Major_Toughness wrote: »
RaidingTraiding wrote: »Turtle_Bot wrote: »YandereGirlfriend wrote: »
Let the free market of players decide where they want to play. Let them vote with their feet. It is up to Vengeance itself to make itself attractive to players. Only Vengeance can save itself. Coercing players into gameplay that they do not enjoy by deleting the content that they do enjoy is both bad business as well as extraordinarily fraught karma.
Don't yuck someone else's yum. Respect your fellow players and let them enjoy what they enjoy.
Agree with this point here, but it goes both ways.
The die-hard anti-vengeance crowd are using all the same disinformation comments of "We see that some people prefer Vengeance, but because the (laughably bad for data gathering) population bars confirms our anti-vengeance bias, we definitely need to cancel Vengeance to force those players into Grey Host".
Like literally 2 comments above yours and the most recent comment that was responding to a take that was similar to your own (that being, let both campaigns run and let players decide where they want to play) did this.
Both sides need to take a massive chill pill, let both campaigns be their own thing and let players decide which one they want to play.
Like it or not (and this is more of a general statement, not directed at anyone in particular), PvP in ESO NEEDS some form of simplified PvP, alongside the end-game of PvP in ESO, to help new players get into this part of the game. Personally I would like to see some more work done on Vengeance to enable it to be a solid on-boarding campaign for Grey Host (something that the U50 and no-proc campaigns failed at doing).Teaching new players about important stat thresholds, mechanics, flow of combat, etc. in a simplified way that's easy to learn, so that players feel like they have some base knowledge/skills to join Grey Host and don't just feel gatekept out of Grey Host by the sheer learning cliff that it has.
ZOS has implemented sets in the past that could have helped with this learning curve (intentionally or not) with mythics such as Oakensoul and Torc of Ayleid king (oakensoul with the buffs, torc with baseline stats), but on release they either overperformed (oakensoul) and required massive nerfs or underperformed (Torc) and were completely forgotten about, so much so that they really didn't work well (oaken just became the defacto everyone runs this, so nothing changed, torc just didn't do enough to compete with how oppressively overpowered all the procs have become and how stat dense all the builds have gotten).
To me, ESO's PvP has the same issues as Yu-Gi-Oh and the fighting game genre. Amazing to play/has unmatched potential once you've invested the time to get good at it, but it simply takes too long to see even the most basic of results that keep that drive going, especially in the very time-poor reality that we currently live in.
Easy to learn, hard to master is the core essence of a good game/mode, but ESO PvP (like the others I mentioned above) suffers more from easy to learn, impossible to master and that just drives the majority of new players away (or just flat out prevents them from even trying in the first place).
PvE simply cannot function in this role because of a few factors:
- PvE is a repetitive task, once the mechanic is learned, there's no variation to practice it under differing scenarios.
- PvE uses completely different stats/utility to PvP.
- PvE has set roles that it's been split into, while PvP is a mix of every role all at once with minimal definition (so the build knowledge required for PvE does not fit for PvP making it a very different skill-set even at this level).
I'm sure there's more, but it's easy to see how PvE will always fail to help players prepare for PvP. They are just 2 completely different modes and the skill-sets required for 1 does not directly/easily translate to the other, especially at an end-game level.
Simplified pvp is exactly the campaign ravenwatch was, especially when no proc and no hammer was in effect, and that's what killed that campaign. Zos finally realized this and reverted it back, but it was too late at that point. Why do people always forget about this? Maybe there's just too many new players who missed that whole episode? There's also below 50 for new players. Dont need this many dead camps for new players / those who want a simplified experience.
