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Elephant in the Room - The End-Game PVP Culture is Declining. How Can ZOS Mitigate This?

  • i11ionward
    i11ionward
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    Turtle_Bot wrote: »
    I do want to add though, the current WardenBladeX build (where X is just insert 3rd skill line of choice) that plagues PvP needs addressing. Solving Charm will fix most of the warden aspect of this build, but the elephant in the room with this build is the Assassination skill line. This skill line needs massive nerfs to it's insane crit chance bonuses (that makes it a mandatory skill line for DPS in both PvE and PvP) and the removal of firing multiple bow procs back to back that are basically ultimate level abilities, but without the long build up time (30s+) that ultimates are supposed to have.

    Honestly, while the Assassination skill line shows up in almost every build and can feel repetitive or annoying, I actually like the amount of damage it brings. For the first time in years, I’m seeing some of the BG veterans — the ones who used to tank five people and still counterkill — actually having a hard time surviving against 2–3 opponents. That’s a healthy shift, in my opinion.

    As long as healing stays as overtuned as it currently is, I really don’t think the Assassination line needs damage nerfs. If anything, I’d rather see more skill lines brought up to its level, instead of dragging this one down.

    And also, @Turtle_Bot, I’m assuming you’re an experienced player — you’ve definitely noticed that, against mid- to high-skill players, maybe 1 out of 4 bow procs actually lands for meaningful damage. Most people just dodge or block them. Looking at bow procs against below-average players doesn’t make sense either, because those players die with or without them. So to me, the whole “bow proc problem” is pretty overblown.
  • AD_ThisIsTheWay
    AD_ThisIsTheWay
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    i11ionward wrote: »
    Honestly, while the Assassination skill line shows up in almost every build and can feel repetitive or annoying, I actually like the amount of damage it brings. For the first time in years, I’m seeing some of the BG veterans — the ones who used to tank five people and still counterkill — actually having a hard time surviving against 2–3 opponents. That’s a healthy shift, in my opinion.

    @i11ionward I really appreciate and respect your optimistic perspective here. We should ABSOLUTELY be speaking highly about the positive things subclassing has done for the meta. It isn't all bad. The changes have definitely made the game refreshing.

    Edited by AD_ThisIsTheWay on November 21, 2025 5:09PM
    PS5 | NA
  • Turtle_Bot
    Turtle_Bot
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    i11ionward wrote: »
    Turtle_Bot wrote: »
    I do want to add though, the current WardenBladeX build (where X is just insert 3rd skill line of choice) that plagues PvP needs addressing. Solving Charm will fix most of the warden aspect of this build, but the elephant in the room with this build is the Assassination skill line. This skill line needs massive nerfs to it's insane crit chance bonuses (that makes it a mandatory skill line for DPS in both PvE and PvP) and the removal of firing multiple bow procs back to back that are basically ultimate level abilities, but without the long build up time (30s+) that ultimates are supposed to have.

    Honestly, while the Assassination skill line shows up in almost every build and can feel repetitive or annoying, I actually like the amount of damage it brings. For the first time in years, I’m seeing some of the BG veterans — the ones who used to tank five people and still counterkill — actually having a hard time surviving against 2–3 opponents. That’s a healthy shift, in my opinion.

    As long as healing stays as overtuned as it currently is, I really don’t think the Assassination line needs damage nerfs. If anything, I’d rather see more skill lines brought up to its level, instead of dragging this one down.

    And also, @Turtle_Bot, I’m assuming you’re an experienced player — you’ve definitely noticed that, against mid- to high-skill players, maybe 1 out of 4 bow procs actually lands for meaningful damage. Most people just dodge or block them. Looking at bow procs against below-average players doesn’t make sense either, because those players die with or without them. So to me, the whole “bow proc problem” is pretty overblown.

    @i11ionward One of the issues I have with the Assassination line as a whole, is that it's stale, but that's not the only issue I have with the line.

    Being Stale:
    In PvP, we have seen NBs everywhere, ever since the class got completely overhauled (giga-buffed) in U35, with the only (very brief) reprieve being during U41 when Hardened Ward got mega buffed (which has since been nerfed to even weaker than pre-U41). PvE used to be a nice respite from seeing NB (assassination) everywhere, but since sub-classing was introduced we have also been seeing NB everywhere in PvE as well (well alongside beam, but it's still NB/Assassination).

    It's time for NB to face the same nerf hammer that the rest of the classes have been forced to cycle through over the past 5 years to finally cycle that class out of the meta and bring some fresh playstyles into the game (DoTs/Pressure, Bash, Brawlers, etc.), especially for PvP, and a big part of that is adjusting Assassination and Spec Bow in particular.

    Other issues with Assassination:
    People complained during the U46 PTS about Storm Calling being too strong for having a mix of Offense and Defense power in the one skill line, but Assassination has that same mix of power, turned up to the extreme.

    Assassination is significantly stronger that Storm Calling because it not only buffs damage in a way that no other skill line can (via crit chance, crit damage and massive unique damage done/taken modifiers), but it also buffs the already overpowered healing on top of this. It is so strong compared to other mixed lines because healing gets buffed even more than damage does by those same crit stats because there's no healing mitigation stat in this game like there is armor/percent bonuses/blocking for damage taken. This is why Healthy Offering seemed so overpowered pre-U46 despite being a reskinned Honor the Dead on paper, it was being buffed like crazy by the crit passives from Assassination that no other class had access to within their skill lines.

    There's a reason crit chance outside of the named buffs are supposed to be super hard to get in ESO and even more so in PvP. This stat is the strongest stat in the game and it is that strong for both damage and healing, the later of which does not need any such buffs.

    As for Spec bow in particular:
    It's the combination of everything that ability has.
    - It has the highest base and scaling co-efficient in the entire game.
    - It gets to stack up multiple procs to fire off back to back to back and the stacks last indefinitely (in PvE) and for a long enough duration in PvP, meaning there's no thought/skill involved in building up at the right time, just build and hold for the combo.
    - It gets one of the best named buffs in the game, that being Major Prophecy/Savagery, that buffs both healing and damage significantly, just for slotting it on either bar, not even having to use it.
    The above would be more than strong enough of an ability on its own, but this ability also gets a free burst heal on-top of everything listed above.

    Spec bow is quite literally the 1 button do everything ability that players were claiming ward used to be. To give an example, I have been using Spec Bow as my sole burst heal in PvE, no need for another heal, barely any need for pale order either when playing solo due to how frequently bow can be cast and how much it heals for on top of how much damage it does meaning I don't need to waste a damage GCD or bar slot on a burst Heal like I would if not using Spec bow. This is absurd power for a single ability to have and is only really matched (in PvE) by Arc Beam, which is also getting a lot of complaints about it because it's so strong for DPS while also providing very strong defensive utility on top of that massive damage.

