Maintenance for the week of December 1:
• PC/Mac: No maintenance – December 1
• NA megaservers for patch maintenance – December 3, 3:00AM EST (8:00 UTC) - 12:00PM EST (17:00 UTC)
• EU megaservers for patch maintenance – December 3, 8:00 UTC (3:00AM EST) - 17:00 UTC (12:00PM EST)

Community Update – Vengeance Testing & Cyrodiil

  • Xarc
    Xarc
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    qdmiz4jb326w.png

    Apparently PvP on ESO NA/EU is "two rooms, two atmospheres" between one which has a cap of 360 and the other almost triple at 900.

    Scenario 1: We would open a Vengeance Cyrodiil campaign sometime next year with a special ruleset based on the previous and upcoming tests, and leave Grey Host open as it is now.
    Scenario 2: We would close all existing Cyrodiil campaigns and open one or two Vengeance ruleset campaigns sometime next year.

    how about scenario 3 ?
    Vengeance as we knew it (in test 3) is only fun for a week, if that. War is a long-term endeavor; otherwise, it's just a battleground...
    Grayhost as we knew it is unplayable (EU) during prime time due to the lag inherent in the arrival of ballgroups. And we can't prevent players from playing together in groups.
    I think scenario 3 would be: we do a mix of the two.

    That being said, I think scenario 1 is still the most likely outcome, as many players are starting to complain about Vengeance and the closure of grayhost, even if Vengeance still attracts people, periodically opening campaigns can satisfy everyone in a way.

    Edited by Xarc on November 29, 2025 4:28PM
    @xarcs FR-EU-PC -
    Please visit my house ingame !
    sorry for my english, it's not my native language, I'm french
    "Death is overrated", Xarc
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  • robertlabrie
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    Leaving GH running with Veng is the most important metric of all: Do people actually WANT vengeance? With a choice we'll see which is actually active.

    PS: Have you upgraded to Grafana 12 yet? They've EOL support for Angular plugins.
  • xR3ACTORx
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    It's a bad look when ZOS labels everyone's legitimate complaints about vengeance and how it's being forced down our throats against our will as a "protester" or a "troll" and take action against them.

    Recieved a 3 day ban without any explanation of which rule I broke.
    Got sended a message and every word I said in a post was marked.

    Not even an answer when I asked for clarification.
    How should I self reflect my unlawful behavior and become a better human when ZOS won't even tell me why I was banned for 3 days exactly?

    Edited by xR3ACTORx on November 30, 2025 10:47AM
  • Sarannah
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    More questions:
    -What about faction locking in scenario 1? Will grey host stay faction locked? Will the vengeance campaign be faction locked? (to me it seems faction locking has to be removed, as it would stop players from entering a specific PvP mode completely on some characters)
    -In vengeance our characters were significantly weaker, will the PvP NPC's also be tuned down in relation to players being tuned down? Or is this intended? (for example: In live cyrodiil it is easy to solo keep resources, with vengeance that was near impossible)
    -What is the minimum amount for vengeance to be labeled a success based on population? Grey host is considered acceptable/full at 360 players total, would vengeance be labeled a success if that mode has more than that amount of players?
    -Question for grey host, what is the minimum acceptable amount of players to keep that campaign open? (Does the grey host population easily reach those numbers now on live?)
  • StihlReign
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    Sarannah wrote: »
    More questions:
    -What about faction locking in scenario 1? Will grey host stay faction locked? Will the vengeance campaign be faction locked? (to me it seems faction locking has to be removed, as it would stop players from entering a specific PvP mode completely on some characters)

    100% Disagree. PvP becomes a cesspool of griefing/farming/trolling without faction lock.
    "O divine art of subtlety and secrecy!

    Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy’s fate in our hands.” – Ch. VI, v. 8-9. — Master Sun Tzu

    "You haven't beaten me you've sacrificed sure footing for a killing stroke." — Ra's al Ghul

    He who is prudent and lies in wait for an enemy who is not, will be victorious — Master Sun Tzu

    LoS
  • Sarannah
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    StihlReign wrote: »
    Sarannah wrote: »
    More questions:
    -What about faction locking in scenario 1? Will grey host stay faction locked? Will the vengeance campaign be faction locked? (to me it seems faction locking has to be removed, as it would stop players from entering a specific PvP mode completely on some characters)

    100% Disagree. PvP becomes a cesspool of griefing/farming/trolling without faction lock.
    Ok, I get this. But that does prevent players from entering either of those PvP-modes on non-faction chosen characters completely. Maybe upon entering change the character to the chosen alliance, even if they are not that alliance? But that would leave another problem, if someone needs something from another alliance, or needs to be in another alliance's base or something. They won't be able to.
    Both faction lock and non-faction lock would have significant downsides if there is only one campaign per PvP-mode. Not sure how ZOS could solve this. Maybe ZOS can give some insight into this. (hence my question above)

    PS: As a PvE'er I often alliance hop in Cyrodiil, either for quests/endeavours/merchants/etc. Plenty of reasons.
  • LPapirius
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    With the next Vengeance test coming up in December, we wanted to give everyone an update on the Vengeance testing and where we’re headed with Cyrodiil. We recognize that you all have questions about next steps and what these tests mean for the future of Cyrodiil, and we’re here to answer some of those questions. We also want to give you as much context and info as possible, in the name of transparency.

    The Goals
    To recap where we started and where we’ve been with the Vengeance tests, earlier this year we set out to try some new things with Cyrodiil to address the following specific goals:
    • Significantly increase the player cap in a Cyrodiil campaign so that campaigns feel lively, full, and there’s lots of action to enjoy.
      • Cyrodiil was originally designed to support 900 total concurrent players (300 per alliance.) We have not been able to support those target numbers in the current non-Vengeance Cyrodiil campaigns. We are able to hit 900 total concurrent players with the Vengeance ruleset.
    • Reduce frustrating latency and related game performance issues in Cyrodiil, especially during large, sustained battles. And in turn, increase the fun and enjoyment.
    • Through testing, determine if overall Ability complexity is the main cause of server stress and game performance issues in Cyrodiil, especially during mass battles and in high-population campaigns.
      • We did test other potential causes of server stress and game performance issues in Cyrodiil during the Vengeance tests, such as item sets and procs, consumable items, siege weapons, quests, vendors, etc. Ability complexity was our primary suspected main cause factor, though.

    Test Summaries
    Since March, we have held three Vengeance tests. The next one will begin on December 3, 2025.

    For the first test, which was on the PC EU and NA servers, we introduced the Vengeance ruleset including normalized character stats, attributes, consumables, and Vengeance-specific weapons for all classes. We also disabled things like the Champion System, all quests, item sets, and access to banks, vendors, and crafting nodes.

    The specific goal of this test was to give us a starting point – to reduce things to the most basic level so we could evaluate the findings and begin adding things back in. At the end of this test, we saw the most players ever in Cyrodiil at one time in a single campaign, the largest sustained battles we’ve ever had in Cyrodiil, and the best overall game performance we’ve ever seen in Cyrodiil. By all accounts, we were on the right track based on our goals.

    Survey results were also the most positive following this test compared to subsequent ones, with many participants saying they enjoyed the higher population, improved game performance/lower latency, and overall experience. The aligned Golden Pursuit was also noted as a positive. The loss of unique class/character builds and customization was (and continues to be) the biggest negative point.

    For the second test, we welcomed the live console EU and NA server communities. The Vengeance ruleset was largely the same as the first test, with the addition of Vengeance versions of skills from all Weapon skill lines and the Assault and Support Skill lines to the available class templates.

    The specific goal of this test was to build upon the baseline we set during the first test, slowly begin introducing more skill lines and abilities, and evaluate the results. At the end of this test, we saw similar results with better game performance, lower latency, higher population, and larger sustained battles than possible in other Cyrodiil campaigns.

    This test overlapped with the Zeal of Zenithar event, which we recognize not everyone enjoyed.

    Survey results for this test were similar in sentiment, leaning positive. Over 80% of participants rated the added skill lines favorably (“OK”, “Good”, or “Great”), sharing appreciation for the variety and balance, while also noting that there’s room to improve.

    For the third test, we layered upon what we introduced in the two previous tests, and added in meatbag catapults, as well as performance-tailored skill lines for the Fighters Guild and Mages Guild, plus an armor skill line with active abilities for light, medium, and heavy armor. We also introduced certain progression and cosmetic systems into Vengeance, including Skyshards, mount selection, titles, and achievements.

    Similar to the second test, our goal was to introduce more things that players enjoy and expect in a Cyrodiil campaign, and monitor the impact on latency, game performance, and overall experience.

    We did not run a Golden Pursuit during this Vengeance test, and saw disappointment about that. We also ran this test during the Undaunted Celebration, which some players understandably noted they had higher interest in participating in versus this test. Even though population in Vengeance was lower during this test, it still performed well and participant numbers were still higher than our typical population caps in a normal Cyrodiil campaign.

    Survey results for this test were more mixed than the results following the first two and we saw less positivity overall. More survey participants noted fatigue with the tests and a desire to be able to play their own unique characters and builds in Cyrodiil, and frustration that the test ran during another in-game event.


    Test Learnings
    Throughout the first three tests, we learned with certainty that in order to deliver a performant Cyrodiil, to support a large-scale PvP zone with mass-scale battles, the abilities, procs, passives, etc. must be lighter versions of the ones that exist in the rest of the game.

    The set of four graphs below illustrate the differences in population as well as the server frames per second between the Vengeance Cyrodiil campaign and non-Vengeance Cyrodiil campaigns. (On the left of each graph is the non-Vengeance campaigns and on the right are the Vengeance campaigns, on the PC EU and PC NA servers.)

    qdmiz4jb326w.png

    Next Steps
    For the test in December, we will introduce Vengeance-specific Perks and Loadout systems for character/class templates. These systems are designed to give you a bit more variety over your builds compared to what was available in previous Vengeance tests. Specifically, you will have more control over your stats with four pre-build stats packages called “Loadouts” and “Perks” are passives that give extra combat effectiveness and bonuses to your characters. The intent with these is to give characters a boost that is comparable to a single 5-piece item set that is purely passive, like Julianos.

