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ESO dream patch notes (personal wishlist)

GaldorP
GaldorP
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My original suggestions from August 2015:
I know there's been many threads like this already, and each player probably has their own wishlist of things they would really like to see in future updates of ESO, but here's my list in the form of dream patch notes :)

  • MORE SKILLBARS

    - Increased the number of skill bars from 2 to 5.
    Players can switch between skill bars by pressing F1-F5 (default keys).
    This allows the use of up to 5 different weapons.

  • CAST TIMES AND COOLDOWNS

    - All skills and light/heavy attacks now have individual cast times and cannot be interrupted anymore (we got rid of animation cancelling and block-casting).
    - To make balancing a lot easier, allow for more variety in how strong skills can be, and to prevent playstyles that rely on using the the same abilities over and over again, we introduced individual reuse delays (aka cooldowns) for each and every skill.
    - There is a new option in the UI settings to show a small loading bar that indicates the progress in the action the character is currently performing. Reuse delays are visually indicated in the skill bar.

  • NEW CLASSES

    - Introduced 4 new main classes: the Necromancer, the Marauder, the Shaman, and the Bard.

  • NEW PVE ZONES

    - We've added several large new PvE zones to the game where veteran characters can hunt alone or in groups to gain Champion XP.
    These new Adventure zones also include new daily quests which offer an XP reward and a rare material reward upon completion.
    - Each zone has areas with easier monsters (designed for solo hunting), and areas with stronger monsters (designed for groups).
    The stronger monsters offer slightly better rewards (so playing in a group is a tiny bit more rewarding).

  • NEW CRAFTABLE ARCANE ITEMS FOR PVE

    - Over 50 new unique Arcane items have been added to the game. They require a variety of new rare materials and a recipe to be crafted. These new materials can be obtained from daily quests or as a raredrop from monsters. Dungeon bosses have a better chance to drop rare materials and recipes and an extremely low chance to drop full Arcane items. Some rare materials required to craft Arcane items can only be purchased from NPC merchants for gold.
    - Arcane items always have a set of randomly generated modifiers on top of their fixed main bonuses (but they never have useless traits).
    - Arcane items, their recipes, and all rare materials required to craft them can be traded.
    - Any character that has 4 or more traits researched on a specific item type can craft Arcane items of that item type (if they've learned the recipe).
    The more traits a crafter has researched on a specific item type the better their chance will be to get more and better random modifiers on the crafted Arcane item. Complete Arcane items dropped by dungeon bosses have their modifiers generated based on a random crafting level (between 4 and 9 traits researched).

  • NEW PVP SETS AND PVP CRAFTING

    - 12 new PvP sets have been added to the game with set bonuses that only work in PvP (they have no effect outside of Cyrodiil).
    They require rare Cyrodiilic materials to be crafted. These materials can only be bought with AP from NPC merchants in Cyrodiil and they are not tradable.
    - To craft a new PvP set item, just talk to a warsmith in your alliance's starter zone in Cyrodiil (and have the required materials on you). No crafting skills are required to create PvP set items.

    - Siege weapons can now be purchased with a new currency (siege crowns) that slowly refills over time up to a certain maximum amount while a character is logged in in Cyrodiil.
    - No character can carry more than 1 siege weapon at a time (if a new one is purchased, old ones get deleted).
    - All kinds of repair kits are free to use in Cyrodiil now (the item is not consumed upon use anymore; each player can carry all 3 repair kits on them and use them indefinitely).

  • NEW CAPTURE MECHANICS

    - Capturing the flag of an enemy resource takes 3 minutes now, no matter how many players are nearby. Capturing all flags at a keep takes a minimum of 5 minutes now.
    - Player characters will now receive a small amount of AP every 20 seconds while standing near a flag during its capture.
    - Keeps have between 3 and 5 flags now, located at various locations within the keep.
    - Players can use transitus shrines to travel to every farm, mine, and lumbermill their side owns now, even when the resource belongs to a castle that is currently under attack. However, both keeps and resources can only be captured by an alliance that already owns a neighboring keep (but they are not lost by default when the alliance loses all neighboring keeps so there can be isolated keeps and resources with no connection to the other keeps of the alliance but they cannot be recaptured once lost until there is a connection to a neighboring keep of the same alliance again).