    While I appreciate the higher damage of recent patches, there are some abilities and skill lines that take even this aspect too far or do so in ways that also unintentionally buff healing on top of this. This is why I have issues with Assassination line as a whole and Spec Bow in particular and it is why we are seeing this line on nearly every single build across both PvE and PvP. Other lines need bringing up, sure, but not to the level of Assassination/Spec Bow.

    Imo, Aedric Spear is about the level that I would like to see DPS lines be brought up to and Assassination nerfed down to, where they provide strong DPS options, and some unique defensive options for the characters using those lines for different playstyles, but nothing that is so universally strong/universally buffs aspects across multiple roles in the game as crit chance.

    We also need to remember that Spec Bow was originally balanced around never having access to other delayed burst to stack with it, but sub-classing has completely eliminated this designed balance factor to Spec Bow, while ZOS failed to rework Spec bow to account for losing this balance aspect when they introduced sub-classing.

    There's a lot ZOS can do to balance Spec bow and Assassination while keeping damage high.
    - Make the crit passives/secondary effects only work for damage, not healing (this removes the unnecessary, and probably unintended, buffs this line gives to healing).
    - Remove the burst heal from Bow proc and make the stacks fall off after a shorter duration (20 seconds max), (this introduces skill in actually building up and timing the burst).
    - Adjust some of the percent damage modifiers (incap, concealed, etc) to have their current max values only apply to Assassination/NB skills, and only at half values for non-NB abilities/damage (this limits the generic buff everything that Assassination currently grants sub-classed builds).

    These changes would barely hit pure NB too, since the damage remains the same, healing will need to be slightly adjusted, but this can be done with changes to the Siphoning line, which appears to be NBs designated healing line.
  • Sluggy
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    Theignson wrote: »
    Durham wrote: »
    ESO PvP Is in Decline


    Ball Groups Are Out of Control

    The biggest elephant in the room is the state of ball groups.
    Stacked heals, stacked buffs, stacked shields — it’s all gotten ridiculous. They can sprint through an entire keep, wipe entire factions of people without breaking much of a sweat, and shrug off entire factions because the sheer amount of layered defensive power is unlike anything else in the game.

    There is no counterplay anymore. Except for another ball group and even that most of the time ends in a stalemate. It’s not even about skill at this point — it’s about stacking mechanics to the point of absurdity.

    Speed Creep Has Broken Combat

    ESO was always a game where line of sight mattered more than raw mitigation. But now?

    People are zooming around keeps at speeds that simply break the intended flow of combat. (Remember when people actually using Gap closers) When the best defense is to outrun and LOS faster than abilities can even register, something has gone very wrong. Speed creep is outpacing the fundamental design of the game.


    I’m saying it because I care about it. Many of us do— but it’s hard to keep defending a game mode that the developers seem reluctant to support.

    There is something very strange about speed in the current PvP. Let's review this.

    Run speed is 100%, sprint is 140%. The speed cap is 200%.

    It is almost impossible to get to the speed cap without sprinting: Major= 30%, minor 15%, 3 swift 21%, celerity 10%. Without spring you are at 176%, not capped even with those build concessions (sacrificing 3 enchants and one red CP) But these players are at 200%.
    Here's the thing: they need sprint...but...you cannot cast abilities when sprinting. These players are running super fast yet using abilities all the time.
    My orc NB has 10% orc bonus to spring, 9% medium armor bonus to spring, equips major and minor and sometimes 1-2 swift and sometimes celerity. He is at the cap but frequently just cannot catch these players eg in towers.

    *ding ding ding*

    Would you like to take a vowel?
  • Sluggy
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    Very interesting comments in this thread guys. I'm glad to see everyone sharing their opinions and input.

    I must say though, my intention for this thread wasn't to get bogged down fully into the mechanics of the meta, or discuss certain types of gear or abilities that are problematic. I hear you that lots of things need to be addressed in terms of evening out the combat, especially after subclassing has been introduced.

    My intention for this thread was to discuss the bigger picture. Where is PVP going? How can we keep it interesting? How can we evolve the PVP systems and game modes entirely to keep up in the current climate of videogaming? Because currently, with what is happening now, it has gotten very stale. It needs to be refreshed. It needs to be shiny and attractive for the new players and veterans alike. I fear that if significant changes don't happen, the population will continue to decline.

    So please, lets open this thread up to discuss more BIG PICTURE ideas. Does anyone like my idea of the coliseum mode? See my prior thoughts:

    So in conclusion, here are the things that I would absolutely love to see for Bgs.

    - New maps, a lot more please.
    - An overhaul of the PVP ranking system in bgs
    - A new ranked mode for bgs that implements a tier system
    - New rewards that can be earned by winning and leveling your rank in bgs
    - Lastly, a brand new game mode for the hardcore end-game pvpers who want to become legends (we could call it the coliseum or something)! A league that requires you to officially register a team and advance up the bracket. There could be seasons for the league that reset after a set period of time.

    The problem I see, and probably many others as well, is that none of those things mean anything if the core gameplay isn't rewarding in and of itself. I haven't played in a month or so but I doubt it's any different and likely worse. There's a great game deep down there that has been able to flourish despite the mismanagement. But it's gotten to the point that it's no longer accessible for most - even the ones that do it on the regular. And even if it is, how many are really having that much fun? From what I read above even the winners aren't in some cases. Add to that all of the technical issues, exploits, and general disagreement of the community itself on what they'd like to see the game be and it's no wonder PvP has come to this. The population isn't in decline. It's gone. One camp that barely hits the limit during primetime at the lowest population in the history of the game is the very definition of a dead game (or game mode in this case, at least).

    Edited by Sluggy on November 23, 2025 3:24AM
  • AD_ThisIsTheWay
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    Sluggy wrote: »
    The problem I see, and probably many others as well, is that none of those things mean anything if the core gameplay isn't rewarding in and of itself. I haven't played in a month or so but I doubt it's any different and likely worse. There's a great game deep down there that has been able to flourish despite the mismanagement. But it's gotten to the point that it's no longer accessible for most - even the ones that do it on the regular. And even if it is, how many are really having that much fun? From what I read above even the winners aren't in some cases. Add to that all of the technical issues, exploits, and general disagreement of the community itself on what they'd like to see the game be and it's no wonder PvP has come to this. The population isn't in decline. It's gone. One camp that barely hits the limit during primetime at the lowest population in the history of the game is the very definition of a dead game (or game mode in this case, at least).

    Yeah I hear you on a lot of what you just said. And I do agree that PVP is pretty much DEAD in cyro since I see zero bars all the time.

    But that being said, speaking on behalf of the BG community on PSNA, there are still A LOT of active players in the BG community. I am still an active player, and at the moment my wait time in between queues is often less than 2 minutes.

    At least, for what I see on PS5, the BG community still appears to be going strong. A lot stronger than in CYRO or IC.

