Cyrodiil Live in bad faith. For further reference, try to keep the argument on-topic instead of attacking the character. It makes you and the values you represent easier to take seriously. All I'm seeing is that you like laggy PVP. I don't like laggy PVP. We can start there.CatoUnchained wrote: »I disagree. There's still sieging keeps, fighting players and taking scrolls. "NOTHING" is a wild hyperbolic descriptor. The only thing thats missing in Vengeance Cyrodiil is resource gathering and interacting with the NPCs such as venders, quest givers, etc. Other skills and passives are obviously going to be tested for the future. I'm not going to be pedantic and say "Oh its a different map too because the skybox is sunset purple/pink". Its a barebones Cyrodiil for testing purposes so that the source of lag can be found (and combat bug!). The results are staggering compared to no-proc no-CP Cyrodiil which still lagged. Cyrodiil lagging when 30 people are in a battle together is unacceptable but that's how Cyrodiil has been for years now. I am not going to advocate for Lagrodiil Procrodiil.CatoUnchained wrote: »No, vengeance mode is NOTHING like the original game mode. It's a totally different game played on the same map.
Are you a PvE main by chance? Your description of vengeance vs. normal Cyrodiil is not very accurate on any point.
MincMincMinc wrote: »Joy_Division wrote: »I don't think they can do anything that will make the player base happy. I think everyone should take a trip down memory lane in the forums at look at all the complaints from years past. The complaints have gone from "All this game is good for is zerg, zerg, zerg. There's no room for individuality or small scale" to "This game is too unbalanced and now groups of 12 can beat groups of 20" and everything in between. This game is played by too many emotional people that will never be happy no matter what. Now there are calls for making vengeance permanent? LOL.... Give me a break.
We don;t need top be happy as in PvP is perfect, in the just what I want way. All ZOS needs to do is provide an environment in which many different type of players can find something they enjoy about PvP and feel like they can meaningfully contribute.
Sure, we complained a lot about the early days of Cyordiil. It was zergy because the pop caps were so high. But any of the old 1vXers would say that was the best time to 1vX. We had ball groups being ball groups, but what they could do with 24 was not as powerful/disruptive with what they can do with 12 today. We had broken builds and bad balance, but also those epic fights such that even "casual" players would consistently have fights in which they could get kills and weren't constantly matched-up with sweats who would take their lunch money. In short, there was something for everyone. Even if it wasn't everything we wanted.
I would say much was the same about Vengeance. There were a lot of things I would do differently: the balance was not there, the AoE cap of 3 is silly, weapons were pointless, etc. So, yeah, complaints. BUT, the test was still fun because it did bring PvP elements that were enjoyable (epic fights, constant fights, no unkillable builds, etc.) that do not exist on Live and, importantly, provided many opportunities for "casual' players to do things and feel as if they are making a contribution, even if it is just zerging down the next castle. I am not fully happy with everything about Vengeance, but I would be happy to play it.
I respect your thought and opinions. The test was fun for a short time. Many people like Cyrodiil just the way it is, or with a few tweaks. Stuck in combat, free pull sets, healing being issues that could be worked out. But gutting Cyrodiil so casuals can feel like they have an impact would not be good. People would start asking for a difficulty slider for Cyrodiil too.
Funny, most of the top tier pvpers would counter your statement. Having dlc cheese carry proc and pull sets is the only reason casuals are impactful. For me seeing someone say they couldn't 1v2 or 1vX in vengeance just tells me where they stand mechanically.
Take vengeance and give some stat choices through rebalanced: enchants, mundus, sets, etc. you will quickly see who is suddenly a real casual.
MincMincMinc wrote: »CatoUnchained wrote: »Vengeance is closer to the original game mode than live is. PVP in Cyrodiil was more like this before the One Tamriel patch. Vengeance IS an effort to fix the original game mode. Procrodiil is not the original game mode.CatoUnchained wrote: »Please, please, please, DO NOT mandate any version of the vengeance mode on us.
My biggest fear is ZOS is putting all it's time and resources devoted to vengeance versions of PvP rather than making any effort to fix the actual Cyrodiil game mode we all got addicted to in the beginning. We don't need a new version of PvP. We need the old version to be fixed, tweaked or whatever you want to call it. We need RoA to be "monsters only" and for shield and heal stacking to be limited to only one instance of each skill. We DO NOT need a whole new game mode, that, IMO, was absolutely horrible in every way.
Why is ZOS focusing on a new game mode more than fixing the original game mode? .......I think the answer is obvious, but only ZOS knows for sure.
No, vengeance mode is NOTHING like the original game mode. It's a totally different game played on the same map.