    We will also be adding a Vengeance-specific inventory, which will store all your Vengeance items. During this test, you will also be able to collect regular items while in the Vengeance campaign – those items will be placed into your regular inventory. Many systems that were previously turned off in Vengeance will also be turned back on including quests, vendors, and leaderboards. Scattershot and Oil Catapults will also join the available options for siege weapons, and Keep Recall Stones and Channeled Repair Kits will also be added.

    We’ll share more detailed notes ahead of the December test. We’ll monitor the impact of these additional systems on latency and game performance, as we have during prior tests.

    Lastly, the Gray Host campaign (as it is now) will be up during the second half of this Vengeance test and will monitor server performance for both campaigns. This comparison will allow us valuable side-by-side data. This will be our final “adding new things” test where we compare the game performance of Vengeance with what a campaign looks like with all the systems turned on.

    We have another test or two planned for next year, for the sake of evaluating healing versus damage concerns. We’ll share more about those next year.

    So where does this put us, and where do we as a dev team realistically think we’re headed for the future of Cyrodiil? With the caveat that the December test still needs to happen, we see two realistic paths forward:
    • Scenario 1: We would open a Vengeance Cyrodiil campaign sometime next year with a special ruleset based on the previous and upcoming tests, and leave Grey Host open as it is now.
    • Scenario 2: We would close all existing Cyrodiil campaigns and open one or two Vengeance ruleset campaigns sometime next year.
    As a dev team, Scenario 1 is the one we strongly prefer and is the most likely. We want you to have a choice between playing in Vengeance or Gray Host, and would closely monitor both campaign populations to help inform any additional actions we should take moving forward.

    We recognize that some of our players would prefer there be no changes to their characters, effectively how they are in the Gray Host Cyrodiil campaign, while enjoying the higher population and reduced latency/game performance issues of the Vengeance campaign. This is not something that will be possible. Based on what we have learned from the tests so far, we can offer one or the other, not both, and we want to be transparent about that.

    Lastly, we do want to share a few early bits about some things that we are working on for PvP. You’ll hear a little more about these in January. For players who wish to enjoy a PvP experience that is more like Grey Host, we are in the early stages of working on a mid-size PvP space. It will be smaller than Cyrodiil but larger than our largest Battlegrounds, and offer enough room for 3-sided keep warfare and an overall similar experience to Cyrodiil. The goal with that will be to allow players to have their full suite of abilities, unique builds, equipment, etc. just like in Gray Host. We are also working on a PvP progression system that we’re excited to tell you a little more about early next year.

    Thank you all for your continued feedback and support. Your participation in the Vengeance tests and related surveys has been greatly appreciated. We’d like to remind everyone that when we send out surveys where it’s important we are able to verify that participants played the content, we have to send out the surveys via email. Please consider opting in to these emails if you haven’t already, so you may be included in future survey sends. Thank you!

    You have convinced me that ZOS is only considering Scenario 2. The data presented in these graphs is hugely misrepresentative of participation rates and performance quality. Why isn't everybody freaked out and up in arms because the player numbers graphs have the actual player numbers blurred out? So we actually have no idea if the player numbers are even what ZOS is claiming in these graphs. And by the last instance of vengeance participation rates were far below normal live Cyrodiil while performance was about the same as normal Grey Host. Why are they keeping this data from us?

    This is an inexcusable situation created solely by ZOS. It's clear now vengeance was never a test. So ZOS lied when they said it was a test to improve normal live Cyrodiil. We know it was a lie because now they're saying they're never going to make any effort to improve normal live Cyrodiil going forward. So why should anyone invest any $ into ESO going forward? ZOS is saying they're not going to do their jobs, so why should they get paid? If I were MS I'd read the statement that ZOS isn't even going to try and fix Grey Host as a statement that is time to go ahead and fire the rest of everyone working at the studio. No reason to keep people on staff who have committed to not doing their work.

    Personally I will never play any version of vengeance going forward, ever, for any reason. I'll just have to leave the game if ZOS takes away normal live Cyrodiil. And it really doesn't matter at this point. ZOS and their vengeance has already driven the vast majority of the PvP community, so may as well remove PvP all together by implementing vengeance.




    Edited by LPapirius on November 30, 2025 5:06PM
  • LPapirius
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    ToddIngram wrote: »
    ceruulean wrote: »
    Scenario 2 is going to come, and it's fine. It just means that ESO finally aligns with the market expectations of MMOs. Most MMOs I've played have PvE and PvP skills adjusted separately. As soon as you load into a zone with potential PvP, the skills switch to a lighter, less damaging, more balanced version. Of course, sometimes devs abandon PvP, and players have to use their judgement to equalize between class imbalance, like self-banning certain skills, but the devs must provide the baseline separation between PvE and PvP separation.

    The last iteration of Vengeance will allow for gear sets and CP, because it wouldn't make monetary sense to disable those in the long run. For all the veteran players who are leaving because of Vengeance, new players who expect a fair experience will be happy to fill their shoes.

    At least a couple problems with your thinking here.

    First, those who want to PvP are already playing PvP. Vengeance won't bring players from PvE to PvP. It will just drive the vast majority of the PvP players to quit ESO.

    Second, if nothing is special about ESO PvP we may as well play other games that have better performance and customer support.

    Exactly. Everyone who's going to PvP is already doing so. Nothing is going to get the PvE community to adopt PvP. And only a very small percentage of the PvP community will play vengeance.

    Vengeance is a colossal blunder on the part of ZOS in every way. ...not to mention ZOS lied about vengeance being a test in the first place, so any faith we had in their honesty or motivations is gone now.
  • LPapirius
    LPapirius
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    Leaving GH running with Veng is the most important metric of all: Do people actually WANT vengeance? With a choice we'll see which is actually active.

    PS: Have you upgraded to Grafana 12 yet? They've EOL support for Angular plugins.

    I won't be playing any version of vengeance again, ever. This pushing vengeance on us under that guise of being a test to improve a game mode we actually like and play is a betrayal of epic proportions.

    It's clear now that ZOS ran that golden pursuit the same time as the first vengeance mandate was simply to artificially inflate participation numbers so they can misrepresent actual participation numbers. The last version of vengeance had fewer players that normal live Cyrodiil and performance was about the same.

    I'll be there to play Grey Host until they take it away, but you won't catch me in vengeance for any reason. I feel like a total fool for ever believing vengeance was a test and that ZOS had any intention of ever improving live Cyrodiil. That's what I get for believing all those years of their claims of "working on it" with no results to prove they actually were.
  • albertberku
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    They are going to keep both Vengeance and Grey Host up and people will just choose wherever they want to play. Should they just leave broken Grey Host up forever so that ESO PvP rapidly dies? What do you exactly want? People dont want to bother with Grey Host and its broken PvP. The population is so low there is almost never 3 bars anymore except maybe 1 hour a day and there are no queues anymore. Just let the ESO PvP be more like similar to how a modern MMO should be and how it is out there for every other sane game. 0.25 sec reaction times, and 6 different skills hitting at the same time isnt it, not for a MMO. ESO PvP with its current state is a chaotic mess, it is not a design choice. Vengeance is a try to fix it. Doesnt really matter if 100 ESO PvP veterans that are so used to abusing broken gameplay mechanics will quit or not, Vengeance could possibly attract 1000s of new players.

    You will quit ESO and which game you will play then? There are no other mainstream PvP game on the market that has that many broken combat gameplay mechanics ESO PvP currently has. At some point you will have to learn to play on an equal field if you want to continue doing PvP in online gaming and not just stacking every OP proc set that the newest patch introduced and every OP damage skill line, then just press a single button whole fight and call it "build diversity".
    Edited by albertberku on November 30, 2025 5:54PM
  • xR3ACTORx
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    Oh yea I bet steam data can back up how this game generates more players than it's losing players /s
  • LPapirius
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    They are going to keep both Vengeance and Grey Host up and people will just choose wherever they want to play. Should they just leave broken Grey Host up forever so that ESO PvP rapidly dies? What do you exactly want? People dont want to bother with Grey Host and its broken PvP. The population is so low there is almost never 3 bars anymore except maybe 1 hour a day and there are no queues anymore. Just let the ESO PvP be more like similar to how a modern MMO should be and how it is out there for every other sane game. 0.25 sec reaction times, and 6 different skills hitting at the same time isnt it, not for a MMO. ESO PvP with its current state is a chaotic mess, it is not a design choice. Vengeance is a try to fix it. Doesnt really matter if 100 ESO PvP veterans that are so used to abusing broken gameplay mechanics will quit or not, Vengeance could possibly attract 1000s of new players.

    No, they're not going to keep Grey Host. They said very clearly they're aren't even going to try to fix it. Read the OP.

    No, everyone who's going to PvP is already doing so. Vengeance will not bring in 10% of of the players it will drive out of the game.

    PvE mains will never understand this basic reality.
  • SneaK
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    They are going to keep both Vengeance and Grey Host up and people will just choose wherever they want to play. Should they just leave broken Grey Host up forever so that ESO PvP rapidly dies? What do you exactly want? People dont want to bother with Grey Host and its broken PvP. The population is so low there is almost never 3 bars anymore except maybe 1 hour a day and there are no queues anymore. Just let the ESO PvP be more like similar to how a modern MMO should be and how it is out there for every other sane game. 0.25 sec reaction times, and 6 different skills hitting at the same time isnt it, not for a MMO. ESO PvP with its current state is a chaotic mess, it is not a design choice. Vengeance is a try to fix it. Doesnt really matter if 100 ESO PvP veterans that are so used to abusing broken gameplay mechanics will quit or not, Vengeance could possibly attract 1000s of new players.