    Finally, for the record... I just want to say... I AM STILL HAVING FUN. For me, the fun isn't buried "deep down there", or "inaccessible". I am still very much having a great time in BGs. Especially every time I execute a nightblade ;). Currently I'm working on a new dragon knight build.

    For me, there is still a plethora of fun to be had in the small scale combat, especially when you are working with a team and getting super competitive. I just wish ZOS would incentivize more people to enter BGs and add more refreshing content. That's all.
    Edited by AD_ThisIsTheWay on November 24, 2025 5:02AM
    PS5 | NA
  • Sluggy
    Sluggy
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    Sluggy wrote: »
    The problem I see, and probably many others as well, is that none of those things mean anything if the core gameplay isn't rewarding in and of itself. I haven't played in a month or so but I doubt it's any different and likely worse. There's a great game deep down there that has been able to flourish despite the mismanagement. But it's gotten to the point that it's no longer accessible for most - even the ones that do it on the regular. And even if it is, how many are really having that much fun? From what I read above even the winners aren't in some cases. Add to that all of the technical issues, exploits, and general disagreement of the community itself on what they'd like to see the game be and it's no wonder PvP has come to this. The population isn't in decline. It's gone. One camp that barely hits the limit during primetime at the lowest population in the history of the game is the very definition of a dead game (or game mode in this case, at least).

    Yeah I hear you on a lot of what you just said. And I do agree that PVP is pretty much DEAD in cyro since I see zero bars all the time.

    But that being said, speaking on behalf of the BG community on PSNA, there are still A LOT of active players in the BG community. I am still an active player, and at the moment my wait time in between queues is often less than 2 minutes.

    At least, for what I see on PS5, the BG community still appears to be going strong. A lot stronger than in CYRO or IC.

    Finally, for the record... I just want to say... I AM STILL HAVING FUN. For me, the fun isn't buried "deep down there", or "inaccessible". I am still very much having a great time in BGs. Especially every time I execute a nightblade ;). Currently I'm working on a new dragon knight build.

    For me, there is still a plethora of fun to be had in the small scale combat, especially when you are working with a team and getting super competitive. I just wish ZOS would incentivize more people to enter BGs and add more refreshing content. That's all.

    I'm glad you are having fun! Sometimes I log in and have it too and that's really the reason I bother posting or logging in at all anymore.

    Those times are hard to find now for me. And I've given up on trying to bring others into this game mode because, as I said, it's mostly inaccessible anymore. A casual night with a new person in Cyrodiil feels like taking someone into the sweatiest Unreal Tournament competitive lobby in the world. I'll be the first to say that I like high skill ceilings and I don't want a dumbed down game but we all know that it's just gotten totally out of hand, especially with how well group works now. There's a lot I didn't like about vengeance but at least I knew I could walk out there with zero prep and have a fighting chance against anyone. But it seemed doomed from the very start. There wasn't enough velocity and it seems the general community rejected it so they've likely just halted it at this point. Fair enough but I'd say we've pretty much killed our own last chance at ever seeing a real concerted effort by ZoS.
  • AD_ThisIsTheWay
    AD_ThisIsTheWay
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    Sluggy wrote: »
    Fair enough but I'd say we've pretty much killed our own last chance at ever seeing a real concerted effort by ZoS.

    I hope you are wrong. I sincerely do! I've put in too many hours at this game to lose hope haha.

    PS5 | NA
  • Turtle_Bot
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    Well, it looks like they have made a start on what I said needed to happen regarding Vengeance:
    • Lastly for Vengeance, a few things here.
      • ZOS needs to confirm (and stick to this) that vengeance is just tests and won't be "the final product" or at most will be an option for cyrodiil (ideally a "learner" cyrodiil for new players to learn PvP basics).
      • ZOS needs to speed up these tests so they don't drag on too long.
      • ZOS needs to do balancing for live Cyrodiil in the meantime so PvP doesn't die completely while waiting for the results of these tests to produce outcomes.

    Forum Link below:
    https://forums.elderscrollsonline.com/en/discussion/685603/community-update-vengeance-testing-cyrodiil/p1

    They have confirmed that Vengeance is (as per their stated goals) now going to be (ideally) an option at most, to be ran alongside Greyhost (and apparently a new "mini-cyrodiil" mode that is like a mix of BGs and Cyrodiil but with full greyhost ruleset). They definitely need to stick with this though and ideally not let greyhost (or vengeance) just rot balance wise.

    They also acknowledged the tests dragging on too long and have stated their plans regarding future tests for next year (including healing vs damage tests). They have also shared a few results of the previous tests and the actual population caps in Cyrodiil (360 total/120 per faction for live, 900 total/300 per faction for vengeance) with us too which was really nice to see.

    The last thing that remains unaddressed is my third point: Balancing Live alongside the tests/vengeance so that the tests aren't in vain.
    This is still up in the air since it seems most of the combat balance team is tied up with vengeance currently (and less people available due to microsofts recent layoffs).

    Also note that the above linked forum thread is stated (by ZOS themselves) to be in addition to the 3rd PvP FAQ update, not a replacement for it. So that FAQ should still be coming soon (tm).

    Honestly (cynicism/skepticism aside), as much as ZOS has messed up over the years, these early signs/communications under the new leadership (open and honest communication about the writhing wall event mess up, and now this for vengeance including sharing some of the results/data graphs) have been a really nice step in the right direction so kudos to ZOS where it is due. Hopefully it continues and is built upon, even though it will take a lot of time and rolling with the punches to push through the cynicism/skepticism of the player base that has built up through the years as a result of the many decisions made in the past.
  • Lucasl402
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    Turtle_Bot wrote: »
    Well, it looks like they have made a start on what I said needed to happen regarding Vengeance:
    • Lastly for Vengeance, a few things here.
      • ZOS needs to confirm (and stick to this) that vengeance is just tests and won't be "the final product" or at most will be an option for cyrodiil (ideally a "learner" cyrodiil for new players to learn PvP basics).
      • ZOS needs to speed up these tests so they don't drag on too long.
      • ZOS needs to do balancing for live Cyrodiil in the meantime so PvP doesn't die completely while waiting for the results of these tests to produce outcomes.

    Forum Link below:
    https://forums.elderscrollsonline.com/en/discussion/685603/community-update-vengeance-testing-cyrodiil/p1

    They have confirmed that Vengeance is (as per their stated goals) now going to be (ideally) an option at most, to be ran alongside Greyhost (and apparently a new "mini-cyrodiil" mode that is like a mix of BGs and Cyrodiil but with full greyhost ruleset). They definitely need to stick with this though and ideally not let greyhost (or vengeance) just rot balance wise.

    They also acknowledged the tests dragging on too long and have stated their plans regarding future tests for next year (including healing vs damage tests). They have also shared a few results of the previous tests and the actual population caps in Cyrodiil (360 total/120 per faction for live, 900 total/300 per faction for vengeance) with us too which was really nice to see.