Just getting thrown into regular pvp with no hand holding is the best way to learn imo, but what drives people away is the overtly overtuned sets and mechanics that has defined the meta for years. i would hate being a new player trying to learn in a zone dominated by no counter pull sets like rush of agony and unkillable groups that have 50k perma shields on every member with who knows how much healing per second. not to mention the performance issues. don't get me wrong, you should be rewarded for grouping up and playing with friends in an mmo, but this current power level is absurd. Greyhost would be way more fun and more engaging for newer players if they fixed those 2 things at the very least. (at least for rush of agony by fix i mean removing entirely from pvp)
MincMincMinc wrote: »RaidingTraiding wrote: »Turtle_Bot wrote: »YandereGirlfriend wrote: »
Let the free market of players decide where they want to play. Let them vote with their feet. It is up to Vengeance itself to make itself attractive to players. Only Vengeance can save itself. Coercing players into gameplay that they do not enjoy by deleting the content that they do enjoy is both bad business as well as extraordinarily fraught karma.
Don't yuck someone else's yum. Respect your fellow players and let them enjoy what they enjoy.
Agree with this point here, but it goes both ways.
The die-hard anti-vengeance crowd are using all the same disinformation comments of "We see that some people prefer Vengeance, but because the (laughably bad for data gathering) population bars confirms our anti-vengeance bias, we definitely need to cancel Vengeance to force those players into Grey Host".
Like literally 2 comments above yours and the most recent comment that was responding to a take that was similar to your own (that being, let both campaigns run and let players decide where they want to play) did this.
Both sides need to take a massive chill pill, let both campaigns be their own thing and let players decide which one they want to play.
Like it or not (and this is more of a general statement, not directed at anyone in particular), PvP in ESO NEEDS some form of simplified PvP, alongside the end-game of PvP in ESO, to help new players get into this part of the game. Personally I would like to see some more work done on Vengeance to enable it to be a solid on-boarding campaign for Grey Host (something that the U50 and no-proc campaigns failed at doing).Teaching new players about important stat thresholds, mechanics, flow of combat, etc. in a simplified way that's easy to learn, so that players feel like they have some base knowledge/skills to join Grey Host and don't just feel gatekept out of Grey Host by the sheer learning cliff that it has.
ZOS has implemented sets in the past that could have helped with this learning curve (intentionally or not) with mythics such as Oakensoul and Torc of Ayleid king (oakensoul with the buffs, torc with baseline stats), but on release they either overperformed (oakensoul) and required massive nerfs or underperformed (Torc) and were completely forgotten about, so much so that they really didn't work well (oaken just became the defacto everyone runs this, so nothing changed, torc just didn't do enough to compete with how oppressively overpowered all the procs have become and how stat dense all the builds have gotten).
To me, ESO's PvP has the same issues as Yu-Gi-Oh and the fighting game genre. Amazing to play/has unmatched potential once you've invested the time to get good at it, but it simply takes too long to see even the most basic of results that keep that drive going, especially in the very time-poor reality that we currently live in.
Easy to learn, hard to master is the core essence of a good game/mode, but ESO PvP (like the others I mentioned above) suffers more from easy to learn, impossible to master and that just drives the majority of new players away (or just flat out prevents them from even trying in the first place).
PvE simply cannot function in this role because of a few factors:
- PvE is a repetitive task, once the mechanic is learned, there's no variation to practice it under differing scenarios.
- PvE uses completely different stats/utility to PvP.
- PvE has set roles that it's been split into, while PvP is a mix of every role all at once with minimal definition (so the build knowledge required for PvE does not fit for PvP making it a very different skill-set even at this level).
I'm sure there's more, but it's easy to see how PvE will always fail to help players prepare for PvP. They are just 2 completely different modes and the skill-sets required for 1 does not directly/easily translate to the other, especially at an end-game level.
Simplified pvp is exactly the campaign ravenwatch was, especially when no proc and no hammer was in effect, and that's what killed that campaign. Zos finally realized this and reverted it back, but it was too late at that point. Why do people always forget about this? Maybe there's just too many new players who missed that whole episode? There's also below 50 for new players. Dont need this many dead camps for new players / those who want a simplified experience.