    You will quit ESO and which game you will play then? There are no other mainstream PvP game on the market that has that many broken combat gameplay mechanics ESO PvP currently has. At some point you will have to learn to play on an equal field if you want to continue doing PvP in online gaming and not just stacking every OP proc set that the newest patch introduced and every OP damage skill line, then just press a single button whole fight and call it "build diversity".

    Seems like you’re saying balance is what has driven people away……
    Edited by SneaK on November 30, 2025 7:35PM
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • Sarannah
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    LPapirius wrote: »
    No, they're not going to keep Grey Host. They said very clearly they're aren't even going to try to fix it. Read the OP.
    Correction: The OP/ZOS post states two possible options, and that ZOS is leaning towards option one. Which is to keep grey host and have a vengeance campaign running at the same time. And that they can't fix the performance issues in grey host without massive buildcompromises. But grey host does not seem to be going anywhere.

    Amongst the players, there seems to be practically noone who wants grey host taken away. Even those who do not like grey host.
    LPapirius wrote: »
    No, everyone who's going to PvP is already doing so. Vengeance will not bring in 10% of of the players it will drive out of the game.
    Maybe, maybe not. The difference in audiences may actually lead to a new population for a healthy vengeance campaign. As also stated in the OP, vengeance was received quite positive based on the survey. If the survey for vengeance was positive but grey host PvPers are overwhelmingly against vengeance, that means there is a new population that differs from the current PvP population that actually likes vengeance.

    Not only that, but having vengeance running will allow ZOS to advertise massive scale PvP with hundreds of players without any performance issues again. Which ups the entire marketing for the game, which now often seems negative due to the performance issues on grey host. Changing the outside marketing view of the game towards a more positive one, including in PvP.

    There seems to be no negatives to having both vengeance and grey host running at the same time.
    SneaK wrote: »
    They are going to keep both Vengeance and Grey Host up and people will just choose wherever they want to play. Should they just leave broken Grey Host up forever so that ESO PvP rapidly dies? What do you exactly want? People dont want to bother with Grey Host and its broken PvP. The population is so low there is almost never 3 bars anymore except maybe 1 hour a day and there are no queues anymore. Just let the ESO PvP be more like similar to how a modern MMO should be and how it is out there for every other sane game. 0.25 sec reaction times, and 6 different skills hitting at the same time isnt it, not for a MMO. ESO PvP with its current state is a chaotic mess, it is not a design choice. Vengeance is a try to fix it. Doesnt really matter if 100 ESO PvP veterans that are so used to abusing broken gameplay mechanics will quit or not, Vengeance could possibly attract 1000s of new players.

    You will quit ESO and which game you will play then? There are no other mainstream PvP game on the market that has that many broken combat gameplay mechanics ESO PvP currently has. At some point you will have to learn to play on an equal field if you want to continue doing PvP in online gaming and not just stacking every OP proc set that the newest patch introduced and every OP damage skill line, then just press a single button whole fight and call it "build diversity".

    Seems like you’re saying balance is what has driven people away……
    Not balance, but the massive hurdle of months or training/gearing to even be able to start to PvPing in this game(balance would only come in play after this). Balance and hurdle are two very different things. Balance only comes into play when both sides are on equal footing to begin with, which is another thing vengeance provided.
    Edited by Sarannah on November 30, 2025 7:46PM
  • albertberku
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    SneaK wrote: »
    Seems like you’re saying balance is what has driven people away……

    I believe what drives people away is that
    1. There are too few viable playstyles and builds in Grey Host currently. And the gap between a viable build and not viable build is huge. It is 30% - 40% difference. It is not S/A/B/C Tier anymore. Your build is either S Tier or D Tier. And the definition of S Tier is also clear: Medium Armor Weapon Dmg/speed build with damage skill lines equipped, high sustain/high health/high crit/streak build. And then defensively you would just block and heal since you have already high crits and high health. You could slot daggers instead of a greatsword or you could slot Grave Lord instead of Aedric Spear or Animal Companion, or you could slot Rallying Cry instead of Null Arca, or you could change one of your traits to Bloodthirsty and one of your glyphs to Magicka Recovery, but this is not really "build variety", is it? And any other playstyle or build, good luck with that..

    2. You can just hit people with too many skills at once without any visual/sound indication. You just kill someone and noone knows what happened and you check your death recap, there are all the skills that you didnt see got hit by. And you check CombatMetrics you see like 15 skills, you dont know what is going on.

    You can tolerate this to a some degree/know what is happening but for that you need to play at least like 1000 / 2000 hours and with all classes/skills. Because the game is never sharing any information with you, no visual clues, no sound clues. You are in a fight with someone else, in a split second you briefly see someone is running at you and next thing you hear incap sound, and you go for a block but you get stunned already and then next thing you see is your death recap which goes like this:

    Incap (Mr. Tryhard) - 10k
    Contingency (Mr. Tryhard) - 7k
    Deep Fissure (Mr. Tryhard) - 8k
    Energy Overload (Mr. Tryhard) - 6k
    Sliver Assault (Mr.Tryhard) - 10k

    And the thing is you cant possibly know if the player slots an unblockable stun like spear throw. You could try to block but then they may open with spear throw instead of a blockable stun, if you have bad luck. And it is always chaos because you cant predict or learn from playing/watching anymore what is going to happen next. It is just pure chaos.

    And that is why the definition of being a "good" player in ESO PvP currently is running right and left like crazy, spamming dodges/streak/warden charms, and breaking LoS through your group members. Because everything is just so random, you just move like crazy and then hope you wont get hit by too many skills randomly at a wrong time. Because it is all about running at someone at full speed and dropping 10 different skills at the same time with most animation cancelling possible.

    I believe this is the main reason why people leave right now..

    Edited by albertberku on November 30, 2025 8:48PM
  • SneaK
    SneaK
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    Sarannah wrote: »
    LPapirius wrote: »
    No, they're not going to keep Grey Host. They said very clearly they're aren't even going to try to fix it. Read the OP.
    Correction: The OP/ZOS post states two possible options, and that ZOS is leaning towards option one. Which is to keep grey host and have a vengeance campaign running at the same time. And that they can't fix the performance issues in grey host without massive buildcompromises. But grey host does not seem to be going anywhere.

    Amongst the players, there seems to be practically noone who wants grey host taken away. Even those who do not like grey host.
    LPapirius wrote: »
    No, everyone who's going to PvP is already doing so. Vengeance will not bring in 10% of of the players it will drive out of the game.
    Maybe, maybe not. The difference in audiences may actually lead to a new population for a healthy vengeance campaign. As also stated in the OP, vengeance was received quite positive based on the survey. If the survey for vengeance was positive but grey host PvPers are overwhelmingly against vengeance, that means there is a new population that differs from the current PvP population that actually likes vengeance.

    Not only that, but having vengeance running will allow ZOS to advertise massive scale PvP with hundreds of players without any performance issues again. Which ups the entire marketing for the game, which now often seems negative due to the performance issues on grey host. Changing the outside marketing view of the game towards a more positive one, including in PvP.

    There seems to be no negatives to having both vengeance and grey host running at the same time.
    SneaK wrote: »
    They are going to keep both Vengeance and Grey Host up and people will just choose wherever they want to play. Should they just leave broken Grey Host up forever so that ESO PvP rapidly dies? What do you exactly want? People dont want to bother with Grey Host and its broken PvP. The population is so low there is almost never 3 bars anymore except maybe 1 hour a day and there are no queues anymore. Just let the ESO PvP be more like similar to how a modern MMO should be and how it is out there for every other sane game. 0.25 sec reaction times, and 6 different skills hitting at the same time isnt it, not for a MMO. ESO PvP with its current state is a chaotic mess, it is not a design choice. Vengeance is a try to fix it. Doesnt really matter if 100 ESO PvP veterans that are so used to abusing broken gameplay mechanics will quit or not, Vengeance could possibly attract 1000s of new players.

    You will quit ESO and which game you will play then? There are no other mainstream PvP game on the market that has that many broken combat gameplay mechanics ESO PvP currently has. At some point you will have to learn to play on an equal field if you want to continue doing PvP in online gaming and not just stacking every OP proc set that the newest patch introduced and every OP damage skill line, then just press a single button whole fight and call it "build diversity".

    Seems like you’re saying balance is what has driven people away……
    Not balance, but the massive hurdle of months or training/gearing to even be able to start to PvPing in this game(balance would only come in play after this). Balance and hurdle are two very different things. Balance only comes into play when both sides are on equal footing to begin with, which is another thing vengeance provided.

    I’m going to make an assumption here… you are familiar with PvP through a post hybridization lens?

    If assuming correctly, you have never felt balance in Cyrodiil. The game wasn’t always like this. Yes, there has always been a meta, but you didn’t have to play it, like at all. The hurdle you’re talking about is because of balance. There are still easily accessible sets that are good to run PvP and everything is dirt cheap on traders too. Mechanic wise, ie developing skill is quite different, that is creating brain fog for newer players because there are far far too many choices you’re allowed to make, but only about 5 that work. Also didn’t used to be that way, a Stamblade in hundings vs a magdk in julianos was a balanced fight. We’ve moved further and further away from balance in favor of flashy choices and power.

    Vengeance Cyro has given newer players a taste of balance, and surprise surprise they like it. Had they just worked on balancing Cyro, those players would have like that even more.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • SneaK
    SneaK
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    SneaK wrote: »
    Seems like you’re saying balance is what has driven people away……

    I believe what drives people away is that
    1. There are too few viable playstyles and builds in Grey Host currently. And the gap between a viable build and not viable build is huge. It is 30% - 40% difference. It is not S/A/B/C Tier anymore. Your build is either S Tier or D Tier. And the definition of S Tier is also clear: Weapon Dmg build with damage skill lines equipped, high sustain/high health/high crit/streak build. And any other playstyle or build, good luck with that..
    2. You can just hit people with too many skills at once without any visual/sound indication. You just kill someone and noone knows what happened and you check your death recap, there are all the skills that you didnt see got hit by. And you check CombatMetrics you see like 15 skills, you dont know what is going on.

