Winning duels is satisfying, you can gain the upper hand in throughput to where victory is deterministic, unlike the endless resets into do-or-die weighted coin flips on Live. I know that I brought a superior build strat complemented by superior piloting skill and fighting prowess. Dueling does get boring fast with most tryhards all on a simlar dotblade setup.I wish there were more feedback from people who are actually winning in Cyrodiil, how is Vengeance performance. How does it feel figuring out how to win in the Campain with the new changes, does it feel fun? Gameplay wise, not the winning part itself but how it felt while you were claiming your victory with the available skills on your tool kit. Now that you won in PvP tell me about your gameplay feeling and the performance in Cyrodiil and from your winning standpoint should it be the standard moving forward?
Winning duels is satisfying, you can gain the upper hand in throughput to where victory is deterministic, unlike the endless resets into do-or-die weighted coin flips on Live. I know that I brought a superior build strat complemented by superior piloting skill and fighting prowess. Dueling does get boring fast with most tryhards all on a simlar dotblade setup.I wish there were more feedback from people who are actually winning in Cyrodiil, how is Vengeance performance. How does it feel figuring out how to win in the Campain with the new changes, does it feel fun? Gameplay wise, not the winning part itself but how it felt while you were claiming your victory with the available skills on your tool kit. Now that you won in PvP tell me about your gameplay feeling and the performance in Cyrodiil and from your winning standpoint should it be the standard moving forward?
1vX isn't much different than Live, you're stalling out good players, and dunking on bad ones with the usual turn-and-burn. You've got nigh infinite resources (assuming you're on NB) and can cut down unprepared opponents in 4-5 gcds. On average I'm winning open field 1v2 against mid players and 1v4 against weaker ones. Nobody is winning 1vX vs good players on any format.
Sieges are satisfying, this latest rebalance is creating lots off big epic sieges with multiple walls torn down and lots of kills. My smallscale groups can definitely make a difference in large scale fights pushing through breaches to lead the zerg, and taking out key defense targets to break a stalemate. Even one player with a key siege drop or key siege operator kill can move the front line. My survival strat of HoTs + roll canceling feels as good as it ever did on Live.
Yes, this should be the standard. It's much closer to old school ESO than the ball group proc set trash fire on Live right now. Anyone doubting whether Vengeance demands "skill" is welcome to come find me on the battlefield and try to prove me wrong.
So, the same as Live? Jokes aside, I'm not sure what you mean about resources being limited, I'm not having issues with gaining an advantage from block weaving or roll cancelling on Scout NB, haven't played a huge amount but the only evenly matched fight I've lost so far was mostly due to my opponent's Frost Touch having better throughput than my Twin Slashes.The formula for winning a 1v1 is simply "play NB"
So, the same as Live? Jokes aside, I'm not sure what you mean about resources being limited, I'm not having issues with gaining an advantage from block weaving or roll cancelling on Scout NB, haven't played a huge amount but the only evenly matched fight I've lost so far was mostly due to my opponent's Frost Touch having better throughput than my Twin Slashes.The formula for winning a 1v1 is simply "play NB"
I get the impression you simply prefer gameplay that is higher stakes and less predictable, whereas I prefer more deliberate and deterministic. I find the meta on Live to be nothing but exhausting, it's a hard skill threshhold to meet, but once you're there, all you get for it is weighted coin flips, non-determinstic fight resets, and instant death on the slightest mistake.
I used to own real estate behind Arrius Mine, ZOS foreclosed on it cause I couldn’t pay the bills anymore.
Rather than constant block weaving just to tread water and avoid instant death on Live, I only need to block weave when my opponent is trying to burst after applying dots (no competitive players die to dots alone), doing so correctly gives me the upper hand in throughput at that point, which I can usually leverage to deterministically end the fight, even against another NB.wasting the stam maintaining a good high APM block weave isn't ideal
That's also a big reason why it's a dead game. Being on the wrong end of instant death is a miserable experience for most gamers across genres. Instant rage quit. Burst builds should absolutely need to inflict chip damage before their burst becomes lethal. Feels balanced to me that Vengeance dotblade needs to chip half the opponent's health before Tether Bow combo is lethal.on Live you can consistently 100-0 people if built properly
This response has me worried. As this basically means you are turning vengeance into grey host light, if not now then at some point in time. Not only removing the vengeance style PvP from the game completely, but also chasing the players who liked vengeance away from PvP again, while at the same time making vengeance compete with grey host's existing PvP playerbase. As they are the only ones who like the grey host style of PvP. There is no point into making a permanent vengeance campaign if it is just going to be grey host light.ZOS_JessicaFolsom wrote: »No, the very first version of Vengeance is not what we plan to eventually launch with. This is and has been an evolving process, where we slowly add things in and make adjustments to the Vengeance campaign while watching game performance and getting your feedback. Now that we know we can achieve a performant Cyrodiil and the population we’d like with Vengeance, we intend to continue adding in as much as we can – we have more options now that we can better control the game performance in Vengeance. Whatever we add to Vengeance, though, we will likely also add to the Gray Host campaign.As you stated it seemed like the first test was the most positive amongst players, is this also the vengeance campaign you are leaning towards opening (in the path forward options)?
