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There needs to be a PvP Dev Team

SundarahFr3akinrican
The same way there is now a QoL team (which has been crushing it), there needs to be a dedicated PvP team.

Right now it seems they are just grouped with "Combat" and that just isnt enough. Too many problems in PvP run rampant for far too long.
  • Thumbless_Bot
    Thumbless_Bot
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    I would settle for anyone with the authority to make decisions regarding pvp being an actual eso pvp sweat who isnt beholden to one class or play style.
  • xylena
    xylena
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    I would settle for anyone with the authority to make decisions regarding pvp being an actual eso pvp sweat
    LOL they did and that's why NB is always so busted (or useless) xD
    Edited by xylena on April 26, 2026 9:13PM
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • Thumbless_Bot
    Thumbless_Bot
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    xylena wrote: »
    I would settle for anyone with the authority to make decisions regarding pvp being an actual eso pvp sweat
    LOL they did and that's why NB is always so busted (or useless) xD

    Exactly. That's why I added the beholden part. It's a shame really.
    Edited by Thumbless_Bot on April 26, 2026 9:16PM
  • xylena
    xylena
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    Exactly. That's why I added the beholden part. It's a shame really.
    MB misread that. Their existing devs show a lot of promise, maybe we could convince them to come actually play PvP with us? A lot of the glaring issues should become apparent quickly.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • MincMincMinc
    MincMincMinc
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    xylena wrote: »
    I would settle for anyone with the authority to make decisions regarding pvp being an actual eso pvp sweat
    LOL they did and that's why NB is always so busted (or useless) xD

    Just think at some point if merciless resolve keeps getting buffed it may start doing the dishes and brushing your teeth for you.
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple potion mats or gold would be better than rewards for the worthy inventory bloat
  • Oblivion_Protocol
    Oblivion_Protocol
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    xylena wrote: »
    LOL they did and that's why NB is always so busted (or useless) xD

    Pretty sure that same dev got slapped around by a Necromancer once a few years ago and said, “Never again.”
    Edited by Oblivion_Protocol on April 27, 2026 4:01PM
  • LadyGP
    LadyGP
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    I do wish we had a Champion for the PvP community that "gets it" - and I mean that as respectful as possible.

    There are a lot of little details and problems that you can't see by just looking at logs, graphs, reading things on the forums, etc.. alot of the problems with Cyrodiil you just have to experience first hand.. and the only way to do that is to log tens of hours week... run with groups... talk to guild leaders, etc etc.
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • Thumbless_Bot
    Thumbless_Bot
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    xylena wrote: »
    LOL they did and that's why NB is always so busted (or useless) xD

    Pretty sure that same dev got slapped around by a Necromancer once a few years ago and said, “Never again.”

    Literally laughed out loud
  • duagloth
    duagloth
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    Just a dev team who understands the game and how things work would be nice.
  • Freez6661
    Freez6661
    If it haven't happened yet so apparently it's never gonna happen, sad truth
  • Firstmep
    Firstmep
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    Thing is, most of the high level feedback points in generally the same direction in terms of pvp, so the devs don't even need to be experts, just take in the feedback that was given.
    Few examples:
    -Werewolf should not benefit from class masteries, as it creates too many game breaking scenarios, and makes it impossible to balance ww properly.
    -Certain class masteries being penalised in pvp for no real reason, like plar nb and necro while others go completely unfazed like conservation for sorc.
    -Shattered path is absolutely overtuned in pvp even with half values.
  • CoolAsh
    CoolAsh
    First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
    I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
    The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
    Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
    Unfortunately, the current state of Battlegrounds is pretty terrible.
    After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
    I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.
  • Freez6661
    Freez6661
    CoolAsh wrote: »
    First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
    I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
    The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
    Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
    Unfortunately, the current state of Battlegrounds is pretty terrible.
    After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
    I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.


    man we love fights that's the whole point of pvp, we having fun doing good fights against others
    please try gta RP or something or PVE where you need to role play
    you must be this guy who's afk capturing flags and doing dailies while others keep fighting against the whole battleground
    skill design, which is gradually pushing the game toward a more action-oriented style
    this is something else I swear xddd



  • SundarahFr3akinrican
    Freez6661 wrote: »
    CoolAsh wrote: »
    First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
    I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
    The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
    Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
    Unfortunately, the current state of Battlegrounds is pretty terrible.
    After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
    I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.


    man we love fights that's the whole point of pvp, we having fun doing good fights against others
    please try gta RP or something or PVE where you need to role play
    you must be this guy who's afk capturing flags and doing dailies while others keep fighting against the whole battleground
    skill design, which is gradually pushing the game toward a more action-oriented style
    this is something else I swear xddd