    You can tolerate this to a some degree/know what is happening but for that you need to play at least like 1000 / 2000 hours and with all classes/skills. Because the game is never sharing any information with you, no visual clues, no sound clues. You are in a fight with someone else, in a split second you briefly see someone is running at you and next thing you hear incap sound, and you go for a block but you get stunned already and then next thing you see is your death recap which goes like this:

    Incap (Mr. Tryhard) - 10k
    Contingency (Mr. Tryhard) - 7k
    Deep Fissure (Mr. Tryhard) - 8k
    Energy Overload (Mr. Tryhard) - 6k
    Sliver Assault (Mr.Tryhard) - 10k
    Kjalnar (Mr. Tryhard) - 7k

    And the thing is you cant possibly know if the player slots an unblockable stun like spear throw. You could try to block but then they may open with spear throw instead of an blockable stun, if you have bad luck. And it is always chaos because you cant predict or learn from playing/watching anymore what is going to happen next. It is just pure chaos.

    And that is why the definition of being a "good" player in ESO PvP currently is running right and left like crazy, spamming dodges/streak/warden charms, and breaking LoS through your group members. Because everything is just so random, you just move like crazy and then hope you wont get hit by too many skills randomly at a wrong time.

    I believe this is the main reason why people leave right now..

    I know, balance is the main complaint, not performance. But they chose to work on performance and not balance. I honestly don’t lag in PvP more than I do in PvE. But I am 1000% fed up with the imbalance created by hybridization/scribing/subclassing. I say imbalance cause that’s what it is, certain 3-4 builds to rule them all. The affect of this is so widely felt across the game however it’s more than just balance, it’s made aspects of the game obsolete. When theorycrafting completely dies, the game will. Right now it’s on a breathing machine cause whatever you draw up is like 1/100 chance to be able to compete against the meta.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • Ph1p
    Ph1p
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    Sarannah wrote: »
    Correction: The OP/ZOS post states two possible options, and that ZOS is leaning towards option one. Which is to keep grey host and have a vengeance campaign running at the same time. And that they can't fix the performance issues in grey host without massive buildcompromises. But grey host does not seem to be going anywhere.
    I think people are just disappointed that option 1 sounds very much like: "Dear tenants, we won't repair the building's plumbing after all, because it's too difficult. Instead, we suggest you move to this apartment that's half the size, one hour away by car, and in a worse neighborhood. But if you're fine living without running water, you can of course stay here."

    Personally, I'm kind of neutral on this, but I get that even if Grey Host remains, it's not really great news for those who were hoping for any kind of improvement of the existing gameplay.

    Sarannah wrote: »
    Maybe, maybe not. The difference in audiences may actually lead to a new population for a healthy vengeance campaign. As also stated in the OP, vengeance was received quite positive based on the survey. If the survey for vengeance was positive but grey host PvPers are overwhelmingly against vengeance, that means there is a new population that differs from the current PvP population that actually likes vengeance.
    OP states that the first two tests received positive feedback, although the only actual number given is that 80% of participants rated the skill lines in test #2 favorably. Honestly, if the player feedback was so positive, I would have expected ZOS to throw around a lot more numbers to make a point, but perhaps I'm reading too much into what's (not) been said.

    But more importantly, the enthusiasm for Vengeance does not seem to stick. They explicitly say that for the third test, the feedback results "were more mixed than the results following the first two and we saw less positivity overall. More survey participants noted fatigue with the tests and a desire to be able to play their own unique characters and builds in Cyrodiil, and frustration that the test ran during another in-game event." And they still have 2-3 more tests planned...
  • LPapirius
    LPapirius
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    Sarannah wrote: »
    LPapirius wrote: »
    No, they're not going to keep Grey Host. They said very clearly they're aren't even going to try to fix it. Read the OP.
    Correction: The OP/ZOS post states two possible options, and that ZOS is leaning towards option one. Which is to keep grey host and have a vengeance campaign running at the same time. And that they can't fix the performance issues in grey host without massive buildcompromises. But grey host does not seem to be going anywhere.

    Amongst the players, there seems to be practically noone who wants grey host taken away. Even those who do not like grey host.
    LPapirius wrote: »
    No, everyone who's going to PvP is already doing so. Vengeance will not bring in 10% of of the players it will drive out of the game.
    Maybe, maybe not. The difference in audiences may actually lead to a new population for a healthy vengeance campaign. As also stated in the OP, vengeance was received quite positive based on the survey. If the survey for vengeance was positive but grey host PvPers are overwhelmingly against vengeance, that means there is a new population that differs from the current PvP population that actually likes vengeance.

    Not only that, but having vengeance running will allow ZOS to advertise massive scale PvP with hundreds of players without any performance issues again. Which ups the entire marketing for the game, which now often seems negative due to the performance issues on grey host. Changing the outside marketing view of the game towards a more positive one, including in PvP.

    There seems to be no negatives to having both vengeance and grey host running at the same time.
    SneaK wrote: »
    They are going to keep both Vengeance and Grey Host up and people will just choose wherever they want to play. Should they just leave broken Grey Host up forever so that ESO PvP rapidly dies? What do you exactly want? People dont want to bother with Grey Host and its broken PvP. The population is so low there is almost never 3 bars anymore except maybe 1 hour a day and there are no queues anymore. Just let the ESO PvP be more like similar to how a modern MMO should be and how it is out there for every other sane game. 0.25 sec reaction times, and 6 different skills hitting at the same time isnt it, not for a MMO. ESO PvP with its current state is a chaotic mess, it is not a design choice. Vengeance is a try to fix it. Doesnt really matter if 100 ESO PvP veterans that are so used to abusing broken gameplay mechanics will quit or not, Vengeance could possibly attract 1000s of new players.

    You will quit ESO and which game you will play then? There are no other mainstream PvP game on the market that has that many broken combat gameplay mechanics ESO PvP currently has. At some point you will have to learn to play on an equal field if you want to continue doing PvP in online gaming and not just stacking every OP proc set that the newest patch introduced and every OP damage skill line, then just press a single button whole fight and call it "build diversity".

    Seems like you’re saying balance is what has driven people away……
    Not balance, but the massive hurdle of months or training/gearing to even be able to start to PvPing in this game(balance would only come in play after this). Balance and hurdle are two very different things. Balance only comes into play when both sides are on equal footing to begin with, which is another thing vengeance provided.

    The OP did type the sentence you highlighted. But that's not what they said. Reading comprehension skills are paramount here. The statement that they aren't going to even try to fix normal live Cyrodiil going forward is the action statement in their post. That means scenario 2 is the target their aiming for.
  • edward_frigidhands
    edward_frigidhands
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    LPapirius wrote: »
    With the next Vengeance test coming up in December, we wanted to give everyone an update on the Vengeance testing and where we’re headed with Cyrodiil. We recognize that you all have questions about next steps and what these tests mean for the future of Cyrodiil, and we’re here to answer some of those questions. We also want to give you as much context and info as possible, in the name of transparency.

    The Goals
    To recap where we started and where we’ve been with the Vengeance tests, earlier this year we set out to try some new things with Cyrodiil to address the following specific goals:
    • Significantly increase the player cap in a Cyrodiil campaign so that campaigns feel lively, full, and there’s lots of action to enjoy.
      • Cyrodiil was originally designed to support 900 total concurrent players (300 per alliance.) We have not been able to support those target numbers in the current non-Vengeance Cyrodiil campaigns. We are able to hit 900 total concurrent players with the Vengeance ruleset.
    • Reduce frustrating latency and related game performance issues in Cyrodiil, especially during large, sustained battles. And in turn, increase the fun and enjoyment.
    • Through testing, determine if overall Ability complexity is the main cause of server stress and game performance issues in Cyrodiil, especially during mass battles and in high-population campaigns.
      • We did test other potential causes of server stress and game performance issues in Cyrodiil during the Vengeance tests, such as item sets and procs, consumable items, siege weapons, quests, vendors, etc. Ability complexity was our primary suspected main cause factor, though.

    Test Summaries
    Since March, we have held three Vengeance tests. The next one will begin on December 3, 2025.

    For the first test, which was on the PC EU and NA servers, we introduced the Vengeance ruleset including normalized character stats, attributes, consumables, and Vengeance-specific weapons for all classes. We also disabled things like the Champion System, all quests, item sets, and access to banks, vendors, and crafting nodes.

    The specific goal of this test was to give us a starting point – to reduce things to the most basic level so we could evaluate the findings and begin adding things back in. At the end of this test, we saw the most players ever in Cyrodiil at one time in a single campaign, the largest sustained battles we’ve ever had in Cyrodiil, and the best overall game performance we’ve ever seen in Cyrodiil. By all accounts, we were on the right track based on our goals.

    Survey results were also the most positive following this test compared to subsequent ones, with many participants saying they enjoyed the higher population, improved game performance/lower latency, and overall experience. The aligned Golden Pursuit was also noted as a positive. The loss of unique class/character builds and customization was (and continues to be) the biggest negative point.

    For the second test, we welcomed the live console EU and NA server communities. The Vengeance ruleset was largely the same as the first test, with the addition of Vengeance versions of skills from all Weapon skill lines and the Assault and Support Skill lines to the available class templates.

    The specific goal of this test was to build upon the baseline we set during the first test, slowly begin introducing more skill lines and abilities, and evaluate the results. At the end of this test, we saw similar results with better game performance, lower latency, higher population, and larger sustained battles than possible in other Cyrodiil campaigns.

    This test overlapped with the Zeal of Zenithar event, which we recognize not everyone enjoyed.

    Survey results for this test were similar in sentiment, leaning positive. Over 80% of participants rated the added skill lines favorably (“OK”, “Good”, or “Great”), sharing appreciation for the variety and balance, while also noting that there’s room to improve.

    For the third test, we layered upon what we introduced in the two previous tests, and added in meatbag catapults, as well as performance-tailored skill lines for the Fighters Guild and Mages Guild, plus an armor skill line with active abilities for light, medium, and heavy armor. We also introduced certain progression and cosmetic systems into Vengeance, including Skyshards, mount selection, titles, and achievements.

