CameraBeardThePirate wrote: »The big issue was ZOS simply didn't provide any sort of information on what sets did or did not work in No-CP, and they did not keep the list up to date, meaning that there were plenty of sets that shouldn't have worked there that did, and plenty of sets that should have worked there but didn't. Players shouldn't have to search the web to find out what sets did or didn't work, especially when the logic behind which sets worked wasn't remotely consistent.
Plus, Cyrodiil's population is just too low at this point to sustain multiple campaigns. It's obvious at this point that the first campaign listed will be the only one that gets any action no matter what the rulesets are.
This is where I'd like the Vengence pyp campaign to be. Template sets, pvp only skills, no CP, no hammer. For no cheese, no busted BS balance I like the idea of PVP versions of sets and skills so they can be balanced better and not dependent on extra calcs from battle spirit.
MincMincMinc wrote: »What needs to happen is condense the campaigns down to two. (unless crossplay happens and we need a 3rd). Cyrodil was never designed to function with low populaitons. The map layout, the bonuses, etc. The only reason cyro live GH feels remotely populated is because mounts move 3x faster so respawn times are insignificant.
A major PvP issue is that no new players are able to start and learn cyrodil even though it is the biggest eye candy for new players. Lowbie doesn't work because people level out of it too fast with modern XP structure. No guilds run there anymore so the population gets unstable and one faction flips the whole map because the winning faction gets combat bonuses.
Just have GH and then a nocp campaign where new players and under cp500 players are FORCED to play. Letting new players who dont know better que into cp pvp is only hurting retention. Sure there will be niche scenarios where a god tier player makes a new account and cant play GH for a month or two.... thats a shame that you need to relevel, but so be it.
MincMincMinc wrote: »What needs to happen is condense the campaigns down to two. (unless crossplay happens and we need a 3rd). Cyrodil was never designed to function with low populaitons. The map layout, the bonuses, etc. The only reason cyro live GH feels remotely populated is because mounts move 3x faster so respawn times are insignificant.
A major PvP issue is that no new players are able to start and learn cyrodil even though it is the biggest eye candy for new players. Lowbie doesn't work because people level out of it too fast with modern XP structure. No guilds run there anymore so the population gets unstable and one faction flips the whole map because the winning faction gets combat bonuses.
Just have GH and then a nocp campaign where new players and under cp500 players are FORCED to play. Letting new players who dont know better que into cp pvp is only hurting retention. Sure there will be niche scenarios where a god tier player makes a new account and cant play GH for a month or two.... thats a shame that you need to relevel, but so be it.
Just make all PVP no CP. Thats how BGs are and we all like it. I don't see an issue. CP is a crutch for build design anywya. IMO it makes people lazy because they go "Oh i'll just get sustain in CP, or ill balance out my defense with CP". No, design your build better.
Also, hopping from BGs to CP GH means your stats are always different between the 2.
Again, my point in this thread is: Majority wants simple/limited Vengeance when Ravenwatch no proc LITERALLY simplified it while retaining build choice...
CameraBeardThePirate wrote: »The big issue was ZOS simply didn't provide any sort of information on what sets did or did not work in No-CP, and they did not keep the list up to date, meaning that there were plenty of sets that shouldn't have worked there that did, and plenty of sets that should have worked there but didn't. Players shouldn't have to search the web to find out what sets did or didn't work, especially when the logic behind which sets worked wasn't remotely consistent.
Plus, Cyrodiil's population is just too low at this point to sustain multiple campaigns. It's obvious at this point that the first campaign listed will be the only one that gets any action no matter what the rulesets are.
Now if you want to make Cyrodiil PERFECT (according to me) this is what we need:
1. NO-CP
2. NO procs (like before)
3. Expand the allowable list to include group buff sets and food/drink sets ie: Nearby group members gain x health or mag recovery, etc. That's not exactly a "proc"
4. Remove Volendrung for the love of GOD (especially in low population scenarios). Its a meme and its annoying
5. Improve base DEFENSE mechanics, especially for HOME TRI KEEPS! this gives under-populated factions a chance versus larger zergs.
6. Expand on the Lumber Mill, Farm, Mine mechanics and keep leveling system to reward defenses further.
7. Keep a running list of no kidding approved sets made available to the community so there is no confusion of allowed sets.
I'm reading the overwhelmingly obvious gushing for vengeance being a good thing and it makes me wonder....
If the vast majority of you all enjoy a more SIMPLE Cyrodiil...where were you when RAVENWATCH was no proc? We had a solid small community that really enjoyed the simplicity of NO-CP and NO PROCS. I am seeing comment after comment how the main CP+Proc campaign is not "FUN"...uhhh AGREED and that's EXACTLY why we loved old RAVENWATCH!!!!!
The previous ruleset was great in my OPINION because it did the following:
1. Simplified gearing. No new DLC sets to worry about "breaking" PVP, just oldschool stat sets with some mild procs and a few selectable mythics
2. NO-CP. Just like BATTLEGROUNDS (which many enjoy for PVP) it didn't matter how much CP you had, because it was disabled. Just get your 160 for gear, easy!
3. New players: I personally got several people not only into ESO, but into PVP. Getting them a lvl 50/CP160 character was low effort compared to grinding out DLC dungeons and CP to be "meta"
Now if you want to make Cyrodiil PERFECT (according to me) this is what we need:
1. NO-CP
2. NO procs (like before)
3. Expand the allowable list to include group buff sets and food/drink sets ie: Nearby group members gain x health or mag recovery, etc. That's not exactly a "proc"
4. Remove Volendrung for the love of GOD (especially in low population scenarios). Its a meme and its annoying
5. Improve base DEFENSE mechanics, especially for HOME TRI KEEPS! this gives under-populated factions a chance versus larger zergs.
6. Expand on the Lumber Mill, Farm, Mine mechanics and keep leveling system to reward defenses further.
7. Keep a running list of no kidding approved sets made available to the community so there is no confusion of allowed sets.