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Vengeance - THE WORST PVP EVER

  • colossalvoids
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    amiiegee wrote: »
    When will be vengeance PVE be a thing, so i can get all trifectas with no experience and no min maxed gear?

    Do you in all honesty believe it's brought upon you few people enjoying current state of PvP by salty PvE peeps craving for PvE Cyro out of spite or something?
  • MISTFORMBZZZ
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    Honestly, as a most time PVEer, I haven't had so much fun in Cyro in years.

    Thats what we mean. No offense to you, but pvp´ers are punished so pve ´ers who own 90% of the game anyway are pleased.
    Feels wrong.

    Let me guess... you are one of those people who is going to be angry too and feels 'punished' if they put an optional Vengeance campaign next to the original campaigns because how dare PvE players even have a slight feeling of fun dipping their toes in PvP.

    Not at all? I would be happy if PVE players put their toes into pvp, they could enjoy it and stay.

    If there was a optional Vengeance campaign wich is pouplated and has activity, i would eventually play it myself here and there.


    PS EU
  • Abelon
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    amiiegee wrote: »
    Abelon wrote: »
    Abelon wrote: »
    Honestly, as a most time PVEer, I haven't had so much fun in Cyro in years.

    Thats what we mean. No offense to you, but pvp´ers are punished so pve ´ers who own 90% of the game anyway are pleased.
    Feels wrong.

    No. The reality is that 90% of the actual PvP players stopped playing PvP years ago, because of the mess that it is. Because of how little attention ZoS gives it. Because of lag. Because of proc sets. Because of a million other things that have been discussed on the forums a million times over. You can't act like "you" represent all the PvPers. You especially can't act that way when the forums are literally flooded with threads of PvPers being unhappy with PvP and demanding changes. PvP in the current state might be all fine and great for you... It's not all fine and great for all the PvPers. And when things aren't fine, what do you do? That's right, you fix them. Sometimes the fix isn't obvious, so you have to try things out and test them, and collect feedback.

    So good on ZoS for finally doing something for PvP. Good on them for taking a risk and trying something new despite meltdowns on the forums. Good on them for actually testing it and letting people submit feedback, during which they and us, will see what the stance on Vengeance really is.

    Either way though. You guys need to understand that having Vengeance doesn't necessarily mean you can't have normal modes either. Right now is a test week and an exception. But later we could have both. Ask for both, so that you can have your old fun and that other people can have their new fun. Don't try to bury a mode with potential purely out of spite or some weird "old way is better" or the even worse "pvers are ruining mah game!" It's a huge MMO. There's something for everyone.

    And youre representing the „90% who quitted“? And where are you getting this data from?

    Just because of you feel like that?

    Pvp ers have literally two zones for themself and i seen enough demands to make even them pve.

    Yes it is valid to complain this being made worse for us. You need to accept other opinions too, same as i have to accept yours.

    Did you even read past the first sentence before angrily replying? Where did I ever say my opinion is the right one or that you have to accept it? I said your opinion isn't the only one. That is fact. Neither is mine, but I never claimed otherwise. I said forums have been flooded with posts of people unhappy with pvp. That is fact. These Vengeance tests are ZoS' attempt at some sort of a solution. That is fact. ZoS is testing it and collecting feedback. I said provide your feedback, that's a good thing, I didn't say "your opinion is wrong and you shouldn't say anything," I said don't claim that you represent the entire PvP playerbase when even the forums clearly demonstrate otherwise.

    I also literally said you should have your old campaigns too. I believe there is place for both those and Vengeance. It's you who is not accepting anything, who is trying to shut down every single idea and compromise just so things stay the "old" way, everybody else be damned. Otherwise maybe you'd bother to reply to everything else that was written and not put words in my mouth.

    You also claimed 90% of the pvpers stopped playing wich is just a hot take.

    On the rest i agree with you mostly.

    Also im sorry if i was rude, didnt mean to.
    As i said for me this killed my favorite game now (for 8 days i know its not permanently xD), since other pvp options then cyrodiil are not aviable, due low population.

    Got it. Yeah it was an exaggeration. I don't mean to imply that 90% quit in those precise numbers. Just "a lot of people" quit. Let's say too many for my taste, including people I used to play with, guildies, etc. The community is not a monolith, some of them can no longer play PvP in this state at all. Some enjoy it. Some are neutral. The first group has been very vocal and the player numbers in pvp have dropped, at least enough for ZoS to notice... So they need to do something.

    But once again and it goes for everyone. Submit feedback. Do the surveys. Be constructive and give ZoS something to work with. Compromises will be necessary, but I hope that we can get a solution that doesn't alienate anyone. It's partially up to ZoS, but if we don't give them anything how are they supposed to make something decent out of this?
  • Abelon
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    Honestly, as a most time PVEer, I haven't had so much fun in Cyro in years.