Just getting thrown into regular pvp with no hand holding is the best way to learn imo, but what drives people away is the overtly overtuned sets and mechanics that has defined the meta for years. i would hate being a new player trying to learn in a zone dominated by no counter pull sets like rush of agony and unkillable groups that have 50k perma shields on every member with who knows how much healing per second. not to mention the performance issues. don't get me wrong, you should be rewarded for grouping up and playing with friends in an mmo, but this current power level is absurd. Greyhost would be way more fun and more engaging for newer players if they fixed those 2 things at the very least. (at least for rush of agony by fix i mean removing entirely from pvp)
Well that is not the entire story with raven watch.
- Around that same time pretty much all of the Under 50 guilds on ep/dc either disbanded or moved into ravenwatch leaving u50 campaign to die out. This was because AD had an Australian guild form (not to their fault being australian) but this lead to them flipping the map unopposed each night leading to other factions to quit over time when their new players didnt want to fight an uphill battle while learning.
- Inevitably without U50 running new players never stuck in cyrodil because it was dead and boring. Where Bgs were more popular and easy to get into. So we saw huge declines in new players getting involved in cyrodil guilds across all the campaigns.
- Then ravenwatch got the combined 3-4 AD guilds where ep/dc had 1-2 guilds. Which lead to the map being constantly flipped yellow for months on end.
- Eventually the same trend that happened in u50 happened in raven where the map stayed one color and the other factions disbanded or moved on to greyhost.
Cyrodil was never meant to be played with a dying population. The concept of two losing factions teaming up only works if all factions have relatively the same populations. The game rules a decade ago should have been adjusted such that the losing factions get the combat bonuses to fight back while the winning faction gets the ap bonuses for their reward.
RaidingTraiding wrote: »MincMincMinc wrote: »RaidingTraiding wrote: »Turtle_Bot wrote: »YandereGirlfriend wrote: »
Let the free market of players decide where they want to play. Let them vote with their feet. It is up to Vengeance itself to make itself attractive to players. Only Vengeance can save itself. Coercing players into gameplay that they do not enjoy by deleting the content that they do enjoy is both bad business as well as extraordinarily fraught karma.
Don't yuck someone else's yum. Respect your fellow players and let them enjoy what they enjoy.
Agree with this point here, but it goes both ways.
The die-hard anti-vengeance crowd are using all the same disinformation comments of "We see that some people prefer Vengeance, but because the (laughably bad for data gathering) population bars confirms our anti-vengeance bias, we definitely need to cancel Vengeance to force those players into Grey Host".
Like literally 2 comments above yours and the most recent comment that was responding to a take that was similar to your own (that being, let both campaigns run and let players decide where they want to play) did this.
Both sides need to take a massive chill pill, let both campaigns be their own thing and let players decide which one they want to play.
Like it or not (and this is more of a general statement, not directed at anyone in particular), PvP in ESO NEEDS some form of simplified PvP, alongside the end-game of PvP in ESO, to help new players get into this part of the game. Personally I would like to see some more work done on Vengeance to enable it to be a solid on-boarding campaign for Grey Host (something that the U50 and no-proc campaigns failed at doing).Teaching new players about important stat thresholds, mechanics, flow of combat, etc. in a simplified way that's easy to learn, so that players feel like they have some base knowledge/skills to join Grey Host and don't just feel gatekept out of Grey Host by the sheer learning cliff that it has.
ZOS has implemented sets in the past that could have helped with this learning curve (intentionally or not) with mythics such as Oakensoul and Torc of Ayleid king (oakensoul with the buffs, torc with baseline stats), but on release they either overperformed (oakensoul) and required massive nerfs or underperformed (Torc) and were completely forgotten about, so much so that they really didn't work well (oaken just became the defacto everyone runs this, so nothing changed, torc just didn't do enough to compete with how oppressively overpowered all the procs have become and how stat dense all the builds have gotten).