  • UPGRADING ITEMS

    - NPC blacksmiths, clothiers, and woodworkers now offer the option to adjust the level of a piece of equipment to your character's level (a VR 5 item could be upgraded to VR 13 for a VR 13 character or downgraded to VR 2 for a VR 2 character).
    This service requires a small amount of gold and a new special material that can be obtained as a raredrop from any monster of any level and can be traded with other players OR a bound item that can be purchased from the Crown Store (and no gold fee).

  • ITEM APPEARANCE STONES

    - Appearance Stones allow players to change the appearance of any item to that of any other item they possess. The item whose appearance is taken is consumed (destroyed) in the process.
    - Some bosses will very rarely drop new items with unique appearances (that can be traded with other players).
    - Appearance Stones can only be bought from the Crown Store.
Edited by GaldorP on February 9, 2016 5:18PM
  • GaldorP
    GaldorP
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    It's been a while since I posted any suggestions for changes I would like to see in ESO. Going to update this old thread I started a while ago with my current suggestions (there's quite a lot of them so I'm breaking them up into several posts :)):

    1. BUILD VARIETY

    How I see the current situation:
    There’s not enough build variety, all sub-optimal or niche skills/strongly situational skills end up hardly being used by anyone. Toggle and effect-when-slotted skills further reduce the number of active skills that can be slotted at the same time. Players who complete all the content have enough skill points to learn far more skills than they can slot. It feels like new skills lines now can only include passive skills since there aren’t enough slots on a player’s skill bar for new active abilities anyway.
    The Champion System is boring and just makes players gradually stronger at pretty much everything they need. There is almost no variety in the Champion abilities players choose; they don’t need to make any meaningful choice when spending Champion points and just get gradually better at pretty much everything that’s useful for their build.
    Hybrid Builds are not viable anymore since soft caps have been removed from the game. Players are driven into making either Magicka or Stamina their main resource.

    Suggestions:
    • Upgrade the number of skills on each skill bar (at least 6-7 normal skills + ultimate, 8-10 would be better).
    • Add a Class Specialization system so not all Dragonknights/Nightblades/Sorcerers/ Templars are exactly the same (or add more classes to the game!).
    • Change the Champion System to a system where players can permanently unlock passives to use on all characters by spending a certain amount of Champion Points.
      i]Detailed suggestion for the new Champion system[/i:
      • Only one ability of each category can be active at the same time.
      • Abilities can only be changed at specific NPCs in towns.
      • Grant any player who has 1'000 or more Champion Points a title (for example "Relentless" or "Champion")
      • Grant any player who has 3'600 Champion Points an additional title (for example "Fanatic" or "True Champion")

      Category 1: Main abilities (each costs 50 CP to unlock account-wide)
      • 10% increased Critical Hit Chance against Undead and Deadric Targets
      • 15% Spell and Armor Penetration
      • 5% more Damage on Critical Hits
      • 10% more Healing Done on Critical Hits
      • 35% increased Armor
      • 35% increased Spell Resistance
      • 8% increased damage with Damage over Time effects
      • 5% increased damage with Class abilities (including class ultimates)
      • 5% increased damage with Weapon abilities
      • 15% increased damage with light and heavy attacks

      Category 2: Elemental Resistance passives (each costs 30 CP to unlock account-wide)
      • 20% less damage taken from Fire attacks
      • 20% less damage taken from Frost attacks
      • 20% less damage taken from Lightning attacks
      • 20% less damage taken from Poison and Disease attacks
      • 20% less damage taken from Physical Attacks
      • 20% less damage taken from Magic Attacks

      Category 3: Recovery passives (each costs 30 CP to unlock account-wide)
      • Magicka Recovery +300
      • Health Recovery +1000
      • Stamina Recovery +300
      • Universal Recovery: Magicka Recovery +75, Health Recovery +250, Stamina Recovery +75