    Thats what we mean. No offense to you, but pvp´ers are punished so pve ´ers who own 90% of the game anyway are pleased.
    Feels wrong.

    Let me guess... you are one of those people who is going to be angry too and feels 'punished' if they put an optional Vengeance campaign next to the original campaigns because how dare PvE players even have a slight feeling of fun dipping their toes in PvP.

    Not at all? I would be happy if PVE players put their toes into pvp, they could enjoy it and stay.

    If there was a optional Vengeance campaign wich is pouplated and has activity, i would eventually play it myself here and there.


    And that's why we should all be pushing for Vengeance campaign to be an addition and not a replacement. But we shouldn't be trying to kill the idea in its crib. The idea per se is not all terrible. And it can be made better. But not if it's completely abandoned before it even becomes a thing.

    I feel like this test having replaced all the campaigns really soured some peoples' impression of Vengeance. But this is only for the test week. This is only because ZoS needs every single person they can get their hands on. It doesn't mean it has to be that way or forever or that it will be.
    Edited by Abelon on July 1, 2025 3:42PM
  • Stamicka
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    Mayrael wrote: »
    Is there any PvE group that would take a level 15 character for endgame Trial or Hard Mode runs? Why impose rules and restrictions on PvP players that don’t apply to PvE? Why undermine the time and effort PvP players invest in crafting their gear, builds, and character progression?

    Again, I don’t think that they have to go as far as Vengeance. But should there be an optional one piece item anyone can equip that disables all their gear and gives them viable PvP stats? I say yes. Again builds can still be allowed although there needs to be serious set balancing, but I want to make it easier for people to get into PvP.

    I believe in making the barrier to entry as low as possible while keeping the skill ceiling as high as possible. High barriers to entry decrease participation which is a major problem with live Cyrodiil. It gets very few regular new players.

    Mayrael wrote: »
    PvP is also endgame - you’re up against the smartest, trickiest, and most adaptable opponent out there: another human. To take them on, you’ve got to be ready. Why don’t people demand Trials be open from level 1, 5, or 10? Because they get it — you need gear, skills, knowledge, and practice to tackle them. But for some reason, new players think they should be able to challenge someone who’s sunk 10,000 hours into the game and somehow erase all the time and effort that person put into their character. Why?

    Nope I think skill should be rewarded and I always have. Again, I want people to get their feet in the door. In a true skill based environment, if a player is as good as they think they are and they have 10,000 hours in the game, they should have absolutely no problem beating a brand new player even though they are on equal footing.

    It’s actually live Cyrodiil that allows newer players to challenge veterans by outbuilding them, it’s not as bad in Vengeance. I remember when One Tamriel first dropped and I saw many good players lose to people they shouldn’t have lost to just because they got procced down by tremorscale viper or velidreth viper. If you didn’t have procs you were at a pretty bad disadvantage even if you were a veteran. Losing to some of those early One Tamriel builds as a veteran was much less of a skill issue than losing to a new player on the same class in Vengeance.

    Anyway, I use One Tamriel as an example because that’s when I really started to see the first early glimpses of what live Cyrodiil now is. Now there’s 100 different ways to get a cheap win against a veteran and the issue is much much worse.

    If you don’t want new players to be able to challenge more experienced and skilled players, then you wouldn’t be supporting live Cyrodiil where build choices matter more than anything and less skilled players win fights pretty frequently.
    Edited by Stamicka on July 1, 2025 4:07PM
    PC NA and Xbox NA
  • OutLaw_Nynx
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    Perhaps a happy medium would be making vengeance campaign always available but also have GH and others so both sides can be happy
  • SerafinaWaterstar
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    Perhaps a happy medium would be making vengeance campaign always available but also have GH and others so both sides can be happy

    Or maybe people like the OP can take a breath and realise it is for a week to test stuff live.

    And if they have issues they could always post them in the feedback thread where Zos has asked for this.
  • Highwayman
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    Abelon wrote: »
    I also literally said you should have your old campaigns too. I believe there is place for both those and Vengeance. It's you who is not accepting anything, who is trying to shut down every single idea and compromise just so things stay the "old" way, everybody else be damned. Otherwise maybe you'd bother to reply to everything else that was written and not put words in my mouth.

    Pvp is largely a game of making the correct choices. Did you bring the right team members? Did you bring the most optimal build? Where do you get the best cover? Are you lining up burst properly? Are you defending at the right moments? Are you staying on the offensive otherwise?

    I believe what people are worried about here is not that their campaign will disappear, but that the people making the wrong choices will mostly go to another campaign where those choices will be less impactful.