To me, ESO's PvP has the same issues as Yu-Gi-Oh and the fighting game genre. Amazing to play/has unmatched potential once you've invested the time to get good at it, but it simply takes too long to see even the most basic of results that keep that drive going, especially in the very time-poor reality that we currently live in.
Easy to learn, hard to master is the core essence of a good game/mode, but ESO PvP (like the others I mentioned above) suffers more from easy to learn, impossible to master and that just drives the majority of new players away (or just flat out prevents them from even trying in the first place).
PvE simply cannot function in this role because of a few factors:
- PvE is a repetitive task, once the mechanic is learned, there's no variation to practice it under differing scenarios.
- PvE uses completely different stats/utility to PvP.
- PvE has set roles that it's been split into, while PvP is a mix of every role all at once with minimal definition (so the build knowledge required for PvE does not fit for PvP making it a very different skill-set even at this level).
I'm sure there's more, but it's easy to see how PvE will always fail to help players prepare for PvP. They are just 2 completely different modes and the skill-sets required for 1 does not directly/easily translate to the other, especially at an end-game level.
Simplified pvp is exactly the campaign ravenwatch was, especially when no proc and no hammer was in effect, and that's what killed that campaign. Zos finally realized this and reverted it back, but it was too late at that point. Why do people always forget about this? Maybe there's just too many new players who missed that whole episode? There's also below 50 for new players. Dont need this many dead camps for new players / those who want a simplified experience.
Just getting thrown into regular pvp with no hand holding is the best way to learn imo, but what drives people away is the overtly overtuned sets and mechanics that has defined the meta for years. i would hate being a new player trying to learn in a zone dominated by no counter pull sets like rush of agony and unkillable groups that have 50k perma shields on every member with who knows how much healing per second. not to mention the performance issues. don't get me wrong, you should be rewarded for grouping up and playing with friends in an mmo, but this current power level is absurd. Greyhost would be way more fun and more engaging for newer players if they fixed those 2 things at the very least. (at least for rush of agony by fix i mean removing entirely from pvp)
Well that is not the entire story with raven watch.
- Around that same time pretty much all of the Under 50 guilds on ep/dc either disbanded or moved into ravenwatch leaving u50 campaign to die out. This was because AD had an Australian guild form (not to their fault being australian) but this lead to them flipping the map unopposed each night leading to other factions to quit over time when their new players didnt want to fight an uphill battle while learning.
- Inevitably without U50 running new players never stuck in cyrodil because it was dead and boring. Where Bgs were more popular and easy to get into. So we saw huge declines in new players getting involved in cyrodil guilds across all the campaigns.
- Then ravenwatch got the combined 3-4 AD guilds where ep/dc had 1-2 guilds. Which lead to the map being constantly flipped yellow for months on end.
- Eventually the same trend that happened in u50 happened in raven where the map stayed one color and the other factions disbanded or moved on to greyhost.
Cyrodil was never meant to be played with a dying population. The concept of two losing factions teaming up only works if all factions have relatively the same populations. The game rules a decade ago should have been adjusted such that the losing factions get the combat bonuses to fight back while the winning faction gets the ap bonuses for their reward.
Ive hardly ever set foot in u50, but just from my experience with the other camps, namely br, when one side zergs the map while the other 2 factions have a smaller presence, its usually 1 or 2 big guilds that are the culprit. the other factions just leave in response if they constantly keep getting rolled and if the zerg guild plays often enough to always have control of the map (prime time at least). the zerg guild eventually leaves (im guessing because pvdooring eventually gets too boring for them) and the pop always recovers. If balance and performance are good or at least acceptable, people will come back or new people will make a home there. i played in br roughly from 2018 to 2024 with some breaks, but this was always the case in that campaign. what really drives people out for good is when something at the core of the game makes it not worth playing or coming back to. sort of a death spiral there, the game is unfun so less people play, the less people the more boring and dead it is, which further solidifies peoples decision to not come back or for new people to stay. This was my observation anyways. probably should mention this was pc na.