      Category 4: Stamina special use passives (each costs 40 CP to unlock account-wide)
      • 10% reduced Stamina cost for blocking
      • 20% reduced Stamina cost for dodge-rolling
      • 25% reduced Stamina cost for breaking free
      • 40% reduced Stamina cost for sprinting
      • 40% reduced Stamina cost for movement in stealth

      -> 150 CP to unlock 1 skill for each slot.
      -> 1000 CP is the new maximum amount required to unlock all skills (previously: 3600 CP).
      -> Unlocking more passives doesn't make a character stronger but offers more flexibility in play-style.
      -> More skills can possibly be added in later updates.
      -> Players need to make a choice now and can't simply become stronger at everything.
    • Make all class skills Magicka-based again, all Weapon skill lines Stamina-based (including Destruction and Restoration Staff!), Fighters Guild Stamina-based, Mages Guild Magicka-based, Undaunted skills Magicka-based, PvP Assault skills Stamina-based, PvP Support skills Magicka-based, Dark Brotherhood skills Stamina-based. All Magicka skills have their damage, healing, and critical hit chance based on the character’s Spell Damage and Spell Critical while all Stamina skills rely on the character’s Weapon Damage and Weapon Critical values.
    Edited by GaldorP on February 9, 2016 5:14PM
  • GaldorP
    GaldorP
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    2. BALANCING

    How I see the current situation:
    Balancing problematic skills in ESO is a very complex endeavor and for each skill that causes balancing issues the combat team needs to find an individual, non intuitive fix that’s often very complicated or ends up being a compromise that feels unsatisfactory for both sides (those using the skill that love how strong it is [or was] and those who are on the receiving end, suffering from the skills perceived OP-ness). Some fixes still do not have the desired effect because the resource management is very hard to control in ESO. There’s just so many set bonuses, skill effects, combat mechanics, and Champion Abilities ESO that let a player instantly regain resources or grant them a faster resource recovery that’s it’s next to impossible to have resource cost as the sole limiting factor that keeps strong skills from being over-used. If all skills can theoretically be spammed that means that all skills in the game need to be more or less equally strong which is very hard to accomplish for the combat balancing team and leaves them with very little room to work with when designing new skills or rebalancing existing ones!
    CC effects and CC immunity mechanics are often the most problematic effects to balance and cause a lot of confusion for new players (varying immunity times, partial immunity that only applies to some cc effects but not to others, skills that help your enemy more than they harm them by granting them cc immunity but hardly doing anything else, cc effects for which there is no immunity, cc immunity from potions and active skills which is different from other types of immunity, PvE encounters which completely ignore the cc mechanics that apply everywhere else in the game, some cc effects that can be blocked others that can’t be blocked or avoided in any way) and many problems (unbreakable cc bug).
    There is one very simple mechanic that could be introduced to solve most balancing issues which would offer a far easier and universal way to balance skills (the first suggestion):