    The last thing that remains unaddressed is my third point: Balancing Live alongside the tests/vengeance so that the tests aren't in vain.
    This is still up in the air since it seems most of the combat balance team is tied up with vengeance currently (and less people available due to microsofts recent layoffs).

    Also note that the above linked forum thread is stated (by ZOS themselves) to be in addition to the 3rd PvP FAQ update, not a replacement for it. So that FAQ should still be coming soon (tm).

    Honestly (cynicism/skepticism aside), as much as ZOS has messed up over the years, these early signs/communications under the new leadership (open and honest communication about the writhing wall event mess up, and now this for vengeance including sharing some of the results/data graphs) have been a really nice step in the right direction so kudos to ZOS where it is due. Hopefully it continues and is built upon, even though it will take a lot of time and rolling with the punches to push through the cynicism/skepticism of the player base that has built up through the years as a result of the many decisions made in the past.

    Ya, that's nice. ZOS says a lot of things. What did we get out of the months of condition tests they forced us to play about 3 years ago? Nothing. They walked away after those tests and never did anything with the data except stealth lower the pop cap a few times.

    Edited by Lucasl402 on November 25, 2025 3:16AM
  • MincMincMinc
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    Turtle_Bot wrote: »
    A bonus of replacing the below 50 campaign is that it would remove a lot of the "players" who have maxed out level 45-49 gear and just constantly reroll characters to farm actual new players who step into that campaign who likely would only have mixed overland sets at best.

    Actually the strongest lowbie characters are lvl 32-36 when scaling is the strongest at the same time skills just leveled. You actually get significantly weaker after lvl40. Even being in lowbie when you hit CP and can swap over to full golded monster CP gear you are going to be weaker than anyone who knows how to play a setup lvl32-36 build.

    All the lowbie guilds moved to nocp a couple years ago leaving bwb/kyne as a wasteland for a handful of new players to be bored in. Recently in the past year or two all the nocp and formerly lowbie guilds all made the move to greyhost since it is the last place with consistent population. Both learning campaigns are now barren and without steady population all day are susceptible to map flipping causing factions to stay logged out multiple days in a row. Cyrodil was never designed to be under 300players per faction at all times. They never built in failsafes to protect the integrity of the campaign when a massive population imbalance occurs. Which only leads to dying servers dying exponentially when it starts to happen. Given the learning environments were ignored for 7+ years, its no surprise the population is going down.

    Quite literally like watching a sinking fleet of ships and greyhost is the last ship. This supposed mid-sized campaign is just going to be a life raft which wont support the ballgroup popularity contest that is going to plague it.
    Edited by MincMincMinc on November 25, 2025 3:57PM
    Zos should hire pvp consultants
  • Rogue_Coyote
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    Maybe it's just my experience and my groups experience, but for some odd reason we are finding that 9/10 times, serious game breaking lag (to the point of rubber banding and skills not working) only seems to happen when certain DC ballgroups show up, or certain small scale DC tower humpers appear. It can be seen at keep fights easily. AD could be faction fighting EP at Lessy no problem, skills work fine both sides are doing well then all of a sudden the fps drops to 15 and lookie here, here comes the DC ball.
    Raid lead actually caught on and now we actively watch for it. It's a tell tale sign they are arriving, or in the keep we are looking to defend. Daily. Nightly.
  • MincMincMinc
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    Maybe it's just my experience and my groups experience, but for some odd reason we are finding that 9/10 times, serious game breaking lag (to the point of rubber banding and skills not working) only seems to happen when certain DC ballgroups show up, or certain small scale DC tower humpers appear. It can be seen at keep fights easily. AD could be faction fighting EP at Lessy no problem, skills work fine both sides are doing well then all of a sudden the fps drops to 15 and lookie here, here comes the DC ball.
    Raid lead actually caught on and now we actively watch for it. It's a tell tale sign they are arriving, or in the keep we are looking to defend. Daily. Nightly.

    Its just ticks per second, ball groups create the most ticks and are actually incentivized to do so. Do we really think its smart to have all these group sets that demand you spam aoe over time effects as much as possible? Really think about the proc conditions for sets like rallying cry or transmutation.

    a single target heal ticks once
    an aoe heal could tick once per player = 12 ticks
    an aoe over time heal could tick once per player per tick so imagine 10 ticks and we are at 120 ticks

    Slap on just 10 procs that could trigger off of said event each skill cast (enchants, CC, set bonuses, etc)
    1 tick becomes 10
    12 ticks become 120
    120 ticks become 1200

    Its not rocket science. If you keep making game design choices that favor the worst contributors to lag, you will get lag. Why does the game lag less during MyM.....the servers are full of noobs that only do a few ticks per cast instead of the servers being full of veteran pvp ball groups doing 1200 ticks per second.
    Zos should hire pvp consultants
  • Sluggy
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    Sluggy wrote: »
    Fair enough but I'd say we've pretty much killed our own last chance at ever seeing a real concerted effort by ZoS.

    I hope you are wrong. I sincerely do! I've put in too many hours at this game to lose hope haha.

    Apparently, I am. I just saw the post about the upcoming tests for next month. Considering how silent they've been and how closely they've kept their cards to their chest, that post was surprisingly forthcoming. Overall it doesn't sound like news that anyone wanted to hear but at the very least it was news.
  • YandereGirlfriend
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    Theignson wrote: »
    Unfortunately there are various speed hack tools out there and it's very hard to prove if people use it.

    Also you can simply sprint let go of sprint for a split second, cast and re-sprint.

    Players will also do this around the resource tick timer so sprinting doesnt impact their resource gain. ZOS could fix this by ensuring that if a player was sprinting at any time between the last tick being calculated and the new tick calculation the resources are adjusted but that requires a code change. (same with blocking).

    How do they know when the resource tick timer is up, is that an addon?

    I have heard about speed hacks. I have also heard that controller users have an input device that can automate things like heals, breakfree and light attack /skill/bash weaving. Although this device has been named on this board, I will not name it because I suspect that is frowned upon. But if you see people who are constantly running top speed, immediately break all CC, perfectly heal, and on recap perfectly execute their weaving, that may be why.

    (a perfect weave is when light attack, skill and bash all land within .1 seconds. In combat with the chaos and movement and defense this is hard to achieve every time for human players. In other words the standard deviation of the time between light attack and skill firing is much higher than if a controller device with a macro does it. People who say this is no advantage in Pvp, due to lag, are not correct. The lag affects the human and the macro equally, but the macro will still do more damage per unit time due to perfect weaving)

    The server only checks your state at fixed intervals so if you have decent ping and enough APM you can micro-Sprint during the un-checked periods and then ease-up and get a cast in before it tolls again.
    Turtle_Bot wrote: »
    Well, it looks like they have made a start on what I said needed to happen regarding Vengeance:
    • Lastly for Vengeance, a few things here.
      • ZOS needs to confirm (and stick to this) that vengeance is just tests and won't be "the final product" or at most will be an option for cyrodiil (ideally a "learner" cyrodiil for new players to learn PvP basics).
      • ZOS needs to speed up these tests so they don't drag on too long.
      • ZOS needs to do balancing for live Cyrodiil in the meantime so PvP doesn't die completely while waiting for the results of these tests to produce outcomes.

