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The Official Vengeance Test Campaign Feedback Thread (Test 3)

  • Kram8ion
    Kram8ion
    ✭✭✭✭✭
    Where are these large scale battles?
    🤷🏻‍♀️
    Aussie lag is real!
  • Taarente
    Taarente
    Soul Shriven
    Answers for you

    Were you able to successfully get into large-scale battles?
    Yes I did participate in a few large battles at keeps. I didn't really have an big latency issues though I may have had a few keeps battles where I am not sure my skills always fired. Overall combat was fine, i didn't have any screen freezes or locks that I could see.

    What you think of the simplified abilities?
    The loadouts were a good idea I think, though I managed to replicate my usual build reasonably with other skills. I had to remind myself that I was only affecting 3 players or mobs at a time and not a whole area. They worked though, can't complain about them too much.
    Did any of your characters become ‘corrupted’
    No, I played everyday of the test at quiet times and busy times and never once was disconnected at all. I did notice when i entered and left I had to equip my weapons each time. Was that meant to happen?

    Feedback: Cyrodiil – Vengeance Campaign

    I’ve spent a fair amount of time in Vengeance and wanted to offer some grounded feedback from the perspective of a player focused on objectives, logistics, and long-term Alliance War progression.

    This isn’t about wins or losses — it’s about how the mode feels to play and what behaviours it encourages.

    What works well

    High AP rewards feel good

    • The increased AP rate is motivating and respects player time.
    • It allows steady progress without requiring grinding or kill-chasing.
    • For players working toward higher Alliance ranks, this is genuinely positive.

    Encourages movement

    • The pace pushes players to move rather than stagnate in one fight.
    • Keeps, resources, and scroll pressure change hands more often.
    • Experienced players can act early and profit from reading the map.

    Good for players who understand Cyrodiil

    • Map awareness, logistics, denial, and timing all matter.
    • Calm, efficient play can be very effective when space allows.

    Where it struggles

    Overcrowding reduces clarity

    • Population density often makes it hard to read what’s actually happening.
    • Cause and effect get lost in the noise.
    • Tactical play (siege placement, flanks, resource denial) is frequently overwhelmed by raw numbers.

    Inefficiency is amplified

    • Poor decisions are made faster and repeated more often.
    • Zerg behaviour becomes self-reinforcing instead of self-correcting.
    • Early intelligence (enemy movement, resource pressure) is often ignored until it’s too late.

    Too reactive, not strategic

    • Many players treat Vengeance like a large battleground rather than a campaign.
    • The result is predictable failures that feel frustrating rather than competitive.

    Sustained play is tiring

    • The intensity works for short sessions, not longer ones.
    • There’s little natural rhythm or downtime.
    • Calm, methodical play can feel out of step with the mode’s constant pressure.

    Comparison with standard Cyrodiil

    • Standard Cyrodiil better supports measured, strategic play.
    • Vengeance accelerates everything, but removes some of the space needed for judgement.
    • Whitestrake’s Mayhem works better overall: high AP with the full Cyrodiil structure and pacing intact.

    Suggestions

    • Keep the high AP, but reduce chaos where possible (population caps or pacing).
    • Reward logistics more clearly: resources, defence ticks, denial, and preparation.
    • Treat Vengeance as a short-term or rotating mode, not a long-term replacement.

    Final thought

    Vengeance demonstrates that Cyrodiil’s core systems still work — when players engage with them.
    But it also shows how easily those systems are drowned out when speed and density overwhelm clarity.

    For players who value strategy, logistics, and efficient objective play, standard Cyrodiil — especially during Whitestrake’s Mayhem — remains the most satisfying version of the Alliance War.
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