    Similar to the second test, our goal was to introduce more things that players enjoy and expect in a Cyrodiil campaign, and monitor the impact on latency, game performance, and overall experience.

    We did not run a Golden Pursuit during this Vengeance test, and saw disappointment about that. We also ran this test during the Undaunted Celebration, which some players understandably noted they had higher interest in participating in versus this test. Even though population in Vengeance was lower during this test, it still performed well and participant numbers were still higher than our typical population caps in a normal Cyrodiil campaign.

    Survey results for this test were more mixed than the results following the first two and we saw less positivity overall. More survey participants noted fatigue with the tests and a desire to be able to play their own unique characters and builds in Cyrodiil, and frustration that the test ran during another in-game event.


    Test Learnings
    Throughout the first three tests, we learned with certainty that in order to deliver a performant Cyrodiil, to support a large-scale PvP zone with mass-scale battles, the abilities, procs, passives, etc. must be lighter versions of the ones that exist in the rest of the game.

    The set of four graphs below illustrate the differences in population as well as the server frames per second between the Vengeance Cyrodiil campaign and non-Vengeance Cyrodiil campaigns. (On the left of each graph is the non-Vengeance campaigns and on the right are the Vengeance campaigns, on the PC EU and PC NA servers.)

    qdmiz4jb326w.png

    Next Steps
    For the test in December, we will introduce Vengeance-specific Perks and Loadout systems for character/class templates. These systems are designed to give you a bit more variety over your builds compared to what was available in previous Vengeance tests. Specifically, you will have more control over your stats with four pre-build stats packages called “Loadouts” and “Perks” are passives that give extra combat effectiveness and bonuses to your characters. The intent with these is to give characters a boost that is comparable to a single 5-piece item set that is purely passive, like Julianos.

    We will also be adding a Vengeance-specific inventory, which will store all your Vengeance items. During this test, you will also be able to collect regular items while in the Vengeance campaign – those items will be placed into your regular inventory. Many systems that were previously turned off in Vengeance will also be turned back on including quests, vendors, and leaderboards. Scattershot and Oil Catapults will also join the available options for siege weapons, and Keep Recall Stones and Channeled Repair Kits will also be added.

    We’ll share more detailed notes ahead of the December test. We’ll monitor the impact of these additional systems on latency and game performance, as we have during prior tests.

    Lastly, the Gray Host campaign (as it is now) will be up during the second half of this Vengeance test and will monitor server performance for both campaigns. This comparison will allow us valuable side-by-side data. This will be our final “adding new things” test where we compare the game performance of Vengeance with what a campaign looks like with all the systems turned on.

    We have another test or two planned for next year, for the sake of evaluating healing versus damage concerns. We’ll share more about those next year.

    So where does this put us, and where do we as a dev team realistically think we’re headed for the future of Cyrodiil? With the caveat that the December test still needs to happen, we see two realistic paths forward:
    • Scenario 1: We would open a Vengeance Cyrodiil campaign sometime next year with a special ruleset based on the previous and upcoming tests, and leave Grey Host open as it is now.
    • Scenario 2: We would close all existing Cyrodiil campaigns and open one or two Vengeance ruleset campaigns sometime next year.
    As a dev team, Scenario 1 is the one we strongly prefer and is the most likely. We want you to have a choice between playing in Vengeance or Gray Host, and would closely monitor both campaign populations to help inform any additional actions we should take moving forward.

    We recognize that some of our players would prefer there be no changes to their characters, effectively how they are in the Gray Host Cyrodiil campaign, while enjoying the higher population and reduced latency/game performance issues of the Vengeance campaign. This is not something that will be possible. Based on what we have learned from the tests so far, we can offer one or the other, not both, and we want to be transparent about that.

    Lastly, we do want to share a few early bits about some things that we are working on for PvP. You’ll hear a little more about these in January. For players who wish to enjoy a PvP experience that is more like Grey Host, we are in the early stages of working on a mid-size PvP space. It will be smaller than Cyrodiil but larger than our largest Battlegrounds, and offer enough room for 3-sided keep warfare and an overall similar experience to Cyrodiil. The goal with that will be to allow players to have their full suite of abilities, unique builds, equipment, etc. just like in Gray Host. We are also working on a PvP progression system that we’re excited to tell you a little more about early next year.

    Thank you all for your continued feedback and support. Your participation in the Vengeance tests and related surveys has been greatly appreciated. We’d like to remind everyone that when we send out surveys where it’s important we are able to verify that participants played the content, we have to send out the surveys via email. Please consider opting in to these emails if you haven’t already, so you may be included in future survey sends. Thank you!

    You have convinced me that ZOS is only considering Scenario 2. The data presented in these graphs is hugely misrepresentative of participation rates and performance quality. Why isn't everybody freaked out and up in arms because the player numbers graphs have the actual player numbers blurred out? So we actually have no idea if the player numbers are even what ZOS is claiming in these graphs. And by the last instance of vengeance participation rates were far below normal live Cyrodiil while performance was about the same as normal Grey Host. Why are they keeping this data from us?

    This is an inexcusable situation created solely by ZOS. It's clear now vengeance was never a test. So ZOS lied when they said it was a test to improve normal live Cyrodiil. We know it was a lie because now they're saying they're never going to make any effort to improve normal live Cyrodiil going forward. So why should anyone invest any $ into ESO going forward? ZOS is saying they're not going to do their jobs, so why should they get paid? If I were MS I'd read the statement that ZOS isn't even going to try and fix Grey Host as a statement that is time to go ahead and fire the rest of everyone working at the studio. No reason to keep people on staff who have committed to not doing their work.

    Personally I will never play any version of vengeance going forward, ever, for any reason. I'll just have to leave the game if ZOS takes away normal live Cyrodiil. And it really doesn't matter at this point. ZOS and their vengeance has already driven the vast majority of the PvP community, so may as well remove PvP all together by implementing vengeance.




    Some good points made here.
  • edward_frigidhands
    edward_frigidhands
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    Ph1p wrote: »
    Sarannah wrote: »
    Correction: The OP/ZOS post states two possible options, and that ZOS is leaning towards option one. Which is to keep grey host and have a vengeance campaign running at the same time. And that they can't fix the performance issues in grey host without massive buildcompromises. But grey host does not seem to be going anywhere.
    I think people are just disappointed that option 1 sounds very much like: "Dear tenants, we won't repair the building's plumbing after all, because it's too difficult. Instead, we suggest you move to this apartment that's half the size, one hour away by car, and in a worse neighborhood. But if you're fine living without running water, you can of course stay here."

    Personally, I'm kind of neutral on this, but I get that even if Grey Host remains, it's not really great news for those who were hoping for any kind of improvement of the existing gameplay.

    Sarannah wrote: »
    Maybe, maybe not. The difference in audiences may actually lead to a new population for a healthy vengeance campaign. As also stated in the OP, vengeance was received quite positive based on the survey. If the survey for vengeance was positive but grey host PvPers are overwhelmingly against vengeance, that means there is a new population that differs from the current PvP population that actually likes vengeance.
    OP states that the first two tests received positive feedback, although the only actual number given is that 80% of participants rated the skill lines in test #2 favorably. Honestly, if the player feedback was so positive, I would have expected ZOS to throw around a lot more numbers to make a point, but perhaps I'm reading too much into what's (not) been said.

    But more importantly, the enthusiasm for Vengeance does not seem to stick. They explicitly say that for the third test, the feedback results "were more mixed than the results following the first two and we saw less positivity overall. More survey participants noted fatigue with the tests and a desire to be able to play their own unique characters and builds in Cyrodiil, and frustration that the test ran during another in-game event." And they still have 2-3 more tests planned...

    The tenant example is spot on imo.
  • edward_frigidhands
    edward_frigidhands
    ✭✭✭✭✭
    SneaK wrote: »
    SneaK wrote: »
    Seems like you’re saying balance is what has driven people away……

    I believe what drives people away is that
    1. There are too few viable playstyles and builds in Grey Host currently. And the gap between a viable build and not viable build is huge. It is 30% - 40% difference. It is not S/A/B/C Tier anymore. Your build is either S Tier or D Tier. And the definition of S Tier is also clear: Weapon Dmg build with damage skill lines equipped, high sustain/high health/high crit/streak build. And any other playstyle or build, good luck with that..
    2. You can just hit people with too many skills at once without any visual/sound indication. You just kill someone and noone knows what happened and you check your death recap, there are all the skills that you didnt see got hit by. And you check CombatMetrics you see like 15 skills, you dont know what is going on.

    You can tolerate this to a some degree/know what is happening but for that you need to play at least like 1000 / 2000 hours and with all classes/skills. Because the game is never sharing any information with you, no visual clues, no sound clues. You are in a fight with someone else, in a split second you briefly see someone is running at you and next thing you hear incap sound, and you go for a block but you get stunned already and then next thing you see is your death recap which goes like this:

    Incap (Mr. Tryhard) - 10k
    Contingency (Mr. Tryhard) - 7k
    Deep Fissure (Mr. Tryhard) - 8k
    Energy Overload (Mr. Tryhard) - 6k
    Sliver Assault (Mr.Tryhard) - 10k
    Kjalnar (Mr. Tryhard) - 7k

    And the thing is you cant possibly know if the player slots an unblockable stun like spear throw. You could try to block but then they may open with spear throw instead of an blockable stun, if you have bad luck. And it is always chaos because you cant predict or learn from playing/watching anymore what is going to happen next. It is just pure chaos.

    And that is why the definition of being a "good" player in ESO PvP currently is running right and left like crazy, spamming dodges/streak/warden charms, and breaking LoS through your group members. Because everything is just so random, you just move like crazy and then hope you wont get hit by too many skills randomly at a wrong time.

    I believe this is the main reason why people leave right now..