    Forum Link below:
    https://forums.elderscrollsonline.com/en/discussion/685603/community-update-vengeance-testing-cyrodiil/p1

    They have confirmed that Vengeance is (as per their stated goals) now going to be (ideally) an option at most, to be ran alongside Greyhost (and apparently a new "mini-cyrodiil" mode that is like a mix of BGs and Cyrodiil but with full greyhost ruleset). They definitely need to stick with this though and ideally not let greyhost (or vengeance) just rot balance wise.

    They also acknowledged the tests dragging on too long and have stated their plans regarding future tests for next year (including healing vs damage tests). They have also shared a few results of the previous tests and the actual population caps in Cyrodiil (360 total/120 per faction for live, 900 total/300 per faction for vengeance) with us too which was really nice to see.

    The last thing that remains unaddressed is my third point: Balancing Live alongside the tests/vengeance so that the tests aren't in vain.
    This is still up in the air since it seems most of the combat balance team is tied up with vengeance currently (and less people available due to microsofts recent layoffs).

    Also note that the above linked forum thread is stated (by ZOS themselves) to be in addition to the 3rd PvP FAQ update, not a replacement for it. So that FAQ should still be coming soon (tm).

    Honestly (cynicism/skepticism aside), as much as ZOS has messed up over the years, these early signs/communications under the new leadership (open and honest communication about the writhing wall event mess up, and now this for vengeance including sharing some of the results/data graphs) have been a really nice step in the right direction so kudos to ZOS where it is due. Hopefully it continues and is built upon, even though it will take a lot of time and rolling with the punches to push through the cynicism/skepticism of the player base that has built up through the years as a result of the many decisions made in the past.

    Assuming that they don't actually do Option 2 (e.g. nuke Grey Host) then I would agree with you that there is reason for optimism.

    Certainly, we have seen more transparency in the short time that the new leadership has been in place than we had received for the last many years prior to their arrival.
    Maybe it's just my experience and my groups experience, but for some odd reason we are finding that 9/10 times, serious game breaking lag (to the point of rubber banding and skills not working) only seems to happen when certain DC ballgroups show up, or certain small scale DC tower humpers appear. It can be seen at keep fights easily. AD could be faction fighting EP at Lessy no problem, skills work fine both sides are doing well then all of a sudden the fps drops to 15 and lookie here, here comes the DC ball.
    Raid lead actually caught on and now we actively watch for it. It's a tell tale sign they are arriving, or in the keep we are looking to defend. Daily. Nightly.

    Its just ticks per second, ball groups create the most ticks and are actually incentivized to do so. Do we really think its smart to have all these group sets that demand you spam aoe over time effects as much as possible? Really think about the proc conditions for sets like rallying cry or transmutation.

    a single target heal ticks once
    an aoe heal could tick once per player = 12 ticks
    an aoe over time heal could tick once per player per tick so imagine 10 ticks and we are at 120 ticks

    Slap on just 10 procs that could trigger off of said event each skill cast (enchants, CC, set bonuses, etc)
    1 tick becomes 10
    12 ticks become 120
    120 ticks become 1200

    Its not rocket science. If you keep making game design choices that favor the worst contributors to lag, you will get lag. Why does the game lag less during MyM.....the servers are full of noobs that only do a few ticks per cast instead of the servers being full of veteran pvp ball groups doing 1200 ticks per second.

    Also add-ons!

    Ballgroups are typically powerusers of add-ons, with entire custom suites that are not found on ESOUI (and that also frequently shirk abiding by ESOUI best programming practices), and use them to track even the most obvious L2P stats and buffs and all of that information has to be queried from the server and then laundered back and forth via the server to share between the various players.

    I've said it before and I'll say it again that the average Cyrodiil player would be both shocked and scandalized at the degree of crutch that add-ons provide, enabling utility that strays FAR into what most would consider to be the territory of actual cheats.

    Anyone who values competitive PvP should be squarely on the train to ban add-ons entirely from PvP environments.
  • imPDA
    imPDA
    ✭✭✭
    Also add-ons!

    Ballgroups are typically powerusers of add-ons, with entire custom suites that are not found on ESOUI (and that also frequently shirk abiding by ESOUI best programming practices), and use them to track even the most obvious L2P stats and buffs and all of that information has to be queried from the server and then laundered back and forth via the server to share between the various players.

    I've said it before and I'll say it again that the average Cyrodiil player would be both shocked and scandalized at the degree of crutch that add-ons provide, enabling utility that strays FAR into what most would consider to be the territory of actual cheats.

    Anyone who values competitive PvP should be squarely on the train to ban add-ons entirely from PvP environments.

    Addons mostly operate on data already available in the client. For example, to track the buffs of an entire group, you need no data share at all, so the server is not involved. There is almost no API to query data from the server; rather, you listen for data the server sends you incrementally on its own, so it adds no overhead to the server. And the data share functionality that does add overhead was reworked in a recent update (it made addon authors rework all such addons) and now it is very unlikely to cause any lag.
  • AngryPenguin
    AngryPenguin
    ✭✭✭✭✭
    It's a mute point now. ZOS has all but stated they will be replacing grey host with vengeance. The PvE crowd won't ever take up PvP, and the PvP crowd won't play vengeance for more than a few hours til they get bored and never come back.

    [snip]
    [edited for petition/protest]
    Edited by ZOS_Icy on December 1, 2025 12:06PM
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    imPDA wrote: »
    Also add-ons!

    Ballgroups are typically powerusers of add-ons, with entire custom suites that are not found on ESOUI (and that also frequently shirk abiding by ESOUI best programming practices), and use them to track even the most obvious L2P stats and buffs and all of that information has to be queried from the server and then laundered back and forth via the server to share between the various players.

    I've said it before and I'll say it again that the average Cyrodiil player would be both shocked and scandalized at the degree of crutch that add-ons provide, enabling utility that strays FAR into what most would consider to be the territory of actual cheats.

    Anyone who values competitive PvP should be squarely on the train to ban add-ons entirely from PvP environments.

    Addons mostly operate on data already available in the client. For example, to track the buffs of an entire group, you need no data share at all, so the server is not involved. There is almost no API to query data from the server; rather, you listen for data the server sends you incrementally on its own, so it adds no overhead to the server. And the data share functionality that does add overhead was reworked in a recent update (it made addon authors rework all such addons) and now it is very unlikely to cause any lag.