Vengeance is very very close to the original cyrodil up until about 2016. The whole purpose was the scale of battles seen during vengeance. Crazy that Live is so far gone people thought 30 man keep fights was a "big fight"
MincMincMinc wrote: »Joy_Division wrote: »I don't think they can do anything that will make the player base happy. I think everyone should take a trip down memory lane in the forums at look at all the complaints from years past. The complaints have gone from "All this game is good for is zerg, zerg, zerg. There's no room for individuality or small scale" to "This game is too unbalanced and now groups of 12 can beat groups of 20" and everything in between. This game is played by too many emotional people that will never be happy no matter what. Now there are calls for making vengeance permanent? LOL.... Give me a break.
We don;t need top be happy as in PvP is perfect, in the just what I want way. All ZOS needs to do is provide an environment in which many different type of players can find something they enjoy about PvP and feel like they can meaningfully contribute.
Sure, we complained a lot about the early days of Cyordiil. It was zergy because the pop caps were so high. But any of the old 1vXers would say that was the best time to 1vX. We had ball groups being ball groups, but what they could do with 24 was not as powerful/disruptive with what they can do with 12 today. We had broken builds and bad balance, but also those epic fights such that even "casual" players would consistently have fights in which they could get kills and weren't constantly matched-up with sweats who would take their lunch money. In short, there was something for everyone. Even if it wasn't everything we wanted.
I would say much was the same about Vengeance. There were a lot of things I would do differently: the balance was not there, the AoE cap of 3 is silly, weapons were pointless, etc. So, yeah, complaints. BUT, the test was still fun because it did bring PvP elements that were enjoyable (epic fights, constant fights, no unkillable builds, etc.) that do not exist on Live and, importantly, provided many opportunities for "casual' players to do things and feel as if they are making a contribution, even if it is just zerging down the next castle. I am not fully happy with everything about Vengeance, but I would be happy to play it.
I respect your thought and opinions. The test was fun for a short time. Many people like Cyrodiil just the way it is, or with a few tweaks. Stuck in combat, free pull sets, healing being issues that could be worked out. But gutting Cyrodiil so casuals can feel like they have an impact would not be good. People would start asking for a difficulty slider for Cyrodiil too.
Funny, most of the top tier pvpers would counter your statement. Having dlc cheese carry proc and pull sets is the only reason casuals are impactful. For me seeing someone say they couldn't 1v2 or 1vX in vengeance just tells me where they stand mechanically.
Take vengeance and give some stat choices through rebalanced: enchants, mundus, sets, etc. you will quickly see who is suddenly a real casual.
I only RP as a top tier player. Also, most people who claim to be top tier PvPers were outed as frauds during vengeance.
MincMincMinc wrote: »With a continuous server zos can test and implement as they please. Which allows them to introduce one system per patch and see the results.
CatoUnchained wrote: »Please, please, please, DO NOT mandate any version of the vengeance mode on us.
My biggest fear is ZOS is putting all it's time and resources devoted to vengeance versions of PvP rather than making any effort to fix the actual Cyrodiil game mode we all got addicted to in the beginning. We don't need a new version of PvP. We need the old version to be fixed, tweaked or whatever you want to call it. We need RoA to be "monsters only" and for shield and heal stacking to be limited to only one instance of each skill. We DO NOT need a whole new game mode, that, IMO, was absolutely horrible in every way.
MincMincMinc wrote: »Joy_Division wrote: »I don't think they can do anything that will make the player base happy. I think everyone should take a trip down memory lane in the forums at look at all the complaints from years past. The complaints have gone from "All this game is good for is zerg, zerg, zerg. There's no room for individuality or small scale" to "This game is too unbalanced and now groups of 12 can beat groups of 20" and everything in between. This game is played by too many emotional people that will never be happy no matter what. Now there are calls for making vengeance permanent? LOL.... Give me a break.
We don;t need top be happy as in PvP is perfect, in the just what I want way. All ZOS needs to do is provide an environment in which many different type of players can find something they enjoy about PvP and feel like they can meaningfully contribute.
Sure, we complained a lot about the early days of Cyordiil. It was zergy because the pop caps were so high. But any of the old 1vXers would say that was the best time to 1vX. We had ball groups being ball groups, but what they could do with 24 was not as powerful/disruptive with what they can do with 12 today. We had broken builds and bad balance, but also those epic fights such that even "casual" players would consistently have fights in which they could get kills and weren't constantly matched-up with sweats who would take their lunch money. In short, there was something for everyone. Even if it wasn't everything we wanted.