    I know, balance is the main complaint, not performance. But they chose to work on performance and not balance. I honestly don’t lag in PvP more than I do in PvE. But I am 1000% fed up with the imbalance created by hybridization/scribing/subclassing. I say imbalance cause that’s what it is, certain 3-4 builds to rule them all. The affect of this is so widely felt across the game however it’s more than just balance, it’s made aspects of the game obsolete. When theorycrafting completely dies, the game will. Right now it’s on a breathing machine cause whatever you draw up is like 1/100 chance to be able to compete against the meta.

    The fact that there is lag in all parts of the game and just pronounced more in PVP should be the red flag and a great incentive for them to review all sets and skills for the possibility of performance improvement and balance.

    A band aid fix that involves a special mode in which the entire game is pretty much disabled is a lazy and undesirable solution.

    An attempt to sell this solution to us as "most people want this" with doctored and obscured data is devious.
  • LPapirius
    LPapirius
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    Ph1p wrote: »
    Sarannah wrote: »
    Correction: The OP/ZOS post states two possible options, and that ZOS is leaning towards option one. Which is to keep grey host and have a vengeance campaign running at the same time. And that they can't fix the performance issues in grey host without massive buildcompromises. But grey host does not seem to be going anywhere.
    I think people are just disappointed that option 1 sounds very much like: "Dear tenants, we won't repair the building's plumbing after all, because it's too difficult. Instead, we suggest you move to this apartment that's half the size, one hour away by car, and in a worse neighborhood. But if you're fine living without running water, you can of course stay here."

    Personally, I'm kind of neutral on this, but I get that even if Grey Host remains, it's not really great news for those who were hoping for any kind of improvement of the existing gameplay.

    Sarannah wrote: »
    Maybe, maybe not. The difference in audiences may actually lead to a new population for a healthy vengeance campaign. As also stated in the OP, vengeance was received quite positive based on the survey. If the survey for vengeance was positive but grey host PvPers are overwhelmingly against vengeance, that means there is a new population that differs from the current PvP population that actually likes vengeance.
    OP states that the first two tests received positive feedback, although the only actual number given is that 80% of participants rated the skill lines in test #2 favorably. Honestly, if the player feedback was so positive, I would have expected ZOS to throw around a lot more numbers to make a point, but perhaps I'm reading too much into what's (not) been said.

    But more importantly, the enthusiasm for Vengeance does not seem to stick. They explicitly say that for the third test, the feedback results "were more mixed than the results following the first two and we saw less positivity overall. More survey participants noted fatigue with the tests and a desire to be able to play their own unique characters and builds in Cyrodiil, and frustration that the test ran during another in-game event." And they still have 2-3 more tests planned...

    ZOS ran that PvP related Golden Pursuit for the first test for a reason. Now we know that reason was so they could present the graphs in the OP and present artificially inflated participation numbers
    . Not because they think vengeance will ever be popular. In fact, the action shows they know already that nobody wants to play vengeance. That's why they didn't give the PvE players a carrot to encourage participation, they gave them a five star full four course steak dinner, and now ZOS is trying to say "look how many people liked their free steak dinner!". Sadly the end result is to pit the PvE and PvP communities against each other over this issue.

    Edited by LPapirius on December 1, 2025 1:11AM
  • edward_frigidhands
    edward_frigidhands
    ✭✭✭✭✭
    LPapirius wrote: »
    Ph1p wrote: »
    Sarannah wrote: »
    Correction: The OP/ZOS post states two possible options, and that ZOS is leaning towards option one. Which is to keep grey host and have a vengeance campaign running at the same time. And that they can't fix the performance issues in grey host without massive buildcompromises. But grey host does not seem to be going anywhere.
    I think people are just disappointed that option 1 sounds very much like: "Dear tenants, we won't repair the building's plumbing after all, because it's too difficult. Instead, we suggest you move to this apartment that's half the size, one hour away by car, and in a worse neighborhood. But if you're fine living without running water, you can of course stay here."

    Personally, I'm kind of neutral on this, but I get that even if Grey Host remains, it's not really great news for those who were hoping for any kind of improvement of the existing gameplay.

    Sarannah wrote: »
    Maybe, maybe not. The difference in audiences may actually lead to a new population for a healthy vengeance campaign. As also stated in the OP, vengeance was received quite positive based on the survey. If the survey for vengeance was positive but grey host PvPers are overwhelmingly against vengeance, that means there is a new population that differs from the current PvP population that actually likes vengeance.
    OP states that the first two tests received positive feedback, although the only actual number given is that 80% of participants rated the skill lines in test #2 favorably. Honestly, if the player feedback was so positive, I would have expected ZOS to throw around a lot more numbers to make a point, but perhaps I'm reading too much into what's (not) been said.

    But more importantly, the enthusiasm for Vengeance does not seem to stick. They explicitly say that for the third test, the feedback results "were more mixed than the results following the first two and we saw less positivity overall. More survey participants noted fatigue with the tests and a desire to be able to play their own unique characters and builds in Cyrodiil, and frustration that the test ran during another in-game event." And they still have 2-3 more tests planned...

    ZOS ran that PvP related Golden Pursuit for the first test for a reason. Now we know that reason was so they could present the graphs in the OP and present artificially inflated participation numbers
    . Not because they think vengeance will ever be popular. In fact, the action shows they know already that nobody wants to play vengeance. That's why they didn't give the PvE players a carrot, they came them a five star full four course steak dinner, and now ZOS is trying to say "look how many people liked their free steak dinner!".

    I didn't think of that right away but it makes so much sense now.
  • The_Meathead
    The_Meathead
    ✭✭✭✭✭
    LPapirius wrote: »

    ZOS ran that PvP related Golden Pursuit for the first test for a reason. Now we know that reason was so they could present the graphs in the OP and present artificially inflated participation numbers
    .

    I don't think they were actually duplicitous in the original intent or statement, but that's certainly how it's ended up and that first "test" gave a VERY false representation of what long term involvement might become, due to the rewards and novelty both boosting its success.

    I've seen it in other games, when the PvP gameplay is drastcially altered to try to lure in players who have never taken part or feel underpowered/underskilled at what the current PvP offers, and the folks who say things like "Now I might actually PvP!!" never really do. It never pans out, the interest is mostly superficial forum noise that doesn't translate to actual gameplay, and heck - we even saw that in how few people took part in the proceeding Vengeance tests.

    I detest Templates. If that ever becomes my only option for PvP in a game where theorycrafting and builds are perhaps my biggest source of motivation, I'll move on entirely.

    Lots of voices echoing the same. I really hope someone's really listening to their PvP base, but I'm growing dubious because it's not being illustrated outside of lipservice and head nods that don't match actions.

  • The_Meathead
    The_Meathead
    ✭✭✭✭✭
    "Dance with the one that brought you."

    It's a great saying, and it's noteworthy now. Please don't ignore your actual PvP playerbase as they give you significant feedback.
  • LarsS
    LarsS
    ✭✭✭✭✭
    Some facts about present cyro pvp on Gray Host PC/EU
    - 1-2 years ago one would be in top 2% at a position around 70-80 on the leaderboard. I the lates campaign my main were at pos 28 which obviously were not enough to be among the top 2%. So the number of players on Gray Host has gone down much more than the general player population.
    - The campaign is on normal weekdays only locked on all alliances for 1-2 hours. 1-2 years ago it stayed locked much longer and there were a decent population at least from lunch time CET. Today you have to wait until early evening before all are on at least 2 bars.
    - Over the years ZOS tried to make cyro work, by reducing the player numbers, removing destroyable resource tower, testing limited healing, non-proc. I could make the list much longer, fact is nothing worked. It is hard to see what they can do more.
    - New players do try out cyro, I can verify that from my guild, the large majority are casual players though who join casual pvp guilds. So there is a realistic possibility that some form of cyro pvp can be repopulated again, if ZOS can provide a fun alternative.

    How long do you think the present format will last, simply because most who try it don't think its fun?

    To me it seems like a rational desicion, to look for other alternatives like Vegenace and the new smaller Cyro and let the players decide.
    GM for The Daggerfall Authority EU PC
  • SaffronCitrusflower
    SaffronCitrusflower
    ✭✭✭✭✭
    ✭✭
    LPapirius wrote: »
    With the next Vengeance test coming up in December, we wanted to give everyone an update on the Vengeance testing and where we’re headed with Cyrodiil. We recognize that you all have questions about next steps and what these tests mean for the future of Cyrodiil, and we’re here to answer some of those questions. We also want to give you as much context and info as possible, in the name of transparency.

    The Goals
    To recap where we started and where we’ve been with the Vengeance tests, earlier this year we set out to try some new things with Cyrodiil to address the following specific goals:
    • Significantly increase the player cap in a Cyrodiil campaign so that campaigns feel lively, full, and there’s lots of action to enjoy.
      • Cyrodiil was originally designed to support 900 total concurrent players (300 per alliance.) We have not been able to support those target numbers in the current non-Vengeance Cyrodiil campaigns. We are able to hit 900 total concurrent players with the Vengeance ruleset.
    • Reduce frustrating latency and related game performance issues in Cyrodiil, especially during large, sustained battles. And in turn, increase the fun and enjoyment.
    • Through testing, determine if overall Ability complexity is the main cause of server stress and game performance issues in Cyrodiil, especially during mass battles and in high-population campaigns.
      • We did test other potential causes of server stress and game performance issues in Cyrodiil during the Vengeance tests, such as item sets and procs, consumable items, siege weapons, quests, vendors, etc. Ability complexity was our primary suspected main cause factor, though.

    Test Summaries
    Since March, we have held three Vengeance tests. The next one will begin on December 3, 2025.

    For the first test, which was on the PC EU and NA servers, we introduced the Vengeance ruleset including normalized character stats, attributes, consumables, and Vengeance-specific weapons for all classes. We also disabled things like the Champion System, all quests, item sets, and access to banks, vendors, and crafting nodes.

