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PvP vibes check

  • Durham
    Durham
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    PvP is not fine, big changes / reworks needed
    You die from PROCs off of sets more than your actual abilities.

    ROA and VD just make PVP stupid. 1 New guy to PVP gets 15 people killed instantly from a set procs.

    1. Classes not balanced

    2. The sets not balanced

    3. Devs do not listen to the PVP playerbase.

    4. No effective counter to ball groups.

    5. Population issues

    6. BG's still are broke

    PVP DEADWAIT
    PVP The Unguildables
  • xFocused
    xFocused
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    PvP is doomed
    I went from playing PvP almost nightly to haven’t even logged into the game in weeks now. Cyrodiil is incredibly stale with comped groups spamming RoA with 50k health to the constant stuck in combat bug making you miss majority of fights to being desynced nonstop, it’s a mess and I just don’t see how the Subclassing update is going to make it any better. I’ve been playing PvP for years but I think the subclassing is sadly going to be it for me. ZOS can’t even balance the sets and skills we have now, how in the world are they going to balance the meta and exploits subclassing is going to bring?
    PS5 - NA
    Necro Main
  • Udrath
    Udrath
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    PvP is not fine, big changes / reworks needed
    If all stats were 0 across the board when naked, and attributes at a base 16k hp 8k/8k stamina/magicka without any passives or points, then pvp would be better. No free 1500 spell/weapon damage or recovery just flat 0’s.
  • xylena_lazarow
    xylena_lazarow
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    Vengeance will save us
    Udrath wrote: »
    If all stats were 0 across the board when naked, and attributes at a base 16k hp 8k/8k stamina/magicka without any passives or points, then pvp would be better. No free 1500 spell/weapon damage or recovery just flat 0’s.
    It used to be like this, and we had all the same problems, just different numbers to blame.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Weesacs
    Weesacs
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    PvP is fine, but small changes are needed
    I don't play Cyrodiil much but I am a vet BG player. Therefore this is coming solely from a BG perspective ...

    - MMR doesn't exist. If it does exist its either broken or implemented poorly. This should be fixed.

    - Balancing of healers. One team having no healers and one team having 2 or more. This shouldn't happen.

    - Domination should always have 3 flags. Having two, especially when the teams are imbalanced (which is the majority of the time) just makes it more imbalanced. At least with three flags the weaker team has a better chance of capturing them. For example, a couple of very good players can hold a flag, and if they are winning then they just need to hold the one flag until the timer runs out. Waste of time for the weaker team. Also, a good tank or healer can hold a flag on their own, again imbalances the game if the teams aren't balanced and there are only two flags.

    - Reduce the points awarded to healing (or increase points awarded for damage done). Healers are dominating the leader boards solely due to the points awarded to healing. Damage is just as important or in some cases more important. There are even games where players on the losing team are getting more points than the winning team solely based on their healing in TDM. Healing shouldn't get more points than damage or kills.

    - Capture the relic. The points allocated should be better. Most of these games end with literally no points awarded which is silly, as there is good work being done both defending or attempting to pick up the relic on attack. Yes their should be more points allocated in actually capturing the relic but playing 3 games and only getting 50 points is silly. This is the only game mode I currently don't participate in and leave due to my noted points. I'm happy to take a 5 min penalty than run the risk of enduring 15 mins of pain with little to no reward.

    - Have players auto teleport onto the battlefield from the spawn point to stop players time wasting and trolling. The current timer is way to high. 10 seconds is more than enough time to be in the spawn point.

    - Have a force respawn timer of 10 seconds so players aren't playing dead for minutes on end. They do this to troll.

    - Remove attacking to and from the spawn points. Happens quite often when a weaker player will stay in spawn and attack from the higher position so they cannot be attacked. No need for this. Is silly and unfair. Per my above point, players should be auto teleported into the battlefield after 10 seconds or so.

    - Start each game with either no ultimate's or full ultimate's. This balances the game more as currently, players begin the game with different ultimate levels, which can imbalance the game, especially right at the start on Crazy King.

    - Remove the werewolf and vampire from Chaosball as many players just wont pick them up for different reasons, i see it all the time. I personally always pick up the normal ball over the other two balls as the skills are clunky and don't make sense to me as I don't play vamp or werewolf.