YandereGirlfriend wrote: »Not to go full "back in my day" but when I joined the game back in Summerset I got completely giga-clapped as soon as I started doing BGs and going into Cyrodiil. Like so many others, I came in on my PvE DPS build and chased tower trolls and ballgroups and got deleted.
It's honestly a mentality thing. Some players react to that by getting tilted and quitting. Others accept that they got outskilled/outplayed/outsmarted/outbuilt, etc. and set about trying to learn and improve their skills so that they can overcome it. Many players find that process satisfying, as they climb the ladder and feel themselves getting better and better.
People were complaining about "unkillable" tower trolls, troll-tanks, ballgroups, literally everything currently found in the forums back then as well. I know that because I was one of those people! You either graduate from the complaining stage to the self-improvement stage or you stay stuck in the complaining stage forever, which is, sadly, what I often see both here on the forums as well as in-game. People are out there doing the same old things and hoping for different results, not understanding that the way that they play other games or the way that the game was played back in 2016 no longer cuts it.
Turtle_Bot wrote: »As for the other campaigns dying, it had way more to do with the things @MincMincMinc mentioned (night capping and player mentality of just wanting to win the mode by joining the winning faction rather than play the mode) than it ever had to do with the rulesets of those campaigns.
RaidingTraiding wrote: »Turtle_Bot wrote: »As for the other campaigns dying, it had way more to do with the things @MincMincMinc mentioned (night capping and player mentality of just wanting to win the mode by joining the winning faction rather than play the mode) than it ever had to do with the rulesets of those campaigns.
Again, this doesn't make sense. If night capping can do that, both blackreach and ravenwatch would have died many years ago. When I first started pvping back in 2017 - 18 i joined a guild that would zerg, nightcap, and control the map in br (shor back then). this did not kill the campaign by any means. the guild eventually dissolved and another zerg / nightcap guild emerged and did the same. it was not fun to play against especially after the guild i was in died. the pugs that would group with us also left. the campaign survived and that guild eventually split up or left and the campaign recovered.
Point is nightcapping and having one dominant faction does not kill a campaign. If the game is fun people will play or come back. I would go into no cp often and when it changed its ruleset i left because it was unfun, same as a lot of other people. Same thing with vengeance, the last few tests have showed low pop because people don't like it so they don't show up. This is also why Grayhost is dying now too, the meta is unfun and hasn't changed in years (rush of agony and shield/heal stacking). add on top of that performance issues.
YandereGirlfriend wrote: »Not to go full "back in my day" but when I joined the game back in Summerset I got completely giga-clapped as soon as I started doing BGs and going into Cyrodiil. Like so many others, I came in on my PvE DPS build and chased tower trolls and ballgroups and got deleted.
RaidingTraiding wrote: »Turtle_Bot wrote: »YandereGirlfriend wrote: »
Let the free market of players decide where they want to play. Let them vote with their feet. It is up to Vengeance itself to make itself attractive to players. Only Vengeance can save itself. Coercing players into gameplay that they do not enjoy by deleting the content that they do enjoy is both bad business as well as extraordinarily fraught karma.
Don't yuck someone else's yum. Respect your fellow players and let them enjoy what they enjoy.
Agree with this point here, but it goes both ways.
The die-hard anti-vengeance crowd are using all the same disinformation comments of "We see that some people prefer Vengeance, but because the (laughably bad for data gathering) population bars confirms our anti-vengeance bias, we definitely need to cancel Vengeance to force those players into Grey Host".
Like literally 2 comments above yours and the most recent comment that was responding to a take that was similar to your own (that being, let both campaigns run and let players decide where they want to play) did this.
Both sides need to take a massive chill pill, let both campaigns be their own thing and let players decide which one they want to play.
