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Fun PvP in Vengeance

Theignson
Theignson
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This iteration of Vengeance is an improvement. There is a noticeable increase in damage and build variety.

Had some great fights-- not zerg fests, but real battles. Last night DC and EP one bar, that is still more than the usual 2 bars on live. About 30 EP tried to re-take Chal, Got through the outer and the real battle began. Lots of pure melee with small groups of DC.

This was fighting more like PvP in 2017-2018. No unkillable tanks, no immortal 3, 4, 6 or 12 man groups. No over-performing proc sets carrying groups. If you over committed, you would die most times. You had to be fast on your back bar and defend as well as attack. Combinations could kill people and skill made a difference
EP got a postern down but DC eventually won. They outplayed EP. Lots of 1v1 and small group battles on the walls.

Sure there is still lots that needs improvement, oils are too strong, etc etc. Sure I miss my builds, I miss my CP. But this is the most fun for a long time in actual battles. I saw several other old timers and experienced PvPers. Did not see the usual ballgroups and small groups. They should try it and get away form the old, stale, boring, RoA/VD/Charm meta that has ruined PvP. Groups do make a difference here. With the increased damage builds (using the "scout" load out) even 2v1 can dissolve you quickly if you don't react fast.
3 GOs, an Overlord, and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP
  • Rohamad_Ali
    Rohamad_Ali
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    You're just trying to tempt us to log in and try it. *wagging clawed finger*
  • sarahvhoffb14_ESO
    sarahvhoffb14_ESO
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    I hate to admit it, but I 100% agree! I actually had a lot of fun last night; this round was definitely an improvement. I wouldn't want to be stuck with it as the only option, but your take is spot-on.
  • SneaK
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    Theignson wrote: »
    This iteration of Vengeance is an improvement. There is a noticeable increase in damage and build variety.

    Had some great fights-- not zerg fests, but real battles. Last night DC and EP one bar, that is still more than the usual 2 bars on live. About 30 EP tried to re-take Chal, Got through the outer and the real battle began. Lots of pure melee with small groups of DC.

    This was fighting more like PvP in 2017-2018. No unkillable tanks, no immortal 3, 4, 6 or 12 man groups. No over-performing proc sets carrying groups. If you over committed, you would die most times. You had to be fast on your back bar and defend as well as attack. Combinations could kill people and skill made a difference
    EP got a postern down but DC eventually won. They outplayed EP. Lots of 1v1 and small group battles on the walls.

    Sure there is still lots that needs improvement, oils are too strong, etc etc. Sure I miss my builds, I miss my CP. But this is the most fun for a long time in actual battles. I saw several other old timers and experienced PvPers. Did not see the usual ballgroups and small groups. They should try it and get away form the old, stale, boring, RoA/VD/Charm meta that has ruined PvP. Groups do make a difference here. With the increased damage builds (using the "scout" load out) even 2v1 can dissolve you quickly if you don't react fast.

    Ah yes, another pro vengeance statement about all things other than performance. Top notch.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • imPDA
    imPDA
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    1 bar on PC or on console UI?

    (Approximately, we don't know for sure. If you know better, please correct me)
    1 bar = 0-85
    2 bars = 86-170
    3 bars = 171-255
    locks = 256-300

    It can be as less as 12 people and as high has 85, so "that is still more than the usual 2 bars on live" not completely true in this case.

    On console UI it is different tho. No bars = 1 PC bar, 1 bar = 2 PC bars, etc.

    EDIT: Calculations.
    Edited by imPDA on December 5, 2025 11:24PM
  • Orbital78
    Orbital78
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    isn't it 900 total for vengeance across all factions? So 3x300, 100 per bar abouts?
  • MorallyBipolar
    MorallyBipolar
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    Doesn't matter.

    If ZOS is not working for fix normal live Cyrodiil then they're not really trying and not doing their jobs.

    Besides that, performance in the last vengeance instance was horrible, even with fewer players than normal live greyhost.

    And we all know that due to the limited rule sets and gear sets that vengeance will NEVER be anything like normal live cyrodiil was at any time in it's past.

    Edited by MorallyBipolar on December 5, 2025 10:31PM
  • imPDA
    imPDA
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    Orbital78 wrote: »
    isn't it 900 total for vengeance across all factions? So 3x300, 100 per bar abouts?

