Yes, PC EU. AD zergling reporting in o7Were you able to successfully get into large-scale battles?
No comparison to live Cyro because this was my first week in AvA. I had a lot of fun, everything was responsive. No problems bar swapping, breaking free or using the quick slot items. Played every evening last week, can't wait for the next one in December.Did large-scale battles feel better latency-wise and how combat feels (responsive or not, fun or not, etc.)?
I liked not having to level skill lines to try different setups. I did miss some morph choices on NB - like the ranged class execute.What you think of the simplified abilities?
No.Did any of your characters become ‘corrupted’ (...)?
Very fun at first, after a week it's still fun but siege felt too dragged out. Maybe it's because of the infinite siege weapons. Also, everyone is just really tanky. Good for slow-paced learning, but I can see where the complainers are coming from.What are your initial thoughts on Vengeance Test?
I liked it, but there is room for improvement:Do you have any general feedback?
Every morning the same s.., everything yellow...
Sorry, but when the maps (overnight, always yellow) you have to play blue and red against yellow...
I'm not having any fun at all these days, always fighting with 3-4 people against overwhelming yellow...
It's definitely fun to wait for the red or blue attacks as yellow... (irony off)
Locked campaigns are for the ABCD....
I'd like to play ESO as a "non-pro" gamer, but it's no longer fun like this. There are too many who destroy everything with 2-3 actions... I don't understand how you can do so much damage, but I do almost no damage to them...?!?
LTP is no good at my age!
Initial thoughts: why? why take away everyone's build to force them into a cookie cutter style of play? I don't want to hear its a test, we have a PTS for that.
YandereGirlfriend wrote: »I can tell you that my PC-NA PvP guild loses players permanently every time that one of these Vengeance tests are run. People take the week off and then never come back. That is likely not unique to my guild, either. It is the more casual players, ironically, who have done the bulk of the leaving.
Anyway, I was a relative rarity in my guild in that I actually did pop-in for two nights. Population was down so the fights were not as grandiose as they had been in earlier tests. Really, there was just one large enemy faction-stack that was running the map and impossible to fight against with the limited Vengeance toolkit that overwhelmingly favors numbers.
I'll be real with you: the offensive target cap has GO TO GO if you want Vengeance to have any semblance of a chance at long-term success. It is FAR too punishing to outnumbered sides when their offensive abilities can only strike 3 out of potentially dozens of players within an AOE field.
You can't DO anything with that. You can't coordinate damage or precise burst combinations when it is all but RNG as to whom your attacks are going to be selected to strike. Your own attacks might not even hit the same targets, even when they overlap AOEs, let alone those of your allies. When damage is unpredictably diffused across a group of enemies like that, it irreversibly tilts the playing field in favor of numbers, which incentivizes a race-to-the-bottom to assemble ever-larger zergs and faction stacks.
This is basic knowledge that the PvP devs of yesteryear already discovered and proved. Offensive target caps were abolished then and they should be abolished again. You should be looking for ways to incentivize players spreading out across the map rather than all concentrating at the same location.
The success of vengeance was proven by all the guild ball groups rage quitting until vengeance was over and yet Cyrodiil being full even with the dramatically larger population caps.