    The specific goal of this test was to give us a starting point – to reduce things to the most basic level so we could evaluate the findings and begin adding things back in. At the end of this test, we saw the most players ever in Cyrodiil at one time in a single campaign, the largest sustained battles we’ve ever had in Cyrodiil, and the best overall game performance we’ve ever seen in Cyrodiil. By all accounts, we were on the right track based on our goals.

    Survey results were also the most positive following this test compared to subsequent ones, with many participants saying they enjoyed the higher population, improved game performance/lower latency, and overall experience. The aligned Golden Pursuit was also noted as a positive. The loss of unique class/character builds and customization was (and continues to be) the biggest negative point.

    For the second test, we welcomed the live console EU and NA server communities. The Vengeance ruleset was largely the same as the first test, with the addition of Vengeance versions of skills from all Weapon skill lines and the Assault and Support Skill lines to the available class templates.

    The specific goal of this test was to build upon the baseline we set during the first test, slowly begin introducing more skill lines and abilities, and evaluate the results. At the end of this test, we saw similar results with better game performance, lower latency, higher population, and larger sustained battles than possible in other Cyrodiil campaigns.

    This test overlapped with the Zeal of Zenithar event, which we recognize not everyone enjoyed.

    Survey results for this test were similar in sentiment, leaning positive. Over 80% of participants rated the added skill lines favorably (“OK”, “Good”, or “Great”), sharing appreciation for the variety and balance, while also noting that there’s room to improve.

    For the third test, we layered upon what we introduced in the two previous tests, and added in meatbag catapults, as well as performance-tailored skill lines for the Fighters Guild and Mages Guild, plus an armor skill line with active abilities for light, medium, and heavy armor. We also introduced certain progression and cosmetic systems into Vengeance, including Skyshards, mount selection, titles, and achievements.

    Similar to the second test, our goal was to introduce more things that players enjoy and expect in a Cyrodiil campaign, and monitor the impact on latency, game performance, and overall experience.

    We did not run a Golden Pursuit during this Vengeance test, and saw disappointment about that. We also ran this test during the Undaunted Celebration, which some players understandably noted they had higher interest in participating in versus this test. Even though population in Vengeance was lower during this test, it still performed well and participant numbers were still higher than our typical population caps in a normal Cyrodiil campaign.

    Survey results for this test were more mixed than the results following the first two and we saw less positivity overall. More survey participants noted fatigue with the tests and a desire to be able to play their own unique characters and builds in Cyrodiil, and frustration that the test ran during another in-game event.


    Test Learnings
    Throughout the first three tests, we learned with certainty that in order to deliver a performant Cyrodiil, to support a large-scale PvP zone with mass-scale battles, the abilities, procs, passives, etc. must be lighter versions of the ones that exist in the rest of the game.

    The set of four graphs below illustrate the differences in population as well as the server frames per second between the Vengeance Cyrodiil campaign and non-Vengeance Cyrodiil campaigns. (On the left of each graph is the non-Vengeance campaigns and on the right are the Vengeance campaigns, on the PC EU and PC NA servers.)

    qdmiz4jb326w.png

    Next Steps
    For the test in December, we will introduce Vengeance-specific Perks and Loadout systems for character/class templates. These systems are designed to give you a bit more variety over your builds compared to what was available in previous Vengeance tests. Specifically, you will have more control over your stats with four pre-build stats packages called “Loadouts” and “Perks” are passives that give extra combat effectiveness and bonuses to your characters. The intent with these is to give characters a boost that is comparable to a single 5-piece item set that is purely passive, like Julianos.

    We will also be adding a Vengeance-specific inventory, which will store all your Vengeance items. During this test, you will also be able to collect regular items while in the Vengeance campaign – those items will be placed into your regular inventory. Many systems that were previously turned off in Vengeance will also be turned back on including quests, vendors, and leaderboards. Scattershot and Oil Catapults will also join the available options for siege weapons, and Keep Recall Stones and Channeled Repair Kits will also be added.

    We’ll share more detailed notes ahead of the December test. We’ll monitor the impact of these additional systems on latency and game performance, as we have during prior tests.

    Lastly, the Gray Host campaign (as it is now) will be up during the second half of this Vengeance test and will monitor server performance for both campaigns. This comparison will allow us valuable side-by-side data. This will be our final “adding new things” test where we compare the game performance of Vengeance with what a campaign looks like with all the systems turned on.

    We have another test or two planned for next year, for the sake of evaluating healing versus damage concerns. We’ll share more about those next year.

    So where does this put us, and where do we as a dev team realistically think we’re headed for the future of Cyrodiil? With the caveat that the December test still needs to happen, we see two realistic paths forward:
    • Scenario 1: We would open a Vengeance Cyrodiil campaign sometime next year with a special ruleset based on the previous and upcoming tests, and leave Grey Host open as it is now.
    • Scenario 2: We would close all existing Cyrodiil campaigns and open one or two Vengeance ruleset campaigns sometime next year.
    As a dev team, Scenario 1 is the one we strongly prefer and is the most likely. We want you to have a choice between playing in Vengeance or Gray Host, and would closely monitor both campaign populations to help inform any additional actions we should take moving forward.

    We recognize that some of our players would prefer there be no changes to their characters, effectively how they are in the Gray Host Cyrodiil campaign, while enjoying the higher population and reduced latency/game performance issues of the Vengeance campaign. This is not something that will be possible. Based on what we have learned from the tests so far, we can offer one or the other, not both, and we want to be transparent about that.

    Lastly, we do want to share a few early bits about some things that we are working on for PvP. You’ll hear a little more about these in January. For players who wish to enjoy a PvP experience that is more like Grey Host, we are in the early stages of working on a mid-size PvP space. It will be smaller than Cyrodiil but larger than our largest Battlegrounds, and offer enough room for 3-sided keep warfare and an overall similar experience to Cyrodiil. The goal with that will be to allow players to have their full suite of abilities, unique builds, equipment, etc. just like in Gray Host. We are also working on a PvP progression system that we’re excited to tell you a little more about early next year.

    Thank you all for your continued feedback and support. Your participation in the Vengeance tests and related surveys has been greatly appreciated. We’d like to remind everyone that when we send out surveys where it’s important we are able to verify that participants played the content, we have to send out the surveys via email. Please consider opting in to these emails if you haven’t already, so you may be included in future survey sends. Thank you!

    You have convinced me that ZOS is only considering Scenario 2. The data presented in these graphs is hugely misrepresentative of participation rates and performance quality. Why isn't everybody freaked out and up in arms because the player numbers graphs have the actual player numbers blurred out? So we actually have no idea if the player numbers are even what ZOS is claiming in these graphs. And by the last instance of vengeance participation rates were far below normal live Cyrodiil while performance was about the same as normal Grey Host. Why are they keeping this data from us?

    This is an inexcusable situation created solely by ZOS. It's clear now vengeance was never a test. So ZOS lied when they said it was a test to improve normal live Cyrodiil. We know it was a lie because now they're saying they're never going to make any effort to improve normal live Cyrodiil going forward. So why should anyone invest any $ into ESO going forward? ZOS is saying they're not going to do their jobs, so why should they get paid? If I were MS I'd read the statement that ZOS isn't even going to try and fix Grey Host as a statement that is time to go ahead and fire the rest of everyone working at the studio. No reason to keep people on staff who have committed to not doing their work.

    Personally I will never play any version of vengeance going forward, ever, for any reason. I'll just have to leave the game if ZOS takes away normal live Cyrodiil. And it really doesn't matter at this point. ZOS and their vengeance has already driven the vast majority of the PvP community, so may as well remove PvP all together by implementing vengeance.



    LPapirius wrote: »
    Ph1p wrote: »
    Sarannah wrote: »
    Correction: The OP/ZOS post states two possible options, and that ZOS is leaning towards option one. Which is to keep grey host and have a vengeance campaign running at the same time. And that they can't fix the performance issues in grey host without massive buildcompromises. But grey host does not seem to be going anywhere.
    I think people are just disappointed that option 1 sounds very much like: "Dear tenants, we won't repair the building's plumbing after all, because it's too difficult. Instead, we suggest you move to this apartment that's half the size, one hour away by car, and in a worse neighborhood. But if you're fine living without running water, you can of course stay here."

    Personally, I'm kind of neutral on this, but I get that even if Grey Host remains, it's not really great news for those who were hoping for any kind of improvement of the existing gameplay.

    Sarannah wrote: »
    Maybe, maybe not. The difference in audiences may actually lead to a new population for a healthy vengeance campaign. As also stated in the OP, vengeance was received quite positive based on the survey. If the survey for vengeance was positive but grey host PvPers are overwhelmingly against vengeance, that means there is a new population that differs from the current PvP population that actually likes vengeance.
    OP states that the first two tests received positive feedback, although the only actual number given is that 80% of participants rated the skill lines in test #2 favorably. Honestly, if the player feedback was so positive, I would have expected ZOS to throw around a lot more numbers to make a point, but perhaps I'm reading too much into what's (not) been said.

    But more importantly, the enthusiasm for Vengeance does not seem to stick. They explicitly say that for the third test, the feedback results "were more mixed than the results following the first two and we saw less positivity overall. More survey participants noted fatigue with the tests and a desire to be able to play their own unique characters and builds in Cyrodiil, and frustration that the test ran during another in-game event." And they still have 2-3 more tests planned...

    ZOS ran that PvP related Golden Pursuit for the first test for a reason. Now we know that reason was so they could present the graphs in the OP and present artificially inflated participation numbers
    . Not because they think vengeance will ever be popular. In fact, the action shows they know already that nobody wants to play vengeance. That's why they didn't give the PvE players a carrot to encourage participation, they gave them a five star full four course steak dinner, and now ZOS is trying to say "look how many people liked their free steak dinner!". Sadly the end result is to pit the PvE and PvP communities against each other over this issue.

    Someone has been paying attention!

    Nothing I can add to these posts.

    I will be boycotting all vengeance from here on out. Not gonna help ZOS take away the game mode I log in to play.
  • minnowfaun
    minnowfaun
    ✭✭✭
    Muizer wrote: »
    reazea wrote: »
    Vengeance 1 was sold to us as being a test system so they could gather data and improve normal live Cyrodiil.