    I like to get high KDAs and also win the match. But yeah, if you are only doing objectives and not fighting, that isnt good imo. One of my biggest feedback points on 4v4v4 domination. It just turns into a rotating clock with no combat if players truely lock in and wants to win.
  • CoolAsh
    CoolAsh
    Freez6661 wrote: »
    CoolAsh wrote: »
    First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
    I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
    The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
    Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
    Unfortunately, the current state of Battlegrounds is pretty terrible.
    After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
    I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.


    man we love fights that's the whole point of pvp, we having fun doing good fights against others
    please try gta RP or something or PVE where you need to role play
    you must be this guy who's afk capturing flags and doing dailies while others keep fighting against the whole battleground
    skill design, which is gradually pushing the game toward a more action-oriented style
    this is something else I swear xddd



    so funny, why not meet me in bg, u ll see.
    u should play cyro instand of bg. and what i say is all about bg. if u like killing is ok, u can stay in lower-tier. bg now is all about deathmatch, no matter what objective is, thats boring. bg in WOW, palyers fight for objective as well, the mechanism insure that not every match become deathmatch.
  • CoolAsh
    CoolAsh
    Freez6661 wrote: »
    CoolAsh wrote: »
    First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
    I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
    The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
    Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
    Unfortunately, the current state of Battlegrounds is pretty terrible.
    After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
    I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.


    man we love fights that's the whole point of pvp, we having fun doing good fights against others
    please try gta RP or something or PVE where you need to role play
    you must be this guy who's afk capturing flags and doing dailies while others keep fighting against the whole battleground
    skill design, which is gradually pushing the game toward a more action-oriented style
    this is something else I swear xddd



    I like to get high KDAs and also win the match. But yeah, if you are only doing objectives and not fighting, that isnt good imo. One of my biggest feedback points on 4v4v4 domination. It just turns into a rotating clock with no combat if players truely lock in and wants to win.

    why ignore my word, i said "those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches", i never said "we dont need fight but ony objectives". look at my eyes, tell me, did i just say we dont need fight? i said we need not only fight.
  • CoolAsh
    CoolAsh
    Freez6661 wrote: »
    CoolAsh wrote: »
    First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
    I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
    The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
    Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
    Unfortunately, the current state of Battlegrounds is pretty terrible.
    After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
    I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.


    man we love fights that's the whole point of pvp, we having fun doing good fights against others
    please try gta RP or something or PVE where you need to role play
    you must be this guy who's afk capturing flags and doing dailies while others keep fighting against the whole battleground
    skill design, which is gradually pushing the game toward a more action-oriented style
    this is something else I swear xddd



    Arenas and Battlegrounds are not the same thing. Arenas allow you to focus purely on combat, while Battlegrounds should be centered around playing objectives. If you enjoy pure fighting that much, why not push ZOS to introduce a dedicated Arena mode?
  • Vaqual
    Vaqual
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    We need 2 PvP lead Devs who absolutely hate each other, but both have a strong drive to succeed. Each should be responsible for 3-4 classes and only the changes that they actually agree on should go to PTS.
  • imPDA
    imPDA
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    Vaqual wrote: »
    We need 2 PvP lead Devs who absolutely hate each other, but both have a strong drive to succeed. Each should be responsible for 3-4 classes and only the changes that they actually agree on should go to PTS.

    Nah, we should have a parliament of devs, one party per class, so they could vote, veto, weave intrigues, and so on :D
    Edited by imPDA on May 9, 2026 11:29AM
    Your Friendly Neighborhood PvP Enjoyer (prior to U48)
  • Firstmep
    Firstmep
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    CoolAsh wrote: »
    Freez6661 wrote: »
    CoolAsh wrote: »
    First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
    I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
    The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
    Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
    Unfortunately, the current state of Battlegrounds is pretty terrible.
    After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
    I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.


    man we love fights that's the whole point of pvp, we having fun doing good fights against others
    please try gta RP or something or PVE where you need to role play
    you must be this guy who's afk capturing flags and doing dailies while others keep fighting against the whole battleground
    skill design, which is gradually pushing the game toward a more action-oriented style
    this is something else I swear xddd



    so funny, why not meet me in bg, u ll see.
    u should play cyro instand of bg. and what i say is all about bg. if u like killing is ok, u can stay in lower-tier. bg now is all about deathmatch, no matter what objective is, thats boring. bg in WOW, palyers fight for objective as well, the mechanism insure that not every match become deathmatch.