Like it or not (and this is more of a general statement, not directed at anyone in particular), PvP in ESO NEEDS some form of simplified PvP, alongside the end-game of PvP in ESO, to help new players get into this part of the game. Personally I would like to see some more work done on Vengeance to enable it to be a solid on-boarding campaign for Grey Host (something that the U50 and no-proc campaigns failed at doing).Teaching new players about important stat thresholds, mechanics, flow of combat, etc. in a simplified way that's easy to learn, so that players feel like they have some base knowledge/skills to join Grey Host and don't just feel gatekept out of Grey Host by the sheer learning cliff that it has.
ZOS has implemented sets in the past that could have helped with this learning curve (intentionally or not) with mythics such as Oakensoul and Torc of Ayleid king (oakensoul with the buffs, torc with baseline stats), but on release they either overperformed (oakensoul) and required massive nerfs or underperformed (Torc) and were completely forgotten about, so much so that they really didn't work well (oaken just became the defacto everyone runs this, so nothing changed, torc just didn't do enough to compete with how oppressively overpowered all the procs have become and how stat dense all the builds have gotten).
To me, ESO's PvP has the same issues as Yu-Gi-Oh and the fighting game genre. Amazing to play/has unmatched potential once you've invested the time to get good at it, but it simply takes too long to see even the most basic of results that keep that drive going, especially in the very time-poor reality that we currently live in.
Easy to learn, hard to master is the core essence of a good game/mode, but ESO PvP (like the others I mentioned above) suffers more from easy to learn, impossible to master and that just drives the majority of new players away (or just flat out prevents them from even trying in the first place).
PvE simply cannot function in this role because of a few factors:
- PvE is a repetitive task, once the mechanic is learned, there's no variation to practice it under differing scenarios.
- PvE uses completely different stats/utility to PvP.
- PvE has set roles that it's been split into, while PvP is a mix of every role all at once with minimal definition (so the build knowledge required for PvE does not fit for PvP making it a very different skill-set even at this level).
I'm sure there's more, but it's easy to see how PvE will always fail to help players prepare for PvP. They are just 2 completely different modes and the skill-sets required for 1 does not directly/easily translate to the other, especially at an end-game level.
Simplified pvp is exactly the campaign ravenwatch was, especially when no proc and no hammer was in effect, and that's what killed that campaign. Zos finally realized this and reverted it back, but it was too late at that point. Why do people always forget about this? Maybe there's just too many new players who missed that whole episode? There's also below 50 for new players. Dont need this many dead camps for new players / those who want a simplified experience.
Just getting thrown into regular pvp with no hand holding is the best way to learn imo, but what drives people away is the overtly overtuned sets and mechanics that has defined the meta for years. i would hate being a new player trying to learn in a zone dominated by no counter pull sets like rush of agony and unkillable groups that have 50k perma shields on every member with who knows how much healing per second. not to mention the performance issues. don't get me wrong, you should be rewarded for grouping up and playing with friends in an mmo, but this current power level is absurd. Greyhost would be way more fun and more engaging for newer players if they fixed those 2 things at the very least. (at least for rush of agony by fix i mean removing entirely from pvp)
RaidingTraiding wrote: »Turtle_Bot wrote: »YandereGirlfriend wrote: »
Let the free market of players decide where they want to play. Let them vote with their feet. It is up to Vengeance itself to make itself attractive to players. Only Vengeance can save itself. Coercing players into gameplay that they do not enjoy by deleting the content that they do enjoy is both bad business as well as extraordinarily fraught karma.
Don't yuck someone else's yum. Respect your fellow players and let them enjoy what they enjoy.
Agree with this point here, but it goes both ways.
The die-hard anti-vengeance crowd are using all the same disinformation comments of "We see that some people prefer Vengeance, but because the (laughably bad for data gathering) population bars confirms our anti-vengeance bias, we definitely need to cancel Vengeance to force those players into Grey Host".