    Suggestions:
    • Add cool-downs (re-use delays) for all skills, make cool-downs visible on the skill bar and casting times/charge times/channeling progress for skills that aren't instant-use visible as color bar that fills up above the character’s head or below the character’s feet (can be enabled in options; disabled by default).
    • Cool-downs only apply when a skill is actually run (not when it's cancelled or interrupted by cc).
    • Remove animation-cancelling for skills that are instant-use and have short animations (the animation of those skills cannot be shortened or skipped in any way; performing another action like blocking, dodge-rolling, bashing or swapping weapons is not possible while the animation of an instant-use skill is still playing).
    • The animation of skills with a longer casting timer/charge animation can be cancelled by blocking, swapping weapons, using bash, or performing a dodge-roll but not by using a light or heavy attack or using another skill. Whenever a skill with a longer casting timer/charge animation is cancelled, the skill will not be run (the skill's effects won't be dealt).
    • Channelling skills can be cancelled in the same way as skills with a longer casting timer/charge animation.
    • The last command (light or heavy attack, dodge-roll, block, weapon-swap, or skill-use) entered by a player while the character is still performing a skill animation will be run as soon as the current skill animation has ended (or instantly if the skill was a skill with a casting timer/charge time or a channeling skill and if the new action was one of the actions that can cancel such skills).
    • There is only 1 type of cc immunity now that grants immunity to all cc effects (including root), always lasts 5 seconds, and only gets activated when a character breaks free from a cc effect, uses a dodge roll while rooted, uses a potion that grants cc immunity while not benefitting from immunity already, or uses a skill like Immovable that grants cc immunity while not being under the effect of immunity already. When a character that already has cc immunity uses a potion or a skill that grant cc immunity the effect does not get prolonged (the potion’s or the skill’s cc immunity effect are ignored for that usage).
    • Example of an instant-use ability: The player presses the "1" key to use Steel Tornado. While the character is performing the Steel Tornado animation, the player cannot block, dodge-roll, swap weapons, or use bash on an enemy. The effects of Steel Tornado are dealt even when the skill's animation get's interrupted by a cc effect. The cooldown always applies.
    • Example of a skill with a casting timer/charge animation: The player presses "2" to use Snipe. The player's character starts performing the skill's charge animation which has a duration of 1 second (visible on screen as color bar near the player character that gradually fills up if the option is enabled in settings). The player can block, dodge-roll, swap weapons, or use bash to cancel the charge animation while it is playing. In that case the effects of Snipe are not run (the arrow isn't fired) as if the character had been interrupted by a cc effect and the cool-down does not apply. If the entire charge animation of the skill can be played without interruption by the player taking another action or the character getting affected by a cc effect, the skill's effects will the run (the arrow will be fired) and the skill's cool-down timer is applied.
    • Example of a channeling skill: The player presses "3" to use Rapid Strikes. The player's character starts performing the Rapid Strikes channeling animation which has a duration of 2 seconds (visible as color bar that gradually fills up near the character if the option is enabled) and the skill's cool-down timer is immediately applied. While the character is performing the channeling animation the skill's effects are dealt continuously (once per second or once every 0.5 seconds). The player can cancel the channeling animation by blocking, performing a dodge-roll, swapping weapon bars, or using bash.
    Edited by GaldorP on February 9, 2016 6:46PM
  • GaldorP
    GaldorP
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    3. BUFF/DEBUFF AND DAMAGE INFORMATION

    How I see the current situation:
    In group combat, it’s very hard to keep track of all the buffs and debuffs that are currently active on the player character (there’s too many visual effects, not all of them are clearly visible, some might not show up at all depending on the computer the client is running on). Many players don’t recognize the buff names and can’t tell the game’s buffs apart from each other.
    There’s no way to reliably tell what exactly happened in a combat (what just hit me? did this enchant proc on the enemy I just attacked or not?) or how much damage you deal or receive without using an add-on. This information is absolutely vital for anyone who cares about what’s happening in a combat in ESO! I don’t think I’ve heard of a single other MMOG that didn’t have a combat log as part of its basic UI.

    Suggestions:
    • Add clearly discernible and easily recognizable buff icons for all common buff and debuff types on the player character and the current target (disabled by default; can be turned on in gameplay settings).
    • Add a combat log to the game’s basic UI (just add an optional combat system message layer to chat; disabled by default).

    4. CYRODIIL

    Suggestions:
    • Better capture mechanics for keeps in Cyrodiil that encourage players to fight at several keeps/resources and not all in the same place (should be more like those in a PvP game, for example Planetside 2; I’ve given a detailed suggestion how this could be done in ESO, before).
    • Remove AoE caps on damage skills.
    • Introduce Line of Sight checks for all heals.
    • Resource Recovery in combat and healing (unlimited stacking of heals) are still too strong in Cyrodiil. Limit Healing a character can receive every second in Cyrodiil to 33% of that character’s Maximum Health. Limit the amount of Magicka and Stamina a character can regain every second in Cyrodiil to 20% of that character’s Max Magicka/Max Stamina.
  • GaldorP
    GaldorP
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    5. CRAFTING AND ITEMIZATION