    It's a bad take in my opinion. If vengeance were to replace the under 50 campaign, it would provide an on-ramp to pvp for new players. It would be a fully positive sum scenario. Let's get it in battlegrounds too.

    Also, pve already has a vengeance mode. It's called open world questing. It's an unarguable success at pulling in players.
    Edited by Highwayman on July 1, 2025 4:09PM
  • Mayrael
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    Stamicka wrote: »
    Mayrael wrote: »
    Is there any PvE group that would take a level 15 character for endgame Trial or Hard Mode runs? Why impose rules and restrictions on PvP players that don’t apply to PvE? Why undermine the time and effort PvP players invest in crafting their gear, builds, and character progression?

    Again, I don’t think that they have to go as far as Vengeance. But should there be an optional one piece item anyone can equip that disables all their gear and gives them viable PvP stats? I say yes. Again builds can still be allowed although there needs to be serious set balancing, but I want to make it easier for people to get into PvP.

    I believe in making the barrier to entry as low as possible while keeping the skill ceiling as high as possible. High barriers to entry decrease participation which is a major problem with live Cyrodiil. It gets very few regular new players.

    Mayrael wrote: »
    PvP is also endgame - you’re up against the smartest, trickiest, and most adaptable opponent out there: another human. To take them on, you’ve got to be ready. Why don’t people demand Trials be open from level 1, 5, or 10? Because they get it — you need gear, skills, knowledge, and practice to tackle them. But for some reason, new players think they should be able to challenge someone who’s sunk 10,000 hours into the game and somehow erase all the time and effort that person put into their character. Why?

    Nope I think skill should be rewarded and I always have. Again, I want people to get their feet in the door. In a true skill based environment, if a player is as good as they think they are and they have 10,000 hours in the game, they should have absolutely no problem beating a brand new player even though they are on equal footing.

    It’s actually live Cyrodiil that allows newer players to challenge veterans by outbuilding them, it’s not as bad in Vengeance. I remember when One Tamriel first dropped and I saw many good players lose to people they shouldn’t have lost to just because they got procced down by tremorscale viper or velidreth viper. If you didn’t have procs you were at a pretty bad disadvantage even if you were a veteran. Losing to some of those early One Tamriel builds as a veteran was much less of a skill issue than losing to a new player on the same class in Vengeance.

    Anyway, I use One Tamriel as an example because that’s when I really started to see the first early glimpses of what live Cyrodiil now is. Now there’s 100 different ways to get a cheap win against a veteran and the issue is much much worse.

    If you don’t want new players to be able to challenged more experience and skilled players, then you wouldn’t be supporting live Cyrodiil where build choices matter more than anything and the less skilled player wins all the time.

    Please take my apologies but I don’t agree with you. Relying on anecdotal evidence as a general rule doesn’t hold up. Sure, I’ve occasionally come across impressive new players, but those are rare exceptions, as I mentioned. The campaign’s name fits perfectly—it’s a great setup for new players to take vengeance on experienced ones.

    I get that a veteran’s experience should carry weight, but you’re overlooking the countless hours spent theory-crafting, testing builds, and burning through millions of gold just to find a slight edge. Are you saying all that effort should be tossed aside just because some new players, who never cared for PvP before, demand it?

    Let’s put it another way: imagine a boxer who’s trained for 10 years to compete for a title. Then a rookie shows up with no training or skill. Should we blindfold the veteran and tie one arm behind their back to give the newbie a shot, or should the rookie put in the time to build their skills?
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • Highwayman
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    Mayrael wrote: »
    Let’s put it another way: imagine a boxer who’s trained for 10 years to compete for a title. Then a rookie shows up with no training or skill. Should we blindfold the veteran and tie one arm behind their back to give the newbie a shot, or should the rookie put in the time to build their skills?

    https://www.youtube.com/watch?v=11H5LuPhjUQ
  • Stamicka
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    Mayrael wrote: »
    Please take my apologies but I don’t agree with you. Relying on anecdotal evidence as a general rule doesn’t hold up. Sure, I’ve occasionally come across impressive new players, but those are rare exceptions, as I mentioned. The campaign’s name fits perfectly—it’s a great setup for new players to take vengeance on experienced ones.

    I get that a veteran’s experience should carry weight, but you’re overlooking the countless hours spent theory-crafting, testing builds, and burning through millions of gold just to find a slight edge. Are you saying all that effort should be tossed aside just because some new players, who never cared for PvP before, demand it?

    Why is a veteran needing a slight edge against others? To answer your question, yes, I’m very against build advantages because it undermines skill. You shouldn’t need a slight edge if you really deserve to win a fight.