    That's just my view of a few problems that I currently encounter on a daily basis within BGs which need addressed.

    NB. I'm not getting involved in the 2 team v 3 team debate as I see positives and negatives with both. I just feel that if the above changes were implemented, then BGs would be in a better place.
    Breton Templar
    PS5 - EU - DC
  • Iriidius
    Iriidius
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    Vengeance will save us
    Udrath wrote: »
    If all stats were 0 across the board when naked, and attributes at a base 16k hp 8k/8k stamina/magicka without any passives or points, then pvp would be better. No free 1500 spell/weapon damage or recovery just flat 0’s.

    Time to nerf all the naked 1vXer and ballgroups outnumbered farming poor metachasers as well as naked duellants dominating Alikr and naked zerglings attacking you without youhaving a chance to 1vX them because their stats make them each of them stronger than you.
    Naked characters have so much stats compared to a metabuild that playing a metabuild is totally not worth it as it makes you weaker.

    A naked player shouldnt be able to 1v1 a mudcrab but after 3 attacks doing 3k dmg run out of mag or stam that will not regenerate while in combat and (if heavy attack ressoursse regain is alse set to 0) die or run away. New players will surely love that and be more motivated to play the game.

    As everyone has these naked stats everyone gets a huge advantage over everyone making power creep even worse.
    I am so tired of whole playerbase beeing nudists with every map full of them.
    Irony off.

    If you think minmaxing your character doesnt give you enaugh of an advantage than maybe you rely on and expect too much getting carried rather than outplaying your opponent.
    If with a metabuild you cant win against bad geared players than maybe you are not such a great player and/or your opponents not as bad as you think.
  • Udrath
    Udrath
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    PvP is not fine, big changes / reworks needed
    Iriidius wrote: »
    Udrath wrote: »
    If all stats were 0 across the board when naked, and attributes at a base 16k hp 8k/8k stamina/magicka without any passives or points, then pvp would be better. No free 1500 spell/weapon damage or recovery just flat 0’s.

    Time to nerf all the naked 1vXer and ballgroups outnumbered farming poor metachasers as well as naked duellants dominating Alikr and naked zerglings attacking you without youhaving a chance to 1vX them because their stats make them each of them stronger than you.
    Naked characters have so much stats compared to a metabuild that playing a metabuild is totally not worth it as it makes you weaker.

    A naked player shouldnt be able to 1v1 a mudcrab but after 3 attacks doing 3k dmg run out of mag or stam that will not regenerate while in combat and (if heavy attack ressoursse regain is alse set to 0) die or run away. New players will surely love that and be more motivated to play the game.

    As everyone has these naked stats everyone gets a huge advantage over everyone making power creep even worse.
    I am so tired of whole playerbase beeing nudists with every map full of them.
    Irony off.

    If you think minmaxing your character doesnt give you enaugh of an advantage than maybe you rely on and expect too much getting carried rather than outplaying your opponent.
    If with a metabuild you cant win against bad geared players than maybe you are not such a great player and/or your opponents not as bad as you think.

    No clue why you are ranting at me

    But not having that 1500 base spell damage means people would have to build into having more magicka/stamina for damage and healing to off-set the stat loss. This means 40k hp stall builds would not be as good, and that well landed combo’s will actually kill people more consistently if they failed to keep their buffs up or block & roll dodge properly. This is how the game functioned before and the PvP was better.
    Edited by Udrath on June 5, 2025 12:55PM
  • moo_2021
    moo_2021
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    PvP is fine, but small changes are needed
    Weesacs wrote: »
    I don't play Cyrodiil much but I am a vet BG player. Therefore this is coming solely from a BG perspective ...

    - MMR doesn't exist. If it does exist its either broken or implemented poorly. This should be fixed.

    - Balancing of healers. One team having no healers and one team having 2 or more. This shouldn't happen.
    - ...

    agree with everything listed.

    Also they should check slotted skills to determine whether a player is a healer, not by the role picked.

    And they could improve matching a lot by merely balancing around gear ranking and whether a non-NB has 20k HP, if MMR isn't available.


