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Gray Host or Vengeance?

Swarog
Swarog
✭✭✭
I’d like to know which campaign players will prefer once Gray Host and Vengeance are both available again. But first, here is my brief feedback on the latest test.

What I liked about Vengeance was the scale of the battles, the relatively low amount of lag, and double AP. I’m already going to miss all of that.

For now, double AP is the biggest draw for me because I’m still working my way toward Grand Overlord. Once I finally reach it, double AP will matter much less to me.

Second is the scale of the battles. They were genuinely epic. Without double AP, this would easily have been number one for me.

Third, but still extremely important, was the relatively low amount of lag. I could actually play the game instead of fighting the server.

I also liked that meta builds had much less of an advantage. It allowed me to relax and confirm that my own skill was not the problem. I always create my own builds and never copy ready-made builds from websites.

The main downside was that item sets did not function normally. Most final set bonuses were active, but the 2–4-piece bonuses were disabled, and some sets did not work at all. I enjoy theorycrafting and creating builds, so this restriction mattered to me. Still, the campaign was perfectly playable, and it was possible to adapt to these limitations.

Once Gray Host and Vengeance are both available again, which one will you play?

Gray Host or Vengeance? 50 votes

Gray Host
66%
sarahvhoffb14_ESOKartalinOverbowedganzaesoJohnRingoGreasytenguRoztlin45gammelscrollSteamKitten01ItsNotLivingL_NiciimPDATaggundHoneyBunBadgersedward_frigidhandsCameraBeardThePirateTheAwesomeChimpanzeeBushido2513Just_AttiviPrionyx 33 votes
Vengeance
34%
SwarogRomoAsdaraSheuibVaranaDrayzonmeekmikoceruuleanSeaGtGruffGoodrodsblktaunaIriidiusaetherix8tomfantLunaFloraLuna_the_Ratrelo_cz 17 votes
  • Swarog
    Swarog
    ✭✭✭
    Vengeance
    I chose Vengeance. I played there yesterday and overnight into today, and I plan to continue playing it.

    Vengeance has its own distinct mechanics, which immediately interested me because of both their simplicity and, surprisingly, a certain amount of variety. I think the result is quite well balanced.

    The main thing currently missing is a clearer understanding of what works and what does not. At the moment, players sometimes have to guess or test mechanics manually.

    Vengeance currently suffers from a lack of population. Most players are accustomed to traditional Cyrodiil PvP and may not be eager to change something they already know, which is natural.

    However Vengeance is a breath of fresh air. It can and should be developed carefully, while preserving and improving its performance.

    To make Vengeance more attractive and therefore increase its population, I would suggest making double AP permanent but only for AP earned through actual PvP.

    For example, double AP should apply to:
    • killing enemy players;
    • assisting with enemy-player kills;
    • healing allies who are actively participating in PvP combat;
    • resurrecting allies during PvP combat;
    • the combat-related portion of offensive and defensive objective ticks.

    Double AP should not apply to:
    • repairing walls and doors;
    • capturing undefended keeps, outposts, resources, or towns;
    • standing near an objective without actively participating in the battle;
    • other activities that allow players to farm AP while doing very little actual PvP.

    Normal AP could still be awarded for those activities, but without the ×2 multiplier.

    This would keep the idea very simple: real PvP in Vengeance gives double AP, while passive AP farming does not.

    The bonus also needs to be large enough to influence player behaviour. A small bonus, such as only 10%, would probably not be enough to attract the population that Vengeance needs for truly large-scale battles.
  • Usureki
    Usureki
    ✭✭✭✭
    Gray Host
    Swarog wrote: »
    I chose Vengeance. I played there yesterday and overnight into today, and I plan to continue playing it.

    Vengeance has its own distinct mechanics, which immediately interested me because of both their simplicity and, surprisingly, a certain amount of variety. I think the result is quite well balanced.

    The main thing currently missing is a clearer understanding of what works and what does not. At the moment, players sometimes have to guess or test mechanics manually.

    Vengeance currently suffers from a lack of population. Most players are accustomed to traditional Cyrodiil PvP and may not be eager to change something they already know, which is natural.

    However Vengeance is a breath of fresh air. It can and should be developed carefully, while preserving and improving its performance.

    To make Vengeance more attractive and therefore increase its population, I would suggest making double AP permanent but only for AP earned through actual PvP.

    For example, double AP should apply to:
    • killing enemy players;
    • assisting with enemy-player kills;
    • healing allies who are actively participating in PvP combat;
    • resurrecting allies during PvP combat;
    • the combat-related portion of offensive and defensive objective ticks.