A better option would be to keep a permanent vengeance pure campaign(test 1 or 2 + gameplay stuff like merchants/PvE/nodes/PvP/quests/etc) and a permanent grey host campaign. Then during some weeks disable both of these at the same time to test the 'vengeance grey host light' campaign for performance purposes for a week. Pleasing both the hardcore PvPers with permanent grey host, and pleasing the PvE/casual PvPers with permanent vengeance. Basically scenario 1 with an actual vengeance campaign, instead of with a 'vengeance grey host light' campaign. As now seems to be the case.
This would also make it easier to balance both permanent modes separately, as they are their own static thing.
Edit: Thanks for all the answers and clear information, love the transparency!
ZOS_JessicaFolsom wrote: »In Scenario 1, Gray Host would be the default (“Standard”), non-Vengeance campaign. For your second question, it’s going to depend on the population on each server. In the past, we’ve had more campaigns open on one server or platform versus others, based on server population and what that server’s community is playing. We will be monitoring population trends, feedback, and what folks are participating in.spartaxoxo wrote: »Which campaign would be the default in Scenario 1? Does this mean Blackreach, No Proc, and the Under 50 campaigns would go away?
ZOS_JessicaFolsom wrote: »I am a bit shocked, that scenario 2 is even communicated, that means its an actual possibility, that you consider to drop all usual campaigns...I am not sure how I feel about that
I'd like to clarify this, then, if that's the concern. With this message, we wanted to be transparent and define what the only options are. It's those two. There are no others - that also does not mean we're considering both. Scenario 2 is not our end goal or what we want for everyone.
ZOS_JessicaFolsom wrote: »
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: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.
- 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.
Faster TTK is the middle ground.
Right now DoTs are the name of the game, because you need your opponent around 50% health to get a kill with perfect timing, where on Live you can consistently 100-0 people if built properly.
If Vengeance health was reduced by around 25%, or if Perks were doubled or tripled in efficiency, burst builds would feel more viable without taking away from DoT builds.
You can crit on everything and still not kill someone from 60% and I’d imagine that’s not very fun for them.
Vengeance should welcome all playstyles.
My concern with Vengeance is that the performance improvements may be short lived. I have read multiple players posting online about how Cyrodiil PvP was so much better when the game was released versus how Cyrodiil PvP is on Gray Host now. And then I think about what changed between then and now. ZOS developers added and modified skills and sets, and we got to where we are now on Gray Host. I worry that Vengeance PvP in a few years will be like Gray Host PvP is now if ZOS developers continue to add and modify Vengeance skills and sets.
My concern with Vengeance is that the performance improvements may be short lived. I have readZOS_JessicaFolsom wrote: »
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.
I also think there are more than two scenarios, and I would like to mention Scenario 4:
GH becomes a dead campaign because it’s laggy, unbalanced and ignored, and gets removed.
Vengeance becomes a dead campaign because of “no-skill-zergfest”, and gets removed.
Mid-size new PvP mode would be the only option left, alongside the IC and BGs.
In the end IC is more rewarding than Cyrodiil for good players, tel var adds risk reward in, Cyrodiil you just farm alliance points. Battlegrounds is more competitive. Maybe is not a bad idea for the best, competitive players that focus on dueling and smal group play to move to IC and BGs, And Cyrodiil is left for those who want to slugfest and siege.
BGs has so much potential, ZOS can develop more stages based on anywhere on Tamriel, or any plane of Oblivion and newer modes for it.
My concern with Vengeance is that the performance improvements may be short lived. I have read multiple players posting online about how Cyrodiil PvP was so much better when the game was released versus how Cyrodiil PvP is on Gray Host now. And then I think about what changed between then and now. ZOS developers added and modified skills and sets, and we got to where we are now on Gray Host. I worry that Vengeance PvP in a few years will be like Gray Host PvP is now if ZOS developers continue to add and modify Vengeance skills and sets.