    I agree with most of this.

    However, not everyone operates in good faith and uses the new method to facilitate their data-sharing. Add-on developers are always more inventive than ZOS is at finding and exploiting loopholes (as the original map pins debacle well illustrated). Particularly when there is a competitive advantage to be had. Which there very much is with PvP add-ons.

    ZOS is also extremely careless with the Combat Events that they allow (or, perhaps more accurately, do not know are being used...) add-on devs to listen for, which enables, among other things, perfect knowledge of when incoming enemy attacks are timed, etc. I do not think that any fair-minded player believes that such information, which would meet any casual definition of cheating, has any place in the game.

    Lastly, even though the new data-sharing library might be an improvement over what came before, short of a ZOS engineer chiming-in, we can only guess at its actual overhead, particularly in worst-case scenarios. Remember, everyone sagely tut-tutted that there was absolutely no way that map pins could degrade performance and folk tried very hard to gaslight players who said that it did. And then, wouldn't you guess, it turned out that it both can and did. Womp womp. Those same ZOS engineers even warned that overuse of the new framework could be grounds for shutting it down, which implies that they are aware that its potential cost might be higher than assumed, as well as of what might happen if unscrupulous authors, abuse or circumvent it.
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    Theignson wrote: »
    Unfortunately there are various speed hack tools out there and it's very hard to prove if people use it.

    Also you can simply sprint let go of sprint for a split second, cast and re-sprint.

    Players will also do this around the resource tick timer so sprinting doesnt impact their resource gain. ZOS could fix this by ensuring that if a player was sprinting at any time between the last tick being calculated and the new tick calculation the resources are adjusted but that requires a code change. (same with blocking).

    How do they know when the resource tick timer is up, is that an addon?

    I have heard about speed hacks. I have also heard that controller users have an input device that can automate things like heals, breakfree and light attack /skill/bash weaving. Although this device has been named on this board, I will not name it because I suspect that is frowned upon. But if you see people who are constantly running top speed, immediately break all CC, perfectly heal, and on recap perfectly execute their weaving, that may be why.

    (a perfect weave is when light attack, skill and bash all land within .1 seconds. In combat with the chaos and movement and defense this is hard to achieve every time for human players. In other words the standard deviation of the time between light attack and skill firing is much higher than if a controller device with a macro does it. People who say this is no advantage in Pvp, due to lag, are not correct. The lag affects the human and the macro equally, but the macro will still do more damage per unit time due to perfect weaving)

    The server only checks your state at fixed intervals so if you have decent ping and enough APM you can micro-Sprint during the un-checked periods and then ease-up and get a cast in before it tolls again.
    Turtle_Bot wrote: »
    Well, it looks like they have made a start on what I said needed to happen regarding Vengeance:
    • Lastly for Vengeance, a few things here.
      • ZOS needs to confirm (and stick to this) that vengeance is just tests and won't be "the final product" or at most will be an option for cyrodiil (ideally a "learner" cyrodiil for new players to learn PvP basics).
      • ZOS needs to speed up these tests so they don't drag on too long.
      • ZOS needs to do balancing for live Cyrodiil in the meantime so PvP doesn't die completely while waiting for the results of these tests to produce outcomes.

    Forum Link below:
    https://forums.elderscrollsonline.com/en/discussion/685603/community-update-vengeance-testing-cyrodiil/p1

    They have confirmed that Vengeance is (as per their stated goals) now going to be (ideally) an option at most, to be ran alongside Greyhost (and apparently a new "mini-cyrodiil" mode that is like a mix of BGs and Cyrodiil but with full greyhost ruleset). They definitely need to stick with this though and ideally not let greyhost (or vengeance) just rot balance wise.

    They also acknowledged the tests dragging on too long and have stated their plans regarding future tests for next year (including healing vs damage tests). They have also shared a few results of the previous tests and the actual population caps in Cyrodiil (360 total/120 per faction for live, 900 total/300 per faction for vengeance) with us too which was really nice to see.

    The last thing that remains unaddressed is my third point: Balancing Live alongside the tests/vengeance so that the tests aren't in vain.
    This is still up in the air since it seems most of the combat balance team is tied up with vengeance currently (and less people available due to microsofts recent layoffs).

    Also note that the above linked forum thread is stated (by ZOS themselves) to be in addition to the 3rd PvP FAQ update, not a replacement for it. So that FAQ should still be coming soon (tm).

    Honestly (cynicism/skepticism aside), as much as ZOS has messed up over the years, these early signs/communications under the new leadership (open and honest communication about the writhing wall event mess up, and now this for vengeance including sharing some of the results/data graphs) have been a really nice step in the right direction so kudos to ZOS where it is due. Hopefully it continues and is built upon, even though it will take a lot of time and rolling with the punches to push through the cynicism/skepticism of the player base that has built up through the years as a result of the many decisions made in the past.

    Assuming that they don't actually do Option 2 (e.g. nuke Grey Host) then I would agree with you that there is reason for optimism.

    Certainly, we have seen more transparency in the short time that the new leadership has been in place than we had received for the last many years prior to their arrival.
    Maybe it's just my experience and my groups experience, but for some odd reason we are finding that 9/10 times, serious game breaking lag (to the point of rubber banding and skills not working) only seems to happen when certain DC ballgroups show up, or certain small scale DC tower humpers appear. It can be seen at keep fights easily. AD could be faction fighting EP at Lessy no problem, skills work fine both sides are doing well then all of a sudden the fps drops to 15 and lookie here, here comes the DC ball.
    Raid lead actually caught on and now we actively watch for it. It's a tell tale sign they are arriving, or in the keep we are looking to defend. Daily. Nightly.

    Its just ticks per second, ball groups create the most ticks and are actually incentivized to do so. Do we really think its smart to have all these group sets that demand you spam aoe over time effects as much as possible? Really think about the proc conditions for sets like rallying cry or transmutation.

    a single target heal ticks once
    an aoe heal could tick once per player = 12 ticks
    an aoe over time heal could tick once per player per tick so imagine 10 ticks and we are at 120 ticks

    Slap on just 10 procs that could trigger off of said event each skill cast (enchants, CC, set bonuses, etc)
    1 tick becomes 10
    12 ticks become 120
    120 ticks become 1200

    Its not rocket science. If you keep making game design choices that favor the worst contributors to lag, you will get lag. Why does the game lag less during MyM.....the servers are full of noobs that only do a few ticks per cast instead of the servers being full of veteran pvp ball groups doing 1200 ticks per second.

    Also add-ons!

    Ballgroups are typically powerusers of add-ons, with entire custom suites that are not found on ESOUI (and that also frequently shirk abiding by ESOUI best programming practices), and use them to track even the most obvious L2P stats and buffs and all of that information has to be queried from the server and then laundered back and forth via the server to share between the various players.