    All of those except proper MMR should be rather simple to fix.
  • Sluggy
    Sluggy
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    PvP is fine, no changes needed
    So why aren't we seeing any changes to the original PvP format based on what they've learned from the "vengeance tests"?

    So you want all dot-skills and passives removed?

    I think you misunderstood their argument. They were saying they want PvP to remain as it is, as much as it can, while trying to integrate some changes based on any metrics they gathered from Vengeance.

    On another note: My own opinion is that whatever they do at this point is highly likely to flop hard. Once the test was done I saw there was a lot of potential to fix things (as many of us did) but I specifically mentioned the need to keep the playtesting going. They needed to be doing an event like that at least one weekend out of every month since then. So far I don't think we've even heard so much as an announcement about what information they gathered or what insight they gained. Given the track record and the likelihood that management has checked out of this game, I'd say its going to be one last push by a tiny crew to get something out the door for Cyrodiil and then that will be it. And quite, frankly, I don't see any chance, whatsoever, that it will be good without constant large-scale testing.
  • xylena_lazarow
    xylena_lazarow
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    Vengeance will save us
    Sluggy wrote: »
    And quite, frankly, I don't see any chance, whatsoever, that it will be good without constant large-scale testing.
    They added Weapon, Assault, and Support skill lines on the U46 PTS, which I did get to test. They felt pretty good, designed pretty consistently like the other Vengeance skills, giving it a simple but meaningful build system. You can make a StamSorc now, I was even able to make a Vengeance version of my fast moving dot DK like I play on live.

    They haven't added more sieges yet, but they absolutely need to add something like Meatbags to break up the open field zergs, otherwise large scale will continue to degenerate into a numbers count. However if they do, 40v60 zerg fights become very winnable for the 40, and I think Vengeance is in pretty good shape then.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • LPapirius
    LPapirius
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    PvP is fine, but small changes are needed
    Sluggy wrote: »
    And quite, frankly, I don't see any chance, whatsoever, that it will be good without constant large-scale testing.
    They added Weapon, Assault, and Support skill lines on the U46 PTS, which I did get to test. They felt pretty good, designed pretty consistently like the other Vengeance skills, giving it a simple but meaningful build system. You can make a StamSorc now, I was even able to make a Vengeance version of my fast moving dot DK like I play on live.

    They haven't added more sieges yet, but they absolutely need to add something like Meatbags to break up the open field zergs, otherwise large scale will continue to degenerate into a numbers count. However if they do, 40v60 zerg fights become very winnable for the 40, and I think Vengeance is in pretty good shape then.

    How does someone with as much PvP experience as you have arrive at the conclusion that Vengeance mode is a good thing? If ZOS ever makes Vengeance mode mandatory you're gonna have all of Cyrodiil to yourself and the few friends you run with regularly....assuming they'll stick around.

    Another thing to consider, every argument you've made in support of vengeance mode is dependant on ZOS doing things to make it better. If you can't see the flaw in this thinking then I don't know what to tell you. ZOS doesn't exactly have a respectable track record of fixing their PvP systems, now do they? And remember, Vengeance mode has been sold to us as a TEST so they can use the info gathered to improve the current live PvP mode. Have you seen them make any changes due to the data they got from their first "test"? Ya, me neither.

    When ZOS actually does something about RoA and heal/shield stacking then you can argue ZOS intends to improve their PvP system. Until then there is no point to be made.

    Edited by LPapirius on June 23, 2025 12:10AM
  • RealLoveBVB
    RealLoveBVB
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    PvP is fine, but small changes are needed
    It's beyond me how players can have a opinion about Vengeance yet, when half things weren't even working.

    On the last test you were only able to play class skills. Every other skill was un-usable, all passives were deactivated. Sets and armor bonus didn't worked. Everyone with 70k hp. Can't remember if CPs were deactivated too, but I guess yes.

    The first phase was to test the performance, not any balance. So it was to scream funny, when many players said they love the balancing of Vengeance :D
    Everyone had 70k hp, so they can test larger battles.
    Once they are back to their 20k life's, players will hate the Vengeance-balance again. I love when players seek for godmodes B)
  • xylena_lazarow
    xylena_lazarow
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    Vengeance will save us
    LPapirius wrote: »
    How does someone with as much PvP experience as you have arrive at the conclusion that Vengeance mode is a good thing?
    I was vocally opposed to the concept of Vengeance when it was first announced. Really hated it at first, and correctly predicted that it would cause large scale to degenerate into a brainless numbers count.