    Mayrael wrote: »
    Let’s put it another way: imagine a boxer who’s trained for 10 years to compete for a title. Then a rookie shows up with no training or skill. Should we blindfold the veteran and tie one arm behind their back to give the newbie a shot, or should the rookie put in the time to build their skills?

    I don’t think that the veteran should be blindfolded with one arm behind their back which is why I hate live Cyrodiil. When they removed ultimate animation canceling, that was a blindfold for veterans, when they introduced procs that was a blindfold for veterans who didn’t use them, and the list of blindfolds goes on and on.

    What you’re not getting is that in its current state, live Cyrodiil has handicapped veterans in a massive way when compared to earlier years of the game.

    I am strongly against the approach of nerfing skill expression to even the playing field, but I do support an even playing field itself.

    I’ve used this example here before, but Valorant is a great example of a highly accessible game with a very high skill ceiling. The skill ceiling is high enough for the game to be an esport title. It’s absolutely possible and even necessary to have both accessibility (even playing field without too many barriers) and high skill ceilings. Both the veterans and the new players benefit from that approach.
    Edited by Stamicka on July 1, 2025 4:38PM
    PC NA and Xbox NA
  • tomofhyrule
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    Mayrael wrote: »
    Let’s put it another way: imagine a boxer who’s trained for 10 years to compete for a title. Then a rookie shows up with no training or skill. Should we blindfold the veteran and tie one arm behind their back to give the newbie a shot, or should the rookie put in the time to build their skills?

    No of course not. The newbie should train with a gym, then practice a bit against a coach, then get matched up against other new players, then work their way up.

    Just like people say in PvE as well. Players can practice in delves, then join groups to do normals, then work up to vets, and then trials to get into HMs.

    But let's look at the progression path for PvP: 1) Do PvE against NPC mobs overland. 2) Go into Cyrodiil and get clapped by endgamers.
    ...seems like there are a few steps missing there.

    There is no PvP on-ramp. What you'd need to do is excise all of the vet players from the U50 Campaings so it's only new players, but even that's not going to do much. Vengeance at least gives new players a chance to hone their skills, that they could take to higher-level PvP.

    This is why most people I hear argue for both Vengeance and the big leagues like Grey Host. I could see ZOS cutting the U50, Ravenwatch, and possibly even Blackreach campaigns as redundant, but leaving both Vengeance open for the non-sweaty PvPers and Grey Host for the ones who like the theorycrafting aspect and CP and everything. We can see that many of the 'full-time' PvPers tend to favor Grey Host because Vengeance is stripped down too far, but that's also something that is a draw for non-PvPers. And this is assuming that Vengeance isn't a test (like they said it was), which means eventually they could find something in the code that causes a lot of lag, and then fix it to make Grey Host be able to have larger pop caps as well.
  • Mayrael
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    Stamicka wrote: »
    Mayrael wrote: »
    Please take my apologies but I don’t agree with you. Relying on anecdotal evidence as a general rule doesn’t hold up. Sure, I’ve occasionally come across impressive new players, but those are rare exceptions, as I mentioned. The campaign’s name fits perfectly—it’s a great setup for new players to take vengeance on experienced ones.

    I get that a veteran’s experience should carry weight, but you’re overlooking the countless hours spent theory-crafting, testing builds, and burning through millions of gold just to find a slight edge. Are you saying all that effort should be tossed aside just because some new players, who never cared for PvP before, demand it?

    Why is a veteran needing a slight edge against others? To answer your question, yes, I’m very against build advantages because it undermines skill. You shouldn’t need a slight edge if you really deserve to win a fight.

    Mayrael wrote: »
    Let’s put it another way: imagine a boxer who’s trained for 10 years to compete for a title. Then a rookie shows up with no training or skill. Should we blindfold the veteran and tie one arm behind their back to give the newbie a shot, or should the rookie put in the time to build their skills?

    I don’t think that the veteran should be blindfolded with one arm behind their back which is why I hate live Cyrodiil. When they removed ultimate animation canceling, that was a blindfold for veterans, when they introduced procs that was a blindfold for veterans who didn’t use them, and the list of blindfolds goes on and on.

    What you’re not getting is that in its current state, live Cyrodiil has handicapped veterans in a massive way when compared to earlier years of the game.

    I am strongly against the approach of nerfing skill expression to even the playing field, but I do support an even playing field itself.

    I’ve used this example here before, but Valorant is a great example of a highly accessible game with a very high skill ceiling. The skill ceiling is high enough for the game to be an esport title. It’s absolutely possible and even necessary to have both accessibility (even playing field without too many barriers) and high skill ceilings. Both the veterans and the new players benefit from that approach.

    This game might not be for you if you’re looking for perfectly balanced setups like in esports. It’s not just about the skill needed to play that determines if a game can be an esport—it’s the starting conditions. ESO was never designed for that, and it’s not meant to be, because of its build diversity.