    Yes, I mean, in total, and it does not matter, I will edit for correctness. I should not post numbers, I could simply say, with 1 Vengeance bar vs 2 normal bars you can't say for sure if it is more or less, because 1 bar can mean 0 people, but 2 normal bars - not.
  • Divine1976
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    Once the novelty wears off it is boring.

    Biggest zerg wins, never thought I would miss bombers
  • ToddIngram
    ToddIngram
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    Same as every other iteration of vengeance. It's just a zerg fest. Nothing else matters.

    If this is the future of ESO PvP the future of ESO PvP is dead.
  • Treeshka
    Treeshka
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    Seeing all these stacked players and not having anything that can do burst area damage is a sad picture for me.
  • Durham
    Durham
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    This test has been better than the previous ones, mostly because we finally have more options. And I appreciate that it clearly showed everyone why Cyrodiil suffers from so much latency—huge groups stacking heals, buffs, and AoEs absolutely choke the server.

    Seeing long-standing issues reduced—overhealing, extreme movement speed creating LOS problems, unlimited buffs, and ball group imbalance—is a big step forward. The healing changes, in particular, feel great and should have happened years ago. Overhealing and stacked HoTs didn’t just break gameplay—they were one of the major causes of lag in large fights.

    But even with these improvements, we’re swinging too far toward an FPS-style loadout system.
    This is an MMORPG. It should play like one.

    Please let us build our characters the same way we do in PvE, with smart restrictions where needed. ESO thrives on depth, customization, and theorycrafting. If PvE were forced into FPS-style presets, it wouldn’t survive—and PvP shouldn’t be pushed in that direction either.

    Right now, the test is fun but shallow. There’s no small-group play, little strategy, and mostly giant zergs. With so many people on the map, flanking or coordinated tactics are meaningless—you just get erased by a wall of AoE snares and siege.

    ESO PvP needs balance and performance fixes, yes—but it also needs to remain an MMORPG with real build identity, not a simplified FPS loadout shooter.
    PVP DEADWAIT
    PVP The Unguildables
  • Radiate77
    Radiate77
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    I don’t feel like fights in Vengeance are fast enough, and not having Subclassing, are the two reasons I hopped out of the campaign after a few hours and don’t plan on going back.

    We spent all this time making new “classes” with Subclassing, and we can’t even use them in Vengeance. It blows my mind that the year’s major system would be stripped away in the one place people wouldn’t complain about it.
  • KiltMaster
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    I'm not particularly enjoying it. It's just a numbers game. No matter skill or anything if you have the largest group you're going to win. It's a pain especially when you can't get your faction to stick together.

    There's zero variety, I can't build how I want to build, and combat feels slow and nerfed. I mean seriously we spent like 40 mins at a keep defense just to lose because we got 2v1'd and wasted all that time for nothing.

    The only good things about vengeance is the ability to channel repair walls/doors (genuinely like this!) and the extra AP.
    PC/NA
    GM of "Kilts for Sale"
    twitch.tv/thekiltmaster
    He/Him
  • Unfadingsilence
    Unfadingsilence
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    Doesn't matter.

    If ZOS is not working for fix normal live Cyrodiil then they're not really trying and not doing their jobs.

    Besides that, performance in the last vengeance instance was horrible, even with fewer players than normal live greyhost.

    And we all know that due to the limited rule sets and gear sets that vengeance will NEVER be anything like normal live cyrodiil was at any time in it's past.

    Well, they already made the announcement.They cannot 100% can not fix grey host so they are going to decide whether to leave greyhost as is and add vengeance or take grey host out of them game and add 2 vengeance campaigns that is pvp end game now
  • Avran_Sylt
    Avran_Sylt
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    Divine1976 wrote: »
    Once the novelty wears off it is boring.

    Biggest zerg wins, never thought I would miss bombers

    Depends, if you don't have chain pullers in your zerg, you're at a disadvantage. If your zerglings can't focus fire on an opponent, while the opposing zerg can focus fire, your zerg gets whittled down faster. If you don't use some DoT's to mitigate DoT healing on your enemy, your stun/burst isn't as effective.