    How I see the current situation:
    Right now, most dropped set items are bind on pickup. Everyone who’s been playing for a while has pretty much reached max rank on every single profession in the game. Crafting - in general - is extremely simple and boring.
    Grinding or farming for large amounts of base materials at VR 16 is annoying because the game isn't designed for this, and it's an abrupt change to all crafting before VR 16.
    The randomization on items is at the wrong point. Players get items of a random armor type (light, medium, heavy), of a random set, and with a random trait which means that, most of the time, they get items they can't use and can’t sell to other players either because they are bind on pickup, and when they do finally get an item of the right set, gear slot, and armor type, it will probably have the worst trait that can drop.
    With every increase in the max Veteran Rank, a lot of the previous gear got completely obsolete, and there are many sets that exist only for level ranges where a character won't even stay for 2 hours.
    Inventory and bank space still feels too limited, even with maximum updates.

    Suggestions:
    5.1. Trading and RNG on Non Crafted Gear
    • Don't bind gear on pickup and don't bind gear on equip! Let players do trade with dropped items. Only bind items to an account when their appearance is changed at a dyeing station or with appearance stones (see 5.3. below); or when they are re-enchanted (see 5.5. below).
    • Add a token system for the daily Undaunted quests so people can at least choose which set or armor type (light/medium/heavy) they would like to have. Same for the daily Wrothgar quests. The blue bags in Cyrodiil are the best gear randomization system the game currently has.
    5.2. Upgrade Option for Jewelry
    • Add an option to update the quality of jewelry (rings and necklaces) at Mages Guild NPCs (consumes 5 of the new rare crafting materials; different ones for each set; for example, a necklace of the Warlock would require B, D, G, H, and N; see 5.4. below for an explanation of what new crafting materials are). Upgrading a piece of jewelry binds it to the player’s account.
    5.3. Appearance stones
    • Let players change the appearance of an item to that of any other item they are willing to sacrifice (the item whose appearance is taken gets deleted in the process), possibly with appearance stones that could be sold in the crown store. Costumes/disguises already can completely hide the armor a character is wearing, anyway, and this option would allow players to have their characters look exactly the way they want them to look while using exactly the item sets they want to use.
    5.4. Master Professions, New Rare Crafting Materials, and New Attribute System for Veteran Rank Set Items
    • Add a Master Crafter system. Each character can become Master of an equipment crafting profession once they have reached rank 50 in that profession. This opens up a new Master Profession passive that allows the character to craft Master set items.
    • Add new rare crafting materials required to craft Master set items with new, additional Attributes that only a Master of a profession can create. These rare materials required for Master crafting can be found in all types of content and in all level ranges (in PvP, from material nodes, crafting writs, hirelings, treasure chests, quests, fishing, grinding, world bosses, dark anchors, group dungeons, and trials; higher drop chances in content that is more challenging and requires more organization). Additionally, there is a chance to acquire a rare crafting material when deconstructing an item with Attributes.
      i]Detailed suggestion for crafting materials required to craft Master Set Items[/i:
      Crafting an equippable set item with Attributes (Master set item) requires:
      • The same amount of base materials as before (except for VR 16 which now always require only about twice the amount of base materials that VR 15 items require).
      • A style material, as before.
      • Around 50 green upgrade materials (tannins, tempers, or resins)
      • Around 20 blue upgrade materials
      • Around 5 epic upgrade materials
      • 3 different new rare crafting materials (which 3 depends on the item type):
        • A is required for all Light Armor pieces.
        • B is required for all Medium Armors pieces.
        • C is required for all Heavy Armor pieces.
        • D is required for all Weapons and Shields.

        • E is required for all Head, Body, and Leg pieces (large armor pieces).
        • F is required for all Hand, Feet, Waist, and Shoulder pieces (small armor pieces).
        • G is required for One-handed Weapons and Shields.
        • H is required for Two-handed melee weapons.
        • I is required for Bows, Destruction Staves, and Restoration Staves.