    Why do vets get an edge? It’s not that we need it—it’s that we can have it because this is an MMORPG, not Quake or Unreal Tournament. We all started playing ESO knowing PvP would work this way. If we wanted different starting conditions, we wouldn’t be here. Coming in now and trying to change a core aspect of the game feels pretty unfair. Why stop at PvP? Why not overhaul PvE too and see what happens?
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • Titanium
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    To be honest, I wanted to hate this when I first saw it on PS5/NA. I never follow patch notes, why should I? The game should be self contained, all information in one place. But I digress.

    At first, the skills were surprising to me, but after slotting them, I realized that this was going to be different. Then the armor was all greyed out, which meant that the armor does not matter. PVP used to be "endgame", as we all farmed the latest gear to test it in PVP. Theory crafting was fun. On console, we did not have (and still do not have) the luxury of addons that will help us in battle, no test server to test gear sets, etc.

    After 10 minutes of play, I started to enjoy this.
    • No more unkillable tanks
    • No more 1-shot-modded-controller builds
    • No more coldfire siege weapons, or any dot-based siege weapons (fire, oil, meat, scattershot), makes defending keeps a little more challenging
    • No pull builds, so no more constant dark convergence + rush of agony
    • No more charm builds. This honestly made my day.
    • No more bombs
    • No more cookies to fast travel to keeps to defend
    • No more 1 player putting down 6 sieges, that's 2 players putting down 12 sieges to fake a large group flagging a keep
    • No more super fast players darting around, line of sighting, etc.
    • No more detect pots. But also no more perma-invis too.

    Sure, this is purely a numbers game in the end. You can strategically win 10v15 or 8v15, but that has always been the case with "better players".

    This is fairly new to us still, I am not sure how long it will take us to tire of it. On the surface, it looks like:
    • It is an easier pick up game for casuals and new players; they do not need to farm gear, figure out enchants, impen, etc
    • It is easier to balance the game for developers. Changes made to PVE will not affect PVP and vice versa. Cyrodiil is base game and has always been "free content", so I understand that they don't want to commit too much resources on it.

    Overall, the more I think about it, like it or not, the more I think this will stay. Some of us have been excellent at PVP as solo players, but that's going to change, and again, the good players will find a way to evolve and stay ahead of server.
  • Mayrael
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    Titanium wrote: »
    To be honest, I wanted to hate this when I first saw it on PS5/NA. I never follow patch notes, why should I? The game should be self contained, all information in one place. But I digress.

    At first, the skills were surprising to me, but after slotting them, I realized that this was going to be different. Then the armor was all greyed out, which meant that the armor does not matter. PVP used to be "endgame", as we all farmed the latest gear to test it in PVP. Theory crafting was fun. On console, we did not have (and still do not have) the luxury of addons that will help us in battle, no test server to test gear sets, etc.

    After 10 minutes of play, I started to enjoy this.
    • No more unkillable tanks
    • No more 1-shot-modded-controller builds
    • No more coldfire siege weapons, or any dot-based siege weapons (fire, oil, meat, scattershot), makes defending keeps a little more challenging
    • No pull builds, so no more constant dark convergence + rush of agony
    • No more charm builds. This honestly made my day.
    • No more bombs
    • No more cookies to fast travel to keeps to defend
    • No more 1 player putting down 6 sieges, that's 2 players putting down 12 sieges to fake a large group flagging a keep
    • No more super fast players darting around, line of sighting, etc.
    • No more detect pots. But also no more perma-invis too.

    Sure, this is purely a numbers game in the end. You can strategically win 10v15 or 8v15, but that has always been the case with "better players".

    This is fairly new to us still, I am not sure how long it will take us to tire of it. On the surface, it looks like:
    • It is an easier pick up game for casuals and new players; they do not need to farm gear, figure out enchants, impen, etc
    • It is easier to balance the game for developers. Changes made to PVE will not affect PVP and vice versa. Cyrodiil is base game and has always been "free content", so I understand that they don't want to commit too much resources on it.

    Overall, the more I think about it, like it or not, the more I think this will stay. Some of us have been excellent at PVP as solo players, but that's going to change, and again, the good players will find a way to evolve and stay ahead of server.

    There’s always a way, but is there a reason? For me, PvP and build diversity have always been what kept me hooked on this game. If Vengeance ends up being the only PvP campaign, that’ll be the end of ESO for me, even after over a decade of playing.
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • Mayrael
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    Mayrael wrote: »
    Let’s put it another way: imagine a boxer who’s trained for 10 years to compete for a title. Then a rookie shows up with no training or skill. Should we blindfold the veteran and tie one arm behind their back to give the newbie a shot, or should the rookie put in the time to build their skills?