    Bombers are frankly overkill as a solution to zergs, and in live do little to a coordinated group.
  • Avran_Sylt
    Avran_Sylt
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    KiltMaster wrote: »
    I'm not particularly enjoying it. It's just a numbers game. No matter skill or anything if you have the largest group you're going to win. It's a pain especially when you can't get your faction to stick together.

    There's zero variety, I can't build how I want to build, and combat feels slow and nerfed. I mean seriously we spent like 40 mins at a keep defense just to lose because we got 2v1'd and wasted all that time for nothing.

    The only good things about vengeance is the ability to channel repair walls/doors (genuinely like this!) and the extra AP.

    Seriously, when has PvP ever not been a numbers game? At the very least this takes some of the buildcrafting out of it so it can be measured more in skill use than statistical advantage of character stats due to item sets.
  • Marto
    Marto
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    Agreed! This test has been feeling a lot better.

    The earlier tests had a lot of situations where numbers were the only thing that mattered. A group of 40 players would defeat one of 20, every time.

    But now with the loadout system I'm seeing a lot more variety in the roles, strengths and weaknesses. And I'm seeing different playstyles. Brawlers causing chaos behind the front lines, ranged glass cannons, healers and support players keeping numbers up, etc.

    I would like to say though that the loadout system is a bit hard to understand. It's not immediately obvious that the loadouts themselves give you stat bonuses on top of the recommended perks and skills (which I'm certain most players will change anyway)

    What if the loadout system was done through armor? Maybe as a single piece, for the sake for simplicity.

    Imagine opening your inventory and seeing a chestpiece named "Vanguard Cuirass", "Scout Jack", "Battle Medic Robes", etc. And in the set bonus of the item you see the same stat adjustments present in the current system.

    What do you all think? Would this be a bit more intuitive?
    Edited by Marto on December 7, 2025 7:48AM
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • SeaGtGruff
    SeaGtGruff
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    Doesn't matter.

    If ZOS is not working for fix normal live Cyrodiil then they're not really trying and not doing their jobs.

    Besides that, performance in the last vengeance instance was horrible, even with fewer players than normal live greyhost.

    And we all know that due to the limited rule sets and gear sets that vengeance will NEVER be anything like normal live cyrodiil was at any time in it's past.

    Well, they already made the announcement.They cannot 100% can not fix grey host so they are going to decide whether to leave greyhost as is and add vengeance or take grey host out of them game and add 2 vengeance campaigns that is pvp end game now

    I'm hoping they keep Gray Host (as it now is) as an option alongside Vengeance. They've already said that that's what they'd prefer to do. Maybe they haven't made a final decision yet, but it's interesting that the Rewards for the Worthy we're getting by participating in the Vengeance test contain the usual Cyrodiil set gear. If they do decide to remove Gray Host entirely, all of that Cyrodiil set gear will be meaningless, at least as far as using it in Cyrodiil.
    I've fought mudcrabs more fearsome than me!
  • shadyjane62
    shadyjane62
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    Radiate77 wrote: »
    I don’t feel like fights in Vengeance are fast enough, and not having Subclassing, are the two reasons I hopped out of the campaign after a few hours and don’t plan on going back.

    We spent all this time making new “classes” with Subclassing, and we can’t even use them in Vengeance. It blows my mind that the year’s major system would be stripped away in the one place people wouldn’t complain about it.

    The main reason I love Vengeance is we don't get one shot like this player would do with all his advanced gear and weapons not to mention the ball group type support with healing.

    The only PVP I play these days is Vengeance. And yes, Zergs are great fun. So nice to see all those "super" players on a somewhat level playing field.

    BTW a lot of us don't think much of subclassing.
  • SaffronCitrusflower
    SaffronCitrusflower
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    ToddIngram wrote: »
    Same as every other iteration of vengeance. It's just a zerg fest. Nothing else matters.

    If this is the future of ESO PvP the future of ESO PvP is dead.

    Yep, no more vengeance for me. Never again. And it doesn't matter anyway.

    If they can't make live Cyrodiil PvP work correctly they can't do it with vengeance either.
  • Vulkunne
    Vulkunne
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    Theignson wrote: »
    This iteration of Vengeance is an improvement. There is a noticeable increase in damage and build variety.