    I gave it another shot because players still seemed excited. The skill redesigns were surprisingly well balanced, especially the 5sec dot skills. They cleaned up the PvP functionality of a lot of clumsy PvE skills, the fast moving Warden birds or Necro skulls felt really good to use. Vengeance 1v1 felt more like a fighter and less like a math puzzle. Small scale was surprisingly dynamic, unlike large scale. Performance was excellent even with hundreds of players on the field.

    The first thing that sold me was how good it felt without all the unfun crap. No lag. No ball groups. No broken sets. No grind. No heal stacking. No instant deaths. No invisible shotguns or off screen machine guns. It felt like I was free to just like, play the game, instead of playing around all the garbage piled on top of the game itself.

    The other thing that sold me was how little I missed the build system. Most of the decision points on live are just knowledge barriers. Once you know, you either run the clear BIS, or you mix and match from a few different options that all do the same thing in practice. But because the game is so powercrept, (competitive) players are obligated to change their playstyles to accommodate the most overpowered build, rather than building to maximize the power of their playstyles.

    Vengeance gets that out of the way and lets me prioritize the on field combat. Reflexes and tactics once again matter a lot more than who shows up with the "proper" build and strat, which is much more open ended and playstyle dependent when it's just your class, your bar layout, and your weapons. As it should be. The new skill lines they added on PTS were exactly what Vengeance needed to enable a wide variety of playstyles via a simple but functional build system.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Joy_Division
    Joy_Division
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    PvP is not fine, big changes / reworks needed
    LPapirius wrote: »
    Sluggy wrote: »
    And quite, frankly, I don't see any chance, whatsoever, that it will be good without constant large-scale testing.
    They added Weapon, Assault, and Support skill lines on the U46 PTS, which I did get to test. They felt pretty good, designed pretty consistently like the other Vengeance skills, giving it a simple but meaningful build system. You can make a StamSorc now, I was even able to make a Vengeance version of my fast moving dot DK like I play on live.

    They haven't added more sieges yet, but they absolutely need to add something like Meatbags to break up the open field zergs, otherwise large scale will continue to degenerate into a numbers count. However if they do, 40v60 zerg fights become very winnable for the 40, and I think Vengeance is in pretty good shape then.

    How does someone with as much PvP experience as you have arrive at the conclusion that Vengeance mode is a good thing? If ZOS ever makes Vengeance mode mandatory you're gonna have all of Cyrodiil to yourself and the few friends you run with regularly....assuming they'll stick around.

    Another thing to consider, every argument you've made in support of vengeance mode is dependant on ZOS doing things to make it better. If you can't see the flaw in this thinking then I don't know what to tell you. ZOS doesn't exactly have a respectable track record of fixing their PvP systems, now do they? And remember, Vengeance mode has been sold to us as a TEST so they can use the info gathered to improve the current live PvP mode. Have you seen them make any changes due to the data they got from their first "test"? Ya, me neither.

    When ZOS actually does something about RoA and heal/shield stacking then you can argue ZOS intends to improve their PvP system. Until then there is no point to be made.

    As someone with over a decade of experience, it's easy. Live Cyrodiil is a shadow of what it once was. Tiny population, dominated by organized groups and proc sets, insanely powerful builds that do everything and have no weaknesses. Last night. for whatever reason I decided to go through the roster of PC/NA's PvP guild that most of the Cyrodiil regulars joined (it was meant to be just a chill place for regulars to hang out or just do things like ask what was the Chalman d-tick). It had hundreds and hundreds of players who used to play every night. Now "Last Active ___ months ago," 90% of them. They're all gone. Because, as you admit, "ZOS doesn't exactly have a respectable track record of fixing their PvP systems."