    No of course not. The newbie should train with a gym, then practice a bit against a coach, then get matched up against other new players, then work their way up.

    Just like people say in PvE as well. Players can practice in delves, then join groups to do normals, then work up to vets, and then trials to get into HMs.

    But let's look at the progression path for PvP: 1) Do PvE against NPC mobs overland. 2) Go into Cyrodiil and get clapped by endgamers.
    ...seems like there are a few steps missing there.

    There is no PvP on-ramp. What you'd need to do is excise all of the vet players from the U50 Campaings so it's only new players, but even that's not going to do much. Vengeance at least gives new players a chance to hone their skills, that they could take to higher-level PvP.

    This is why most people I hear argue for both Vengeance and the big leagues like Grey Host. I could see ZOS cutting the U50, Ravenwatch, and possibly even Blackreach campaigns as redundant, but leaving both Vengeance open for the non-sweaty PvPers and Grey Host for the ones who like the theorycrafting aspect and CP and everything. We can see that many of the 'full-time' PvPers tend to favor Grey Host because Vengeance is stripped down too far, but that's also something that is a draw for non-PvPers. And this is assuming that Vengeance isn't a test (like they said it was), which means eventually they could find something in the code that causes a lot of lag, and then fix it to make Grey Host be able to have larger pop caps as well.

    This is what I'm ok with as long as in Vengeance all you could earn would be Alliance Points and skill lines.
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • Highwayman
    Highwayman
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    Mayrael wrote: »
    This is what I'm ok with as long as in Vengeance all you could earn would be Alliance Points and skill lines.

    I agree there should be rewards in the standard campaign that are not available in a hypothetical full time vengeance campaign.

    For example and not limited to: I'd like that emp still exists to teach the fundamentals, but the "Former Emperor" title should not be rewarded. This would also keep title farmers out of the campaign.
  • Stamicka
    Stamicka
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    Mayrael wrote: »
    This game might not be for you if you’re looking for perfectly balanced setups like in esports. It’s not just about the skill needed to play that determines if a game can be an esport—it’s the starting conditions. ESO was never designed for that, and it’s not meant to be, because of its build diversity.

    Why do vets get an edge? It’s not that we need it—it’s that we can have it because this is an MMORPG, not Quake or Unreal Tournament. We all started playing ESO knowing PvP would work this way. If we wanted different starting conditions, we wouldn’t be here. Coming in now and trying to change a core aspect of the game feels pretty unfair. Why stop at PvP? Why not overhaul PvE too and see what happens?


    ESO doesn’t need to be an esport, Valorant is just an example of an accessible game with a high skill ceiling and I think that ESO should be an accessible game with a high skill ceiling. This doesn’t automatically mean it has to be an esport or that no builds are allowed at all.

    And no I started pvping in ESO when there was Hundings, Agility, Willpower, Julianos, and Lich as the main sets (Orsinium). You could still make builds but it wasn’t nearly as complicated as it is today and set options weren’t as wildly unbalanced with each other as they are now. If Cyrodiil was as it is now in Orsinium I would’ve quit in 2015.

    The game was in a much better place and there was much more participation in PvP. Vengeance feels more like old Cyrodiil did where sets were simple, population caps were higher, and there was less free effortless damage. Vengeance isn’t perfect but I appreciate that it feels more like what I originally signed up for.

    You’re right that in its current state ESO isn’t for me. It’s not for most veterans which is why PvP is a ghost town even at less than 300 or so max population.

    You can keep the dead laggy free damage Cyrodiil if you like it so much. Have fun getting pulled by sets that ignore the game’s mechanics and having 5 different status effects on you at all times. I want no part of that, almost no one does. Ride it out till it dies completely.
    PC NA and Xbox NA
  • ForumBully
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    For way, way too long players have equated a set they farmed with skill.
  • SerafinaWaterstar
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    Pvp is largely a game of making the correct choices. Did you bring the right team members? Did you bring the most optimal build? Where do you get the best cover? Are you lining up burst properly? Are you defending at the right moments? Are you staying on the offensive otherwise?

    Or its a group of guildees running around, having a laugh, taking/defending keeps when we can, giggling because they forgot to put a camp up, we’ve wiped & the only person alive is halfway across the map, then annoyed as our valiant sacrifice which has dragged most of the blues to their home keeps hasn’t led to any initiative-taking by yellows down south (playing AD is very testing 🤣).

    Optimal build? Cover? Lining up bursts? You play a whole different game, mate. Lucky if we all remember to buy siege.