        • J is required for all Hats, Helmets, and Helms.
        • K is required for all Robes, Jacks, and Cuirasses.
        • L is required for all Breeches, Leg Guards, and Greaves.
        • M is required for all Gloves, Bracers, and Gauntlets.
        • N is required for all Shoes, Boots, and Sabatons.
        • O is required for all Sashes, Belts, and Girdles.
        • P is required for all Epaulets, Arm Cops, and Pauldrons.
        • Q is required for Daggers.
        • R is required for swords (one-handed and two-handed).
        • S is required for Axes (one-handed and two-handed).
        • T is required for Hammers and Mauls.
        • U is required for Shields.
        • V is required for Bows.
        • W is required for Destruction Staves.
        • X is required for Restoration Staves.
    • Add new, randomly created Attributes on all dropped VR set items (in addition to the existing trait and weapon/armor type) and all VR set items crafted by a Master Crafter with rare materials (Master Set Items).
      i]Detailed suggestion for Attributes[/i:
      Rules:
      • Only Veteran Rank Set items may have Attributes (+ some unique items like Master Weapons and Maelstrom Master Weapons that are of Veteran Rank).
      • Attributes are rolled when a set Item is crafted by a Master Crafter with rare extra materials, when a set item is picked up as loot or obtained from a container item in the inventory.
      • Crafters can continue to craft set items without extra materials as before but those won’t have any Attributes and can’t be Re-enchanted.
      • Legendary items have 5 Attributes, epic items 4, superior items 3, fine items 2; normal (white) items can’t have any Attributes.
      • When the item quality of a set item with Attributes is updated, it gains an additional Attribute.
      • Crafted Set Items with Attributes will always be of Fine quality when created and have 2 Attributes. All non crafted set items in the game are already of at least Fine quality when they are obtained.
      • All Items that did not have Attributes before the patch but would have them with the introduction of the Attributes new system will automatically obtain 2-5 random Attributes (number depends on the item quality) when the patch is applied.
      • Class specific Attributes will always be Attributes for the class of the character that obtains or upgrades an item with Attributes.
      • Weapon type specific Attributes will always be Attributes for one of the weapon types that the character obtaining or upgrading the item with Attributes currently has equipped on either one of the two skill bars.

      Possible Attributes for equipment:

      1. Stat Modifiers (common; values are about 15% of what legendary Enchantments offer; each Common Stat Modifier may occur up to twice per item; when the same Stat Modifier occurs twice the values are added and it’s listed as one stat modifier with the prefix “Greater” so 2 “Increased Max Magicka” modifiers, for example, would turn into “Greater Increased Max Magicka”; the order here is from most common to least common.)
      • Increased Max Magicka (+130)
      • Increased Max Health (+143)
      • Increased Max Stamina (+130)

      • Increased Armor (+364 on Heavy Armor/+313 on Medium Armor/+ 183 on Light Armor)
      • Increased Spell Resistance (+ 333)

      • Increased Weapon Power (+26; never in combination with Spell Power or Spell Critical)
      • Increased Spell Power (+26; never in combination with Weapon Power or Weapon Critical)
      • Increased Weapon Critical (+0.5%; never in combination with Spell Power or Spell Critical)
      • Increased Spell Critical (+0.5%; never in combination with Weapon Power or Weapon Critical)

      • Increased Critical Damage (+1.5%)

      2. Special Modifiers (rare; never more than 3 per item; each Rare Stat Modifier can only occur once per item; when a character is wearing more than 1 item with the same Special Modifier, then the bonuses will not stack)

      2.1. Rare Stat Modifiers
      • Increased Sprint Speed (+5%)
      • Increased Walking Speed (+5%)
      • Increased Mounting Speed (+5%)
      • Increased Crouching Speed (+5%)
      • Increased Healing Received (+2%)
      • Increased Healing with Healing Abilities (1.5%)

      2.2. Weapon Modifiers (never more than 1 per item; these can only occur when the character currently has a weapon of the specific type equipped on either of the two skill bars).
      • Increased Damage with Two-handed abilities (3%)
      • Increased Damage with One-Handed and Shield abilities (3%)
      • Increased Damage with Dual Wield abilities (3%)
      • Increased Damage with Bow abilities (3%)
      • Increased Damage with Destruction Staff abilities (3%).
      • Increased Healing with Restoration Staff abilities (3%).