    What the Vengeance critics do not seem to realize is that Vengeance greatest appeal was irrelevant to its way too oversimplified abilities: it was full of people, I never went more than 2 minutes without genuine action. Add in the fact I never saw a stupid proc set on my death recap, players actually ran out of resources, nobody ever healed instantly to full, never got into a protracted stalemate, and there was never a group of 12 holding an entire server hostage, were all nice bonuses. But it's mostly the map was popping and, oh yeah, we used to have constant epic sieges. It was so full of people, I saw names I haven't seen in years - and the fact I saw them more than one day indicates that even though they are done with Live Cyrodiil, it is possible to recapture the magic of what used to make it so fun: an active map that were something more than tower humping and 30 PUGs getting pathetically farmed by a ball group on Arrius's third floor. In short, Vengeance was the first time since 2018 I did three things:
    1. Logged into Cyrodiil every night for a week
    2. Didn't log out because of boredom, frustration with balance/procs/ball groups
    3. Genuinely looked forward to playing and had fun

    The critics all assume that Vengeance will flop and everyone will just leave. You mean like Live Cyrodiil? If that comes to pass, well, nothing was really lost was it? I had fun in the meantime so worth it from my perspective. I recall one fight late during the test at Fort Ash that had over 8,000 registered kills. Obviously, I was not alone in my feelings about participating in Vengeance.

    There is one point I mostly agree with you about
    When ZOS actually does something about RoA and heal/shield stacking then you can argue ZOS intends to improve their PvP system. Until then there is no point to be made.

    I disagree with the last sentence though.

    There is a devastating point to be made. I honestly entertained myself with the idea because of the popularity of the Vengeance test and its obvious marked improvement in performance, ZOS might, just might, be finally convinced after literally years and years to do something about these two very things that are a stain on Live Cyrodiil. There was never a better occasion or reason to finally do this. That they didn't tells me they aren't going to lift a finger, probably ever, to actually improve Live Cyrodiil. We will only ever get meaningless changes of the sort that was done to Endless Fury, putting in tone-deaf developer comment about how it was this meh ability being the scourge of PvP, ignoring all the proc sets, meta builds, and ball groups that are and have been the actual carries.

    So the critics can crap all they want over Vengeance, I say fine and I don't care. It was something Live Cyrodiil will never be because of all the bloated calculations and do-everything builds with no weakness: full of people and fights. When the next Vengeance test comes, go ahead and take a break while the rest of us recapture what genuinely attracted us to ESO and Cyrodiil in the first place. If the point ever does come in which the critics are right and people stop logging into Vengeance, then they can crow all they want about how they were right. That that day has not come yet. But it has for Live Cyrodiil.
    Edited by Joy_Division on June 23, 2025 10:47PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Theignson
    Theignson
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    PvP is not fine, big changes / reworks needed
    The first round of vengeance was quite fun, because it got rid of all the things which have killed live Zerodil: unkillable ball groups, Proc sets doing way too much damage (RoA and VD)-- (the sets do more damage than player abilities) , proc sets violating basic CC rules (RoA), over healing from shared heals, over shielding of ball groups, 45k tanks that can still do insane damage, especially in ball groups using broken proc sets.

    In Vengeance most of the ball groups disappeared. Maybe they couldn't handle no longer being able to let proc sets and over healing make them unkillable death groups. But grouping still produced a whole greater than the sums of its parts-- it just didnt give an exponentially greater advantage

    In vengeance I missed the role that sets play , after all one of the fun things in ESO is theory crafting. But in PvP there isnt much build diversity anyway.

    I found in Vengeance you could have some good fights with just class abilities and skill still made a difference.

    Look forward to another week of testing

    3 GOs, a Warlord, and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP
  • Sluggy
    Sluggy
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    PvP is fine, no changes needed
    The critics all assume that Vengeance will flop and everyone will just leave. You mean like Live Cyrodiil? If that comes to pass, well, nothing was really lost was it?
    Quoted for truth and emphasis. Many players say they would jump ship to another game in a heartbeat if it even slightly resembled what can be found there. Well, here's the chance for that. As it is now, Cyrodiil on live is dead. PCNA has, what, maybe a couple hundred regular players left?

    Just for the record, I am critical of Vengeance mode, but not the concept of it. Just how they are approaching any potential development of it.