    Hope you have as much fun as we do. 🤣🤣
  • Joy_Division
    Joy_Division
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    Mayrael wrote: »
    Stamicka wrote: »
    Mayrael wrote: »
    Please take my apologies but I don’t agree with you. Relying on anecdotal evidence as a general rule doesn’t hold up. Sure, I’ve occasionally come across impressive new players, but those are rare exceptions, as I mentioned. The campaign’s name fits perfectly—it’s a great setup for new players to take vengeance on experienced ones.

    I get that a veteran’s experience should carry weight, but you’re overlooking the countless hours spent theory-crafting, testing builds, and burning through millions of gold just to find a slight edge. Are you saying all that effort should be tossed aside just because some new players, who never cared for PvP before, demand it?

    Why is a veteran needing a slight edge against others? To answer your question, yes, I’m very against build advantages because it undermines skill. You shouldn’t need a slight edge if you really deserve to win a fight.

    Mayrael wrote: »
    Let’s put it another way: imagine a boxer who’s trained for 10 years to compete for a title. Then a rookie shows up with no training or skill. Should we blindfold the veteran and tie one arm behind their back to give the newbie a shot, or should the rookie put in the time to build their skills?

    I don’t think that the veteran should be blindfolded with one arm behind their back which is why I hate live Cyrodiil. When they removed ultimate animation canceling, that was a blindfold for veterans, when they introduced procs that was a blindfold for veterans who didn’t use them, and the list of blindfolds goes on and on.

    What you’re not getting is that in its current state, live Cyrodiil has handicapped veterans in a massive way when compared to earlier years of the game.

    I am strongly against the approach of nerfing skill expression to even the playing field, but I do support an even playing field itself.

    I’ve used this example here before, but Valorant is a great example of a highly accessible game with a very high skill ceiling. The skill ceiling is high enough for the game to be an esport title. It’s absolutely possible and even necessary to have both accessibility (even playing field without too many barriers) and high skill ceilings. Both the veterans and the new players benefit from that approach.

    This game might not be for you if you’re looking for perfectly balanced setups like in esports. It’s not just about the skill needed to play that determines if a game can be an esport—it’s the starting conditions. ESO was never designed for that, and it’s not meant to be, because of its build diversity.

    Why do vets get an edge? It’s not that we need it—it’s that we can have it because this is an MMORPG, not Quake or Unreal Tournament. We all started playing ESO knowing PvP would work this way. If we wanted different starting conditions, we wouldn’t be here. Coming in now and trying to change a core aspect of the game feels pretty unfair. Why stop at PvP? Why not overhaul PvE too and see what happens?

    Well you can have your edge and the tiny community who chooses to play on a dead Greyhost.

    But who is this "edge" really over? All the dedicated PvPers in GH have all their CP points slotted, all farmed their favorite mythic and Rush of Agony set years ago, all go to their favorite streamer to get the meta builds. There is no edge against them. The edge is only against precisely the players it is not needed over: new players and people not PvP oriented. This edge has made Live Cyrodill so unappealing that the vast majority of people who have once played and even liked it have left long ago.
    Edited by Joy_Division on July 1, 2025 5:46PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Auberon1983
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    There’s always a way, but is there a reason? For me, PvP and build diversity have always been what kept me hooked on this game. If Vengeance ends up being the only PvP campaign, that’ll be the end of ESO for me, even after over a decade of playing.[/quote]

    (I hope I quoted this correctly)

    I completely agree. As much as I’m enjoying Vengeance, if it replaced “regular” PvP, I’d stop playing PvP entirely.

    Vengeance would be an awesome, “fun” mode. As mentioned a few times, let it replace the nearly dead Under 50 campaign. It’s a neat little on-ramp for beginners and PvP casuals, or for us old vets that just want a break from GH/BR for awhile.

    But to make it the ONLY PvP mode would be terrible. I love GH, and I miss it, even with all the fun.

    I, in fact, did not quote it correctly lol. Sorry, see the comment a couple posts above mine
    Edited by Auberon1983 on July 1, 2025 5:50PM
  • Titanium
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    Rotate the campaigns? VEN one month, GH another. Gives us a chance to take a break to do other things...
  • LadyGP
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    This is funny that once every now and then Cyroddil has something going but different than normal and complaints start. Not only the population has increased but the performance is top notch. The typical issues that normally plague pvp are, you got it, low population and performance. The issue is somewhat ironically the pvpers themselves. This guys only bombs and do not know what to do otherwise. This guy only plays in a ball group and now they are defunct. So lets just enjoy while the test is on. After that we will return to the dead map.

    It sounds funny... but you're not wrong. I mean, I would fall into the solo player who also enjoys running with a ball group a few times a week.

    I know a lot of people (even guilds who hate ball groups) who don't like the stripped down skills and zerg type gameplay who are waiting to come back once the test is over.