    Wow has superior bg design since it pushes players to actually fight for objectives.
    Sadly ESO bgs are not really designed that way, except old chaosball and the start of crazy king.
  • Haki_7
    Haki_7
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    @Firstmep wrote:
    CoolAsh wrote: »
    @Freez6661 wrote:
    @CoolAsh wrote:
    First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
    I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
    The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
    Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
    Unfortunately, the current state of Battlegrounds is pretty terrible.
    After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
    I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.


    man we love fights that's the whole point of pvp, we having fun doing good fights against others
    please try gta RP or something or PVE where you need to role play
    you must be this guy who's afk capturing flags and doing dailies while others keep fighting against the whole battleground
    skill design, which is gradually pushing the game toward a more action-oriented style
    this is something else I swear xddd


    so funny, why not meet me in bg, u ll see.
    u should play cyro instand of bg. and what i say is all about bg. if u like killing is ok, u can stay in lower-tier. bg now is all about deathmatch, no matter what objective is, thats boring. bg in WOW, palyers fight for objective as well, the mechanism insure that not every match become deathmatch.

    Wow has superior bg design since it pushes players to actually fight for objectives.
    Sadly ESO bgs are not really designed that way, except old chaosball and the start of crazy king.

    I don't know if these suggestions are enough to fix the objective modes, but the ones for Chaosball, Domination and Crazy King are a good start: https://forums.elderscrollsonline.com/en/discussion/comment/8449121/#Comment_8449121
    Edited by Haki_7 on May 9, 2026 1:42PM
  • CoolAsh
    CoolAsh
    Firstmep wrote: »
    CoolAsh wrote: »
    Freez6661 wrote: »
    CoolAsh wrote: »
    First, setting aside the current bloated stats and formulaic builds, the biggest issue with Battlegrounds is that the objectives are too simple and lack depth. The feedback for playing the objectives is also minimal, which causes most players to focus solely on kill counts and turn every match into a pure deathmatch.
    I believe that even players with strong PvP mechanics should still prioritize objectives, and the leaderboard system needs a complete overhaul. Players who only chase kills and ignore objectives should stay in lower-tier Battlegrounds, while those who actively play objectives and possess excellent PvP skills should advance to higher-tier matches, where they can earn higher ranks and better rewards.
    The current Battlegrounds ranking system feels very underwhelming and doesn't align with the mindset of players who truly enjoy PvP. ZOS’s statement that “every player to have a chance to appear on the leaderboard” is unrealistic. At its core, PvP is about distinguishing the strong from the weak.
    Solving issues like overpowered healers and one-shot/burst builds is actually quite simple: increase base health values while significantly reducing damage and healing output. This way, deaths won’t happen in an instant, and healers won’t be able to keep teams alive indefinitely through overhealing. Battlegrounds would then stop being a “fighting game” that only rewards raw reaction speed and instead emphasize strategy and skill.
    Unfortunately, the current state of Battlegrounds is pretty terrible.
    After discussing this with my friends, we feel that part of the problem might stem from ESO’s skill design, which is gradually pushing the game toward a more action-oriented style. So I’ve been thinking — what if ZOS introduced an item/prop system that PvP players could use during combat? It might bring unexpected new life to PvP and create room for clever, fun, and creative plays.
    I sincerely hope the developers actually play the game themselves, and that people who truly understand PvP are the ones designing the PvP content.


    man we love fights that's the whole point of pvp, we having fun doing good fights against others
    please try gta RP or something or PVE where you need to role play
    you must be this guy who's afk capturing flags and doing dailies while others keep fighting against the whole battleground
    skill design, which is gradually pushing the game toward a more action-oriented style
    this is something else I swear xddd



    so funny, why not meet me in bg, u ll see.
    u should play cyro instand of bg. and what i say is all about bg. if u like killing is ok, u can stay in lower-tier. bg now is all about deathmatch, no matter what objective is, thats boring. bg in WOW, palyers fight for objective as well, the mechanism insure that not every match become deathmatch.

    Wow has superior bg design since it pushes players to actually fight for objectives.
    Sadly ESO bgs are not really designed that way, except old chaosball and the start of crazy king.

    Yes, there's nothing wrong with drawing inspiration from WOW's strong points.
    To be honest, Battlegrounds haven't seen any real innovation in a long time, have they? Most of the recent events and updates have focused heavily on PvE, while the PvP Revenge mode hasn't even officially launched yet. As for Battlegrounds, it feels like they're just putting the old modes on the table. Nothing new.
    I started playing Battlegrounds last year, and I can honestly say it's the main reason I continue playing ESO. The current Battlegrounds are too terrible , so I came to the forum to speak up. I'm not here to complain — I just sincerely hope that PvP can improve and move in a better direction.
    However, I've noticed that some of the points I'm making were already brought up in 2025, and even in 2024, yet the situation remains largely unchanged.
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