    Had some great fights-- not zerg fests, but real battles. Last night DC and EP one bar, that is still more than the usual 2 bars on live. About 30 EP tried to re-take Chal, Got through the outer and the real battle began. Lots of pure melee with small groups of DC.

    This was fighting more like PvP in 2017-2018. No unkillable tanks, no immortal 3, 4, 6 or 12 man groups. No over-performing proc sets carrying groups. If you over committed, you would die most times. You had to be fast on your back bar and defend as well as attack. Combinations could kill people and skill made a difference
    EP got a postern down but DC eventually won. They outplayed EP. Lots of 1v1 and small group battles on the walls.

    Sure there is still lots that needs improvement, oils are too strong, etc etc. Sure I miss my builds, I miss my CP. But this is the most fun for a long time in actual battles. I saw several other old timers and experienced PvPers. Did not see the usual ballgroups and small groups. They should try it and get away form the old, stale, boring, RoA/VD/Charm meta that has ruined PvP. Groups do make a difference here. With the increased damage builds (using the "scout" load out) even 2v1 can dissolve you quickly if you don't react fast.

    Agreed. I was in the mix somewhere there and also had a great time. It was nice to feel free to engage other players without worrying about builds and other specific things like bombers and DarkC/RoA (in general). I chose my faction a little bit better this time and took a little extra time to make better decisions when fighting and it all turned to gold. No bombers or ball groups was wonderful. I know it was kind of lackluster as far as builds and sets and such were concerned, but what made it great was everyone fighting based on their ability and not OP performance meta builds and groups just walking over everyone else with a computer doing the work for them.

    Several times I took on, well one group in particular and it was nice to be able to fight against them, watch them fall sometimes instead it just being an automatic death sentence for anyone wanting to PvP against them. Watching them hesitate as I 'approached' was refreshing. They and their guild leader probably had forgotten what it was like to actually PvP instead of mindless deadbeat repetition in their silly group, always on their terms and them winning perhaps 98% of the time, mocking everyone else in zone (which they have been known to do). Several times that night, their lofty Guild Leader fled during the fighting (Roe, Brk, Chal) and abandoned his group. Again, he runs at the prospect of facing me in a fair fight. So let him he keep on running. They scattered and we took our time cutting them down, again and again. Justice was served.

    If nothing else, we'd never know the difference if it wasn't for Vengeance. ZOS, for what it's worth, for me, this Vengeance experience has been a real eye opener, its offered a change in PvP culture that was sorely needed, you shook things up and so we were able to get a fair shake instead of always getting stomped on by these folks that no one can question or PvP against. For this you have my personal thanks and gratitude, and I hope the test helps in the way of moving things forward.

    ngvnxve2m0r5.png
    Edited by Vulkunne on December 7, 2025 7:16PM
    All I'm doing is kneading the dough. I don't need your help right now. -Infamous Khajiti Chef
  • Radiate77
    Radiate77
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    Radiate77 wrote: »
    I don’t feel like fights in Vengeance are fast enough, and not having Subclassing, are the two reasons I hopped out of the campaign after a few hours and don’t plan on going back.

    We spent all this time making new “classes” with Subclassing, and we can’t even use them in Vengeance. It blows my mind that the year’s major system would be stripped away in the one place people wouldn’t complain about it.

    The main reason I love Vengeance is we don't get one shot like this player would do with all his advanced gear and weapons not to mention the ball group type support with healing.

    The only PVP I play these days is Vengeance. And yes, Zergs are great fun. So nice to see all those "super" players on a somewhat level playing field.

    BTW a lot of us don't think much of subclassing.

    It’s a bit of a stretch to read a desire to 1-shot players from just wanting fights to be faster…

    I like the way our perks have trade-offs so you can’t be an unkillable tank with unbelievable damage. Maybe these should be stronger, along with their associative drawbacks.

    And on Subclassing… there are a lot more of us who like Subclassing and are likely not participating because they can’t even bring in an iteration of their character when there’s no reason they shouldn’t be allowed to.

    You can’t buff/debuff stack in Vengeance, and there are no overloaded passives to take advantage of.

    This is the ideal environment for a balanced Subclassing.
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