    I don't think it's in ZoS best interest to push a certain group of core players away (bombers, gankers, ball groups, perma tanks). To your point, Cyro has been losing players each month. I don't have data to back this up but it "feels" like more long term players are leaving and less new players are coming into cyro.

    Instead, and I think this is the plan, they need to find a middle ground for all the play styles and then work on balancing.
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • LadyGP
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    Honestly, as a most time PVEer, I haven't had so much fun in Cyro in years.

    Thats what we mean. No offense to you, but pvp´ers are punished so pve ´ers who own 90% of the game anyway are pleased.
    Feels wrong.

    Let me guess... you are one of those people who is going to be angry too and feels 'punished' if they put an optional Vengeance campaign next to the original campaigns because how dare PvE players even have a slight feeling of fun dipping their toes in PvP.

    IMO veng in its current form should be the entry or u50 into pvp. It's a great format where everyone is close enough so you don't feel like oyu just get pooped on and gives you breathing room to learn the ropes of pvp.

    I don't think the hardcore members of pvp will play this so they need a PVP in it's current-ish form (needs balanced like crazy).. but the current live pvp makes it impossible for someone to come into pvp who never has been and be able to live and experience things. If you're new to pvp and come into it during prime time you will 100% have a terrible experience and feel so intimidated that the odds of you coming back are low.

    This is a fact that can not be dismissed if we want to see the pvp commmunity continue to grow as the older generation of players phase out.
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • Highwayman
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    Or its a group of guildees running around, having a laugh, taking/defending keeps when we can, giggling because they forgot to put a camp up, we’ve wiped & the only person alive is halfway across the map, then annoyed as our valiant sacrifice which has dragged most of the blues to their home keeps hasn’t led to any initiative-taking by yellows down south (playing AD is very testing 🤣).

    Optimal build? Cover? Lining up bursts? You play a whole different game, mate. Lucky if we all remember to buy siege.

    Hope you have as much fun as we do. 🤣🤣

    Yeah, the thought occurred to me it might be a guild event. They were well timing ults and staying packed in a pretty organized fashion. They certainly had done it before. I was also pretty sure someone would bring it up :wink:

    Edit:

    You were responding to a different comment of mine in retrospect. Yeah, play how you want, I want everyone to have fun.
    Edited by Highwayman on July 1, 2025 6:07PM
  • fufu_from_ps4
    fufu_from_ps4
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    It’s a test again…to get raw data they could never get on the PTS. I assume they want data off console too now, hence it being on there now too. It’s not the end-all-be-all new way of PVP. It’s for a week. I think everyone will survive.


    it sucks i won't be able to pvp for what? 9 days.

    also... this is like the 3rd or 4th time they've done this. nothing ever changes.

    nerf crosshealing to 2 per morph, get rid of all pulls from pvp, and call it a day. its clear they dont understand their own game at this point, sadly.
  • fufu_from_ps4
    fufu_from_ps4
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    amiiegee wrote: »
    Why would i encourage anyone to have a terrible and boring experience?
    I meaned it when i wrote i have the worst pvp experience in years.



    you'll be ridiculed for stating the obvious. the amount of gaslighting that goes on around here is directly in proportion to the amount of overzealous forum policing... which is why they never get honest feedback. and the little bit that slips thru just gets ignored as condescending.
  • amiiegee
    amiiegee
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    amiiegee wrote: »
    Why would i encourage anyone to have a terrible and boring experience?
    I meaned it when i wrote i have the worst pvp experience in years.



    you'll be ridiculed for stating the obvious. the amount of gaslighting that goes on around here is directly in proportion to the amount of overzealous forum policing... which is why they never get honest feedback. and the little bit that slips thru just gets ignored as condescending.


    No worries i didnt expect much here anyway.
    Still want to give a voice for these who dont enjoy it, even if these are not as populated here, there are people agreeing so 🤷‍♂️
  • reazea
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    Quackery wrote: »
    We already had this discussion before with the first Vengeance test, and most people were positive, because THEY HAD FUN! Massive amounts of people, no unkillable players, and no crutches, no ball groups..what's to complain about?? New players were ecstatic during the event, and they had so much fun. It is beginner-friendly, which is always a good thing. How is bringing in new players a bad thing?

    Just to be clear: THIS IS A TEST!

    Vengeance mode is no skill trash. There is nothing good about it at all. The people who love it now will quit playing within a week or two if vengeance mode becomes mandated.

    This version of vengeance is even worse than the first iteration. At least the first time around there was some noticible performance improvements. This time around there aren't even any performance improvements. It's just dumbed down trash version of PvP with the same poor performance that is on live this time around.

    This is really bad folks! ZOS is almost certain, judging by their comments, to at some point only offer a vengeance mode. (it will cost less for them to support a vengeance mode than their actual original PvP)
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