I would say much was the same about Vengeance. There were a lot of things I would do differently: the balance was not there, the AoE cap of 3 is silly, weapons were pointless, etc. So, yeah, complaints. BUT, the test was still fun because it did bring PvP elements that were enjoyable (epic fights, constant fights, no unkillable builds, etc.) that do not exist on Live and, importantly, provided many opportunities for "casual' players to do things and feel as if they are making a contribution, even if it is just zerging down the next castle. I am not fully happy with everything about Vengeance, but I would be happy to play it.
I respect your thought and opinions. The test was fun for a short time. Many people like Cyrodiil just the way it is, or with a few tweaks. Stuck in combat, free pull sets, healing being issues that could be worked out. But gutting Cyrodiil so casuals can feel like they have an impact would not be good. People would start asking for a difficulty slider for Cyrodiil too.
Funny, most of the top tier pvpers would counter your statement. Having dlc cheese carry proc and pull sets is the only reason casuals are impactful. For me seeing someone say they couldn't 1v2 or 1vX in vengeance just tells me where they stand mechanically.
Take vengeance and give some stat choices through rebalanced: enchants, mundus, sets, etc. you will quickly see who is suddenly a real casual.
I only RP as a top tier player. Also, most people who claim to be top tier PvPers were outed as frauds during vengeance.
CatoUnchained wrote: »MincMincMinc wrote: »CatoUnchained wrote: »Vengeance is closer to the original game mode than live is. PVP in Cyrodiil was more like this before the One Tamriel patch. Vengeance IS an effort to fix the original game mode. Procrodiil is not the original game mode.CatoUnchained wrote: »Please, please, please, DO NOT mandate any version of the vengeance mode on us.
My biggest fear is ZOS is putting all it's time and resources devoted to vengeance versions of PvP rather than making any effort to fix the actual Cyrodiil game mode we all got addicted to in the beginning. We don't need a new version of PvP. We need the old version to be fixed, tweaked or whatever you want to call it. We need RoA to be "monsters only" and for shield and heal stacking to be limited to only one instance of each skill. We DO NOT need a whole new game mode, that, IMO, was absolutely horrible in every way.
Why is ZOS focusing on a new game mode more than fixing the original game mode? .......I think the answer is obvious, but only ZOS knows for sure.
No, vengeance mode is NOTHING like the original game mode. It's a totally different game played on the same map.
Vengeance is very very close to the original cyrodil up until about 2016. The whole purpose was the scale of battles seen during vengeance. Crazy that Live is so far gone people thought 30 man keep fights was a "big fight"
Except it wasn't. I've been a PvP main since 2015 after about a year of PvE only. Once I finally dove into PvP I never looked back. The only reason I PvE since 2015 is to get gear and resources to PvP.
The only thing that was similar to original live Cyrodiil PvP and vengeance was the number of players in the camp. That's where the similarities begin and end. No theory crafting. No weapon skills. Very limited siege ability. No advantage or disadvantage to grouping. Almost nothing about vengeance was similar to original Cyro PvP. That's why I think the most vehement support for vengeance is coming from PvE'rs. I've only seen a couple PvP mains on here praising THE POTENTIAL of a version of vengeance mode. Even the PvP mains are saying it was bad, but had potential.
MincMincMinc wrote: »With a continuous server zos can test and implement as they please. Which allows them to introduce one system per patch and see the results.
That would be also a great solution for all players who feel that this test was forced/mandated, by allowing everyone to pick their favorite mode. Only thing is for this test ZOS needed players in big numbers so other campaigns went off, and it makes sense since player base appreciates and asks for large scale battles. Separate test server might lack sufficient numbers.CatoUnchained wrote: »Please, please, please, DO NOT mandate any version of the vengeance mode on us.
My biggest fear is ZOS is putting all it's time and resources devoted to vengeance versions of PvP rather than making any effort to fix the actual Cyrodiil game mode we all got addicted to in the beginning. We don't need a new version of PvP. We need the old version to be fixed, tweaked or whatever you want to call it. We need RoA to be "monsters only" and for shield and heal stacking to be limited to only one instance of each skill. We DO NOT need a whole new game mode, that, IMO, was absolutely horrible in every way.
ZOS stated infinite times that Vengeance is only a test and its main goal is to fix performance. Vengance was a test and an attempt to fix lag etc, that's it from the official PoV. That's reassuring to see, that there is some serious plan of action for fixing performance. Then there is plenty of discussion about tweaks and such but that's it, no new game mode atm, no need to panic.
Major_Mangle wrote: »There were only really one class that could reliably do more than 1v1 and that was NB. Not that it was impossible on other classes, but other than that Vengeance had very little room for expressing skill.