Like literally 2 comments above yours and the most recent comment that was responding to a take that was similar to your own (that being, let both campaigns run and let players decide where they want to play) did this.
Both sides need to take a massive chill pill, let both campaigns be their own thing and let players decide which one they want to play.
Like it or not (and this is more of a general statement, not directed at anyone in particular), PvP in ESO NEEDS some form of simplified PvP, alongside the end-game of PvP in ESO, to help new players get into this part of the game. Personally I would like to see some more work done on Vengeance to enable it to be a solid on-boarding campaign for Grey Host (something that the U50 and no-proc campaigns failed at doing).Teaching new players about important stat thresholds, mechanics, flow of combat, etc. in a simplified way that's easy to learn, so that players feel like they have some base knowledge/skills to join Grey Host and don't just feel gatekept out of Grey Host by the sheer learning cliff that it has.
ZOS has implemented sets in the past that could have helped with this learning curve (intentionally or not) with mythics such as Oakensoul and Torc of Ayleid king (oakensoul with the buffs, torc with baseline stats), but on release they either overperformed (oakensoul) and required massive nerfs or underperformed (Torc) and were completely forgotten about, so much so that they really didn't work well (oaken just became the defacto everyone runs this, so nothing changed, torc just didn't do enough to compete with how oppressively overpowered all the procs have become and how stat dense all the builds have gotten).
To me, ESO's PvP has the same issues as Yu-Gi-Oh and the fighting game genre. Amazing to play/has unmatched potential once you've invested the time to get good at it, but it simply takes too long to see even the most basic of results that keep that drive going, especially in the very time-poor reality that we currently live in.
Easy to learn, hard to master is the core essence of a good game/mode, but ESO PvP (like the others I mentioned above) suffers more from easy to learn, impossible to master and that just drives the majority of new players away (or just flat out prevents them from even trying in the first place).
PvE simply cannot function in this role because of a few factors:
- PvE is a repetitive task, once the mechanic is learned, there's no variation to practice it under differing scenarios.
- PvE uses completely different stats/utility to PvP.
- PvE has set roles that it's been split into, while PvP is a mix of every role all at once with minimal definition (so the build knowledge required for PvE does not fit for PvP making it a very different skill-set even at this level).
I'm sure there's more, but it's easy to see how PvE will always fail to help players prepare for PvP. They are just 2 completely different modes and the skill-sets required for 1 does not directly/easily translate to the other, especially at an end-game level.
Simplified pvp is exactly the campaign ravenwatch was, especially when no proc and no hammer was in effect, and that's what killed that campaign. Zos finally realized this and reverted it back, but it was too late at that point. Why do people always forget about this? Maybe there's just too many new players who missed that whole episode? There's also below 50 for new players. Dont need this many dead camps for new players / those who want a simplified experience.
Just getting thrown into regular pvp with no hand holding is the best way to learn imo, but what drives people away is the overtly overtuned sets and mechanics that has defined the meta for years. i would hate being a new player trying to learn in a zone dominated by no counter pull sets like rush of agony and unkillable groups that have 50k perma shields on every member with who knows how much healing per second. not to mention the performance issues. don't get me wrong, you should be rewarded for grouping up and playing with friends in an mmo, but this current power level is absurd. Greyhost would be way more fun and more engaging for newer players if they fixed those 2 things at the very least. (at least for rush of agony by fix i mean removing entirely from pvp)
What actually drives people away from ESO PvP isn’t losing—it’s performance issues combined with instant deletion by ball groups. Players see this happen a few times and quickly learn there is nothing they can realistically do about it.
If they get too close, they’re pulled straight into the ball group and deleted. There’s no counterplay—just punishment.
Some try to adapt:
Stay back
Hide inside structures
Fire siege weapons
But even that fails. Ball groups can shield and heal through siege damage, ignore pressure, and move at high speeds that make them very difficult to hit.
Very quickly, players realize:
They can’t escape ball groups
They can’t meaningfully damage them
They aren’t contributing to the battle in any meaningful way
The result? Log out.