  • xylena_lazarow
    xylena_lazarow
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    Vengeance will save us
    Sluggy wrote: »
    As it is now, Cyrodiil on live is dead.
    That's my view as well, the disconnect I've noticed is how so many players think that Live is just one "simple" silver bullet away from being everything they ever wanted. It's not even a few fixes away, nuking Rushing Agony is probably the "simplest" thing they could do and it's not like that alone would solve the ball group problem or the proc set problem.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Sluggy
    Sluggy
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    PvP is fine, no changes needed
    Sluggy wrote: »
    As it is now, Cyrodiil on live is dead.
    That's my view as well, the disconnect I've noticed is how so many players think that Live is just one "simple" silver bullet away from being everything they ever wanted. It's not even a few fixes away, nuking Rushing Agony is probably the "simplest" thing they could do and it's not like that alone would solve the ball group problem or the proc set problem.

    That's a very good observation. It probably comes from many angles but I'd be willing to bet that the most common one is boiled frogs. If you really take a step back and actually look at what it requires to get started in this game's PvP it is absolutely insane.

    First and foremost is what it takes to even have a chance at walking in with a viable character. That right there will drive away almost any potential new player immediately. Then there are the myriad of little things that each of us have learned over years of being subjected to them. And I don't even mean real skills, per se. Just dumb stuff like learning ways to mitigate "death by double doors", or breakfree being unreliable so maybe you want to use a Champion point for that, or that the Champion point for breakfree is bugged and sometimes doesn't work or it charges you for stam anyway, or how certain targeted skills simply do not work once lag kicks in so you'd better have a different build for primetime in a crowded keep fight.
    Edited by Sluggy on June 24, 2025 8:16PM
  • Diundriel
    Diundriel
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    PvP is fine, but small changes are needed
    Siege needs to be nerfed. Anyway, here is some PvP Scroll Action against whole EP faction (last patch)
    still fun when cyro isnt completly empty

    Guild: Kirua, PC EU

    https://youtu.be/2Fxo6yxM9Tk?si=ahZOuyVxJ77EPbZJ
    My latest PVP Video: July 2025: ESO PVP | Kirua | #2 just fooling around
    https://youtu.be/jMS9_NH4aiY?si=QBrAldFsPQlIJjKB

    My Youtube:
    https://www.youtube.com/@MHWPLZ_ESO

    GM of former Slack Squad PvP Raid Guild
    https://www.youtube.com/channel/UCKLwZNZlv8an4p-xNoboE7w

    Characters:
    Zoe'la- AD Magplar AvA 50 x2.5
    Not Zoe'la- DC Magplar AvA 27
    Worst Healbot EU- EP Magplar AvA 20
    Diundriel- AD StamNB AvA 40
    Pugs Got Bombed- AD ManaNB AvA 38
    Cause we have dots- AD ManaSorc AvA 43
    Red Zergs Again- AD StamDen AvA 30
    Synergy Spam Bot- AD MagDK AvA 18
    Heals of Cyrodiil- AD ManaDen AvA 18
    Nawrina- DC StamDK AvA 26
    Not Ganking- StamNB PVE DD
    Stack Pls- DC ManaNB AvA 20
    radiant destruction- AD AvA 30
    Der kleine Troll- DC StamDen AvA 25
    and some I deleted and new ones I am to lazy to add so well above 300 Mio AP and 7 Former Emperor Characters
  • xylena_lazarow
    xylena_lazarow
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    Vengeance will save us
    Diundriel wrote: »
    Siege needs to be nerfed
    Absolutely not. Part of the reason the game is so dead is because siege can't efficiently threaten ball groups. The Vengeance test showed what happens in zergs when siege is too weak, it degenerates into a brainless numbers count because the 40 defenders have no tools to break up the open field 60 mans blobbed together outside the keep or in the yard.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • thedude33
    thedude33
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    PvP is not fine, big changes / reworks needed
    PVP, in this game, is overseen by a guy who likes to play troll builds in PVP. I couldn't come up with a better way to describe the state of PVP in this game than that.

    I think you are on to something.
  • Major_Toughness
    Major_Toughness
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    PvP is fine, but small changes are needed
    Make Azureblight Great Again
    MAKE AZUREBLIGHT GREAT AGAIN
    PC EU > You
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