    Was it? I've never heard or read anything about that. Please show proof.

    It's just a test (full disclosure, first two links from the first stream on Vengeance - Dev Q&A: Cyrodiil Champions Test)

    https://www.twitch.tv/bethesda/clip/PiliableViscousVultureYee-vgOAcBzXslpdc_iE

    If players hate this

    https://www.twitch.tv/bethesda/clip/GenerousTameLionOhMyDog-Jm106mw9Y3UlFoKN

    Only just for testing purposes (Vengeance Test 2 Q&A)

    https://www.twitch.tv/bethesda/clip/CuriousSpeedyDurianItsBoshyTime-4slxPGlWQ9MBGHu4
  • LadyGP
    LadyGP
    ✭✭✭✭✭
    MJallday wrote: »
    With the next Vengeance test coming up in December, we wanted to give everyone an update on the Vengeance testing and where we’re headed with Cyrodiil. We recognize that you all have questions about next steps and what these tests mean for the future of Cyrodiil, and we’re here to answer some of those questions. We also want to give you as much context and info as possible, in the name of transparency.

    The Goals
    To recap where we started and where we’ve been with the Vengeance tests, earlier this year we set out to try some new things with Cyrodiil to address the following specific goals:
    • Significantly increase the player cap in a Cyrodiil campaign so that campaigns feel lively, full, and there’s lots of action to enjoy.
      • Cyrodiil was originally designed to support 900 total concurrent players (300 per alliance.) We have not been able to support those target numbers in the current non-Vengeance Cyrodiil campaigns. We are able to hit 900 total concurrent players with the Vengeance ruleset.
    • Reduce frustrating latency and related game performance issues in Cyrodiil, especially during large, sustained battles. And in turn, increase the fun and enjoyment.
    • Through testing, determine if overall Ability complexity is the main cause of server stress and game performance issues in Cyrodiil, especially during mass battles and in high-population campaigns.
      • We did test other potential causes of server stress and game performance issues in Cyrodiil during the Vengeance tests, such as item sets and procs, consumable items, siege weapons, quests, vendors, etc. Ability complexity was our primary suspected main cause factor, though.

    Test Summaries
    Since March, we have held three Vengeance tests. The next one will begin on December 3, 2025.

    For the first test, which was on the PC EU and NA servers, we introduced the Vengeance ruleset including normalized character stats, attributes, consumables, and Vengeance-specific weapons for all classes. We also disabled things like the Champion System, all quests, item sets, and access to banks, vendors, and crafting nodes.

    The specific goal of this test was to give us a starting point – to reduce things to the most basic level so we could evaluate the findings and begin adding things back in. At the end of this test, we saw the most players ever in Cyrodiil at one time in a single campaign, the largest sustained battles we’ve ever had in Cyrodiil, and the best overall game performance we’ve ever seen in Cyrodiil. By all accounts, we were on the right track based on our goals.

    Survey results were also the most positive following this test compared to subsequent ones, with many participants saying they enjoyed the higher population, improved game performance/lower latency, and overall experience. The aligned Golden Pursuit was also noted as a positive. The loss of unique class/character builds and customization was (and continues to be) the biggest negative point.

    For the second test, we welcomed the live console EU and NA server communities. The Vengeance ruleset was largely the same as the first test, with the addition of Vengeance versions of skills from all Weapon skill lines and the Assault and Support Skill lines to the available class templates.

    The specific goal of this test was to build upon the baseline we set during the first test, slowly begin introducing more skill lines and abilities, and evaluate the results. At the end of this test, we saw similar results with better game performance, lower latency, higher population, and larger sustained battles than possible in other Cyrodiil campaigns.

    This test overlapped with the Zeal of Zenithar event, which we recognize not everyone enjoyed.

    Survey results for this test were similar in sentiment, leaning positive. Over 80% of participants rated the added skill lines favorably (“OK”, “Good”, or “Great”), sharing appreciation for the variety and balance, while also noting that there’s room to improve.

    For the third test, we layered upon what we introduced in the two previous tests, and added in meatbag catapults, as well as performance-tailored skill lines for the Fighters Guild and Mages Guild, plus an armor skill line with active abilities for light, medium, and heavy armor. We also introduced certain progression and cosmetic systems into Vengeance, including Skyshards, mount selection, titles, and achievements.

    Similar to the second test, our goal was to introduce more things that players enjoy and expect in a Cyrodiil campaign, and monitor the impact on latency, game performance, and overall experience.

    We did not run a Golden Pursuit during this Vengeance test, and saw disappointment about that. We also ran this test during the Undaunted Celebration, which some players understandably noted they had higher interest in participating in versus this test. Even though population in Vengeance was lower during this test, it still performed well and participant numbers were still higher than our typical population caps in a normal Cyrodiil campaign.

    Survey results for this test were more mixed than the results following the first two and we saw less positivity overall. More survey participants noted fatigue with the tests and a desire to be able to play their own unique characters and builds in Cyrodiil, and frustration that the test ran during another in-game event.


    Test Learnings
    Throughout the first three tests, we learned with certainty that in order to deliver a performant Cyrodiil, to support a large-scale PvP zone with mass-scale battles, the abilities, procs, passives, etc. must be lighter versions of the ones that exist in the rest of the game.

    The set of four graphs below illustrate the differences in population as well as the server frames per second between the Vengeance Cyrodiil campaign and non-Vengeance Cyrodiil campaigns. (On the left of each graph is the non-Vengeance campaigns and on the right are the Vengeance campaigns, on the PC EU and PC NA servers.)

    qdmiz4jb326w.png

    Next Steps
    For the test in December, we will introduce Vengeance-specific Perks and Loadout systems for character/class templates. These systems are designed to give you a bit more variety over your builds compared to what was available in previous Vengeance tests. Specifically, you will have more control over your stats with four pre-build stats packages called “Loadouts” and “Perks” are passives that give extra combat effectiveness and bonuses to your characters. The intent with these is to give characters a boost that is comparable to a single 5-piece item set that is purely passive, like Julianos.

    We will also be adding a Vengeance-specific inventory, which will store all your Vengeance items. During this test, you will also be able to collect regular items while in the Vengeance campaign – those items will be placed into your regular inventory. Many systems that were previously turned off in Vengeance will also be turned back on including quests, vendors, and leaderboards. Scattershot and Oil Catapults will also join the available options for siege weapons, and Keep Recall Stones and Channeled Repair Kits will also be added.

    We’ll share more detailed notes ahead of the December test. We’ll monitor the impact of these additional systems on latency and game performance, as we have during prior tests.

    Lastly, the Gray Host campaign (as it is now) will be up during the second half of this Vengeance test and will monitor server performance for both campaigns. This comparison will allow us valuable side-by-side data. This will be our final “adding new things” test where we compare the game performance of Vengeance with what a campaign looks like with all the systems turned on.

    We have another test or two planned for next year, for the sake of evaluating healing versus damage concerns. We’ll share more about those next year.

    So where does this put us, and where do we as a dev team realistically think we’re headed for the future of Cyrodiil? With the caveat that the December test still needs to happen, we see two realistic paths forward:
    • Scenario 1: We would open a Vengeance Cyrodiil campaign sometime next year with a special ruleset based on the previous and upcoming tests, and leave Grey Host open as it is now.
    • Scenario 2: We would close all existing Cyrodiil campaigns and open one or two Vengeance ruleset campaigns sometime next year.
    As a dev team, Scenario 1 is the one we strongly prefer and is the most likely. We want you to have a choice between playing in Vengeance or Gray Host, and would closely monitor both campaign populations to help inform any additional actions we should take moving forward.

    We recognize that some of our players would prefer there be no changes to their characters, effectively how they are in the Gray Host Cyrodiil campaign, while enjoying the higher population and reduced latency/game performance issues of the Vengeance campaign. This is not something that will be possible. Based on what we have learned from the tests so far, we can offer one or the other, not both, and we want to be transparent about that.

    Lastly, we do want to share a few early bits about some things that we are working on for PvP. You’ll hear a little more about these in January. For players who wish to enjoy a PvP experience that is more like Grey Host, we are in the early stages of working on a mid-size PvP space. It will be smaller than Cyrodiil but larger than our largest Battlegrounds, and offer enough room for 3-sided keep warfare and an overall similar experience to Cyrodiil. The goal with that will be to allow players to have their full suite of abilities, unique builds, equipment, etc. just like in Gray Host. We are also working on a PvP progression system that we’re excited to tell you a little more about early next year.

    Thank you all for your continued feedback and support. Your participation in the Vengeance tests and related surveys has been greatly appreciated. We’d like to remind everyone that when we send out surveys where it’s important we are able to verify that participants played the content, we have to send out the surveys via email. Please consider opting in to these emails if you haven’t already, so you may be included in future survey sends. Thank you!

    The major problem with scenario 1 is that you’ll be diluting an already sparse player base further

    Right now on Xbox eu there’s barely 150
    Players online

    Imagine that being cut in half

    During events you might get more. But scenario 1 would make an empty space even emptier

    If GH can’t cope with the Lag (and by your own stats it can’t) Your best best right now is closing cyro and just having 1 vengeance campaign



    They won't do that because there is a hardcore group of pvp who have been subscribed for years and will cancel it and leave ESO if they take OG GH away. I'd argue there is more of them that would stay in a current poor performing GH than those that would leave current GH to play in Veng.

    I also feel like this all is somewhat a lazy way out from solving thr ball group problem which would require them to dramatically rebalance dmg and healing, stacked healing, etc etc etc.

    That is something they have been unwilling to tackle for many many years (which is why you have so many ball groups now because if you don't run a ball group you pretty much get pooped on (respectfully) every night in GH).

    Just going to a single veng only camp will solve this - or so they think. You'll still have ball groups, just in a different flavor now.
    Edited by LadyGP on December 1, 2025 11:25PM
    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.
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