    I've said it before and I'll say it again that the average Cyrodiil player would be both shocked and scandalized at the degree of crutch that add-ons provide, enabling utility that strays FAR into what most would consider to be the territory of actual cheats.

    Anyone who values competitive PvP should be squarely on the train to ban add-ons entirely from PvP environments.

    oh yeah dont get me started on all the exploitive addons over the years. All in the name of needing custom ui. Think, you shouldn't need any addons if the actual UI wasnt terrible. Every addon solves a basic problem with the game. For instance it took them half a decade to add the hotbar timers to the base game.
    - Guild store unit cost addons
    - buff/proc timers because combat is too unclear with random overdone particle animations
    - skyshard addons
    - wayshrine porting addons
    - auto rapid maneuvers

    I still remember like 7 or 8 years ago when people were running the custom addon that let you know when keep walls changed after being hit by seige. Or the whole miats invis attack warning fiasco.

    One of the big reasons I didnt get into PvE was that most groups HEAVILY rely on addons that play the game for them. At a certain point zos could just not bothering to have visual or audio ques since addons will pop up with a text anyways with what button to press.
    Zos should hire pvp consultants
  • robertlabrie
    robertlabrie
    ✭✭✭
    As games mature, a group of people become highly proficient. New players who dip their toes in are overwhelmed and lose interest. Eventually the skilled players run out of people to fight and they also lose interest and leave. Vengeance (which I dislike) is actually a way to mitigate that by evening the playing field between new and experienced players. ZOS attempts to entice players into PvP with bi-annual events but the event ends and interest wanes again. Adding rewards to PvP that has value in PvE works until it's farmed out.

    I think back to something ZOS said in the class rebalance article about the "power fantasy". If you're the unkillable block tank then your power fantasy is fulfilled. If you're not making a dent in the block tank then your fantasy is extinguished. In PVP one side always has to lose but in a fantasy roleplaying game everyone wants to win - we're paying for that fantasy.

    IDK what to do about it though.

    Cheers
  • imPDA
    imPDA
    ✭✭✭
    it took them half a decade to add the hotbar timers to the base game

    And addon timers still slightly better, I prefer them over standard as they lack features I used to.
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    imPDA wrote: »
    it took them half a decade to add the hotbar timers to the base game

    And addon timers still slightly better, I prefer them over standard as they lack features I used to.

    Lol true. Like how if you have the same buff on two different skills the timers can cancel each other.

    For instance running netch with crit surge. The hotbar timer is based on the major buff so when netch ends it also "ends" the timer for crit surge even though it may have 20s left. Which could cause you to refresh a fairly high cost skill needlessly.
    Zos should hire pvp consultants
  • xR3ACTORx
    xR3ACTORx
    ✭✭✭
    ]

    Lol true. Like how if you have the same buff on two different skills the timers can cancel each other.

    Yea. For example Runeguard of Freedom on Arcanist and Resolving Vigors.
  • xylena
    xylena
    ✭✭✭✭✭
    For instance running netch with crit surge
    xR3ACTORx wrote: »
    For example Runeguard of Freedom on Arcanist and Resolving Vigor
    Why would you build like that? Don't do that. You're cutting your skills in half.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • AD_ThisIsTheWay
    AD_ThisIsTheWay
    ✭✭✭
    ZOS - I am so incredibly happy with your transparency, and your new plans to rework the combat system. Pure class benefits will add so much balance to the game! I can't wait to hear more about those and to start seeing those implementations.

    The ONE thing that I still am not hearing anything about, that I'm still anxious to hear from you - when will there be a new commitment to the bg system? When will we start to see new and fresh content there? New maps, new game modes? etc.

    Please consider the World of war craft arena system. I heard you say on another thread that you have been considering it for years. please do it! It will give the end gamers a new place to go other than cyrodill. I'm telling you, this would attract so many PVPers back to the game, and the wait times for queues would 100% not be an issue. Especially if everyone is trying to grind for a seasonal reward for advancing up the bracket. Again, think about a battle pass structure or something along the lines of that. Something that rewards you for leveling up!

    In conclusion:

    1 - I am super super happy to hear about your long term vision for the upcoming skill line reworks.

    2 - But, when can I expect to see more energy put into the small scale PVP system? Even some short term updates would help for now. A few new maps. Perhaps bring back the 3v3v3 and the 4v4v4 on top of the 4v4 and 8v8 options. Id be fine waiting one more minute in the queue if I have the option of picking between those. At the moment, BGs just feel EXTREMELY REPETITIVE. What can be done to keep it all more FRESH!

    Thanks for all of your hard work. I admit, I am extremely excited now for the future of the game under your new leadership.


    Edited by AD_ThisIsTheWay on December 11, 2025 10:16PM
    PS5 | NA
  • The_Meathead
    The_Meathead
    ✭✭✭✭✭
    Maybe it's just my experience and my groups experience, but for some odd reason we are finding that 9/10 times, serious game breaking lag (to the point of rubber banding and skills not working) only seems to happen when certain DC ballgroups show up, or certain small scale DC tower humpers appear. It can be seen at keep fights easily. AD could be faction fighting EP at Lessy no problem, skills work fine both sides are doing well then all of a sudden the fps drops to 15 and lookie here, here comes the DC ball.
    Raid lead actually caught on and now we actively watch for it. It's a tell tale sign they are arriving, or in the keep we are looking to defend. Daily. Nightly.

    This has been my experience as well, bouncing around the various Factions the past year+. (Unrelated and for what it's worth, met a lot of nice people and while every faction has some mouthy jerks, they also all have some really fun and pleasant folks too.)

    That bit about the DC small group is what makes me wonder at times about AddOns, but that's a whole other can of worms, I suppose. The stuff about the full DC ball groups being noticeable as they arrive is VERY true and I can even identify a specific one by the way things occur, before I see them on screen.

    Here's the thing: otherwise, I almost (and I'm saying 99% of the time) experience ZERO lag in Cyrodiil, no matter how large a zerg on zerg is or what else is happening.

    I get tired of being told not to believe my own eyes on this subject, and Jessica's recent post (Page 12 of the very recent Cyrodiil: Vengeance thread) is the first time I personally remember (please correct me if I'm wrong!) ZOS staff actively speaking about the impact Ball Groups DO have on performance, and what could be done about it with Battle Spirit. She even talks a bit about how much it would impact PvE to try to alter things with another method, which explains but doesn't validate why it has taken so long for the subject to even be brought up.

    I really hope we get a bunch more on this sooner than later.
  • Turtle_Bot
    Turtle_Bot
    ✭✭✭✭✭
    ✭✭✭
    Maybe it's just my experience and my groups experience, but for some odd reason we are finding that 9/10 times, serious game breaking lag (to the point of rubber banding and skills not working) only seems to happen when certain DC ballgroups show up, or certain small scale DC tower humpers appear. It can be seen at keep fights easily. AD could be faction fighting EP at Lessy no problem, skills work fine both sides are doing well then all of a sudden the fps drops to 15 and lookie here, here comes the DC ball.
    Raid lead actually caught on and now we actively watch for it. It's a tell tale sign they are arriving, or in the keep we are looking to defend. Daily. Nightly.