    Double AP should not apply to:
    • repairing walls and doors;
    • capturing undefended keeps, outposts, resources, or towns;
    • standing near an objective without actively participating in the battle;
    • other activities that allow players to farm AP while doing very little actual PvP.

    Normal AP could still be awarded for those activities, but without the ×2 multiplier.

    This would keep the idea very simple: real PvP in Vengeance gives double AP, while passive AP farming does not.

    The bonus also needs to be large enough to influence player behaviour. A small bonus, such as only 10%, would probably not be enough to attract the population that Vengeance needs for truly large-scale battles.

    Treating GH players as second class citizens with half AP earned?
    No thanks.
  • SeaGtGruff
    SeaGtGruff
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    ✭✭✭✭✭
    Vengeance
    I'm sticking with Vengeance for the time being. I changed my Home Campaign from Gray Host to Vengeance some months back when Vengeance became a permanent campaign-- not because I don't enjoy Gray Host, because I do-- but because I'd like to give Vengeance a thorough and fair testing, and I figured I wouldn't be as likely to do that if I were to keep Gray Host as my Home Campaign, since that would just encourage me to play more often on Gray Host and less often on Vengeance. So far, I've been enjoying my experiences in Vengeance, although it took almost a week to adjustment to the differences.

    It does seem to me that performance on Vengeance has been slipping a bit, especially when there are a lot of players on. In particular, I've been experiencing occasional instances of getting slammed by guards and sent sliding along the ground, or through the air, or through terrain or architecture, for several seconds before finally coming to a stop and then being returned to my original location. That's something that used to happen to me on Gray Host from time to time. It got worse during the weeklong Vengeance test, as far as happening more frequently, and I'm hoping it goes back to being just an occasional thing now that the test is over.
    I've fought mudcrabs more fearsome than me!
  • blktauna
    blktauna
    ✭✭✭✭✭
    ✭✭
    Vengeance
    I play in Vengence now as a rule. The combat is more fun, no ball groups, no cheese, very fun large scal battles and wild keep fights. The bonus also my screen doesn't turn into a slideshow when certain people show up and my skill actually work for the most part. GH has been a festival of crashing, no barswapping and 5 second skill delay for ages and I just don't enjoy it now.
    Edited by blktauna on July 28, 2026 4:31PM
    PCNA
    PCEU
  • Luneca
    Luneca
    ✭✭✭✭✭
    Gray Host
    Gray Host. I can fire 6 coldfires siege. I'm practicing using 8. Really difficult tbh.
  • SeaGtGruff
    SeaGtGruff
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    Vengeance
    Luneca wrote: »
    Gray Host. I can fire 6 coldfires siege. I'm practicing using 8. Really difficult tbh.

    Yes, there are things I really like about Gray Host, and things I really like about Vengeance-- and things I dislike about each.

    The free siege and repair kits (and forward camps) in Vengeance are very nice, as opposed to having to spend your gold or AP to buy those things in Gray Host.

    And the way that repairing continues automatically in Vengeance once you begin is a lot nicer than having to repeatedly spam the repair kit (hopefully at just the right rhythm for maximum repair speed) in Gray Host-- except, if a wall is badly damaged in Vengeance and you're repairing it by yourself, after a period of time the continuous repair seems to stop while the wall is still below full health, like there's a maximum time limit, so sometimes you must restart the continuous repair process to repair a wall back to full health.

    But the ability to place multiple siege engines of the same type in Gray Host is definitely nice if you're trying to solo-siege an outpost or keep, whereas being limited to just one of each in Vengeance is not so nice.
    I've fought mudcrabs more fearsome than me!
  • meekmiko
    meekmiko
    ✭✭✭✭✭
    Vengeance
    I personally prefer Vengeance over Blackreach/Gray Host but I flip-flop between all three.

    And I wasn't a fan of Dark Convergence rearing its ugly head again with the latest Vengeance testing though. Its more annoying than it is deadly. (as is anything that makes you lose control of your character, because it loves to desync pretty bad afterwards.) /rant
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  • Swarog
    Swarog
    ✭✭✭
    Vengeance
    Some time has passed, and I already find myself missing the truly large-scale PvP we had during the test week, with little to no lag, at least in my experience.

    Right now, I would rather play that version of Vengeance, with massive battles and minimal lag, than either the current Vengeance (low population) or Gray Host (lags).
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