Yeah why haven't the devs thought of that? Are they stupid?ToddIngram wrote: »so the solution is to reduce ball group invincibility by limiting heal stacking and adjusting a few abused sets.
Yeah why haven't the devs thought of that? Are they stupid?ToddIngram wrote: »so the solution is to reduce ball group invincibility by limiting heal stacking and adjusting a few abused sets.
/s
ToddIngram wrote: »
so the solution is to reduce ball group invincibility by limiting heal stacking and adjusting a few abused sets. No logical reason to create vengeance in the first place.
...because we're laypeople, not professional devs for this game. Any post claiming that fixing GH would be "simple" is extremely ignorant and can safely be dismissed. The real professional devs for this game recognized that it would be far more effective and efficient to scrap the dead failed GH model and rebuild from the ground up.Turtle_Bot wrote: »The reason a real solution to this issue never happens is impossible to talk about in-depth...
...because we're laypeople, not professional devs for this game. Any post claiming that fixing GH would be "simple" is extremely ignorant and can safely be dismissed. The real professional devs for this game recognized that it would be far more effective and efficient to scrap the dead failed GH model and rebuild from the ground up.Turtle_Bot wrote: »The reason a real solution to this issue never happens is impossible to talk about in-depth...
You may disagree with how they are rebuilding PvP, but rebuilding it is correct.
If a building has a faulty foundation, it gets demolished and rebuilt.SaffronCitrusflower wrote: »Except if ZOS can't fix GH, then they can't create a new system without the same problems as GH
If a building has a faulty foundation, it gets demolished and rebuilt.SaffronCitrusflower wrote: »Except if ZOS can't fix GH, then they can't create a new system without the same problems as GH
If you build the foundation correctly, the new building will not have those problems.
GH players are living underneath rubble and calling it a house.
There are NOT many of you. Not even close. That's why they made Vengeance in the first place. The PvP population dropped so low they reworked the entire game mode, knowing full well that such a drastic rework would alienate some of those players.SaffronCitrusflower wrote: »many of us
There are NOT many of you. Not even close. That's why they made Vengeance in the first place. The PvP population dropped so low they reworked the entire game mode, knowing full well that such a drastic rework would alienate some of those players.SaffronCitrusflower wrote: »many of us
That's what they've been doing, catering to the players who love proc sets, ball groups, and instakills so much that they're willing to suffer horrid performance for it.SaffronCitrusflower wrote: »You don't even play ESO anymore. ZOS should prioritize those of us who do.
That's what they've been doing, catering to the players who love proc sets, ball groups, and instakills so much that they're willing to suffer horrid performance for it.SaffronCitrusflower wrote: »You don't even play ESO anymore. ZOS should prioritize those of us who do.
This strat failed so badly they had to scrap everything and start over.
This time they are prioritizing potential new and returning players. Devs already stated that Vengeance test pops dropped due to test fatigue, they have already accounted for players being sick of testing and waiting for Vengeance to go live.
Because there is nothing simple/easy/cheap about a massive rebalance or mechanical alteration like that. This is the sort of layperson ignorance I was referring to above.SaffronCitrusflower wrote: »ZOS still hasn't even tried limiting heal stacking
Because there is nothing simple/easy/cheap about a massive rebalance or mechanical alteration like that. This is the sort of layperson ignorance I was referring to above.SaffronCitrusflower wrote: »ZOS still hasn't even tried limiting heal stacking
Because there is nothing simple/easy/cheap about a massive rebalance or mechanical alteration like that. This is the sort of layperson ignorance I was referring to above.SaffronCitrusflower wrote: »ZOS still hasn't even tried limiting heal stacking
There's nothing "minor" about reworking the entire healing system, but thanks for another perfect example of layperson ignorance. There is nothing here to meet with any faith, good or bad.JustLovely wrote: »a few minor adjustments