    This has been my experience as well, bouncing around the various Factions the past year+. (Unrelated and for what it's worth, met a lot of nice people and while every faction has some mouthy jerks, they also all have some really fun and pleasant folks too.)

    That bit about the DC small group is what makes me wonder at times about AddOns, but that's a whole other can of worms, I suppose. The stuff about the full DC ball groups being noticeable as they arrive is VERY true and I can even identify a specific one by the way things occur, before I see them on screen.

    Here's the thing: otherwise, I almost (and I'm saying 99% of the time) experience ZERO lag in Cyrodiil, no matter how large a zerg on zerg is or what else is happening.

    I get tired of being told not to believe my own eyes on this subject, and Jessica's recent post (Page 12 of the very recent Cyrodiil: Vengeance thread) is the first time I personally remember (please correct me if I'm wrong!) ZOS staff actively speaking about the impact Ball Groups DO have on performance, and what could be done about it with Battle Spirit. She even talks a bit about how much it would impact PvE to try to alter things with another method, which explains but doesn't validate why it has taken so long for the subject to even be brought up.

    I really hope we get a bunch more on this sooner than later.

    Thanks for telling about the update from Jess on the vengeance thread, that post was extremely insightful (and to quote react replying to that post in that thread:
    This is genuinely one of the most insightful and thoughtful things that has ever been written on this forum by the dev team, thank you for this. This is the kind of communication that will help restore trust with the community. Really hope to see more of this moving forward.

    I had tuned out of that main vengeance thread due to the (still on going by a select few) spamming of irrelevant nonsense comments that were constantly being repeated ad nauseum on every topic that mentions vengeance, so I hadn't seen that update until you pointed it out here.
  • dwolfgheist
    Theignson wrote: »
    Durham wrote: »
    ESO PvP Is in Decline


    Ball Groups Are Out of Control

    The biggest elephant in the room is the state of ball groups.
    Stacked heals, stacked buffs, stacked shields — it’s all gotten ridiculous. They can sprint through an entire keep, wipe entire factions of people without breaking much of a sweat, and shrug off entire factions because the sheer amount of layered defensive power is unlike anything else in the game.

    There is no counterplay anymore. Except for another ball group and even that most of the time ends in a stalemate. It’s not even about skill at this point — it’s about stacking mechanics to the point of absurdity.

    Speed Creep Has Broken Combat

    ESO was always a game where line of sight mattered more than raw mitigation. But now?

    People are zooming around keeps at speeds that simply break the intended flow of combat. (Remember when people actually using Gap closers) When the best defense is to outrun and LOS faster than abilities can even register, something has gone very wrong. Speed creep is outpacing the fundamental design of the game.


    I’m saying it because I care about it. Many of us do— but it’s hard to keep defending a game mode that the developers seem reluctant to support.

    There is something very strange about speed in the current PvP. Let's review this.

    Run speed is 100%, sprint is 140%. The speed cap is 200%.

    It is almost impossible to get to the speed cap without sprinting: Major= 30%, minor 15%, 3 swift 21%, celerity 10%. Without spring you are at 176%, not capped even with those build concessions (sacrificing 3 enchants and one red CP) But these players are at 200%.
    Here's the thing: they need sprint...but...you cannot cast abilities when sprinting. These players are running super fast yet using abilities all the time.
    My orc NB has 10% orc bonus to spring, 9% medium armor bonus to spring, equips major and minor and sometimes 1-2 swift and sometimes celerity. He is at the cap but frequently just cannot catch these players eg in towers.

    I and a few friends came upon a weird realization, that one of us was much faster than the rest in IC. However I should be the one with the maximal speed. That person is definitely not a cheater, but there might be interactions that give an unintentional speed buff? If someone knows this interactions, he could turn them into an exploit. The speed discrepancy was real, but I couldn't tell you what caused it other than us going though the door (in the previous instance I was the fastest)
    Edited by dwolfgheist on December 12, 2025 11:51AM
  • The_Meathead
    The_Meathead
    ✭✭✭✭✭
    Turtle_Bot wrote: »

    Thanks for telling about the update from Jess on the vengeance thread, that post was extremely insightful (and to quote react replying to that post in that thread:
    This is genuinely one of the most insightful and thoughtful things that has ever been written on this forum by the dev team, thank you for this. This is the kind of communication that will help restore trust with the community. Really hope to see more of this moving forward.

    I had tuned out of that main vengeance thread due to the (still on going by a select few) spamming of irrelevant nonsense comments that were constantly being repeated ad nauseum on every topic that mentions vengeance, so I hadn't seen that update until you pointed it out here.

    My pleasure!

    Honestly, what she says in that post should be shouted from the mountaintops because it's a monumental statement, but it's just there on page 12 of the thread at the bottom of her response. For all the times people have told us, "Ball Groups don't cause lag, stupid!'' or to deny seeing the obvious impact they have, there it is in black and... well, green and white (which is a lot more impactful in this scenario.)

    If I was better at such things, I'd probably use her quote and start a post because honestly it gives me hope I didn't have before, and I'm sure others could use the same. Alas, pretty much every time I try to quote double in a post let alone from outside the thread, it ends poorly indeed.

    So here I am just hoping it will come (soon!) with the third part of that PvP Q&A and be the big focus of the discussion.

  • imPDA
    imPDA
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    Theignson wrote: »
    Run speed is 100%, sprint is 140%. The speed cap is 200%.

    It is almost impossible to get to the speed cap without sprinting: Major= 30%, minor 15%, 3 swift 21%, celerity 10%. Without spring you are at 176%, not capped even with those build concessions (sacrificing 3 enchants and one red CP) But these players are at 200%.

    Ring of the Wild Hunt
    (1 item) Increases your movement speed by 15% while in combat. Increases your movement speed by 45% while out of combat.
    +
    Hunter's Eye (Wood Elf)
    Increases your Movement Speed by 5% and ...

    Done. 196% in combat, full 200% out of combat without sprinting.

    Marauder's Haste
    (5 items) When you apply a damage shield to yourself or an ally, increase your Movement Speed by 20% for 9 seconds.

    It is Wild Hunt + Wood Elf combined and very easy to uptime.

    Wilderqueen's Arch
    (5 items) Your Bow attacks reduce the Movement Speed of any enemy they hit by 15% and increase your Movement Speed by 15% for 3 seconds.

    Easy to uptime for bow players.

    So, it is very easy to create troll speed build, choose any combination you like, but they are not damage efficient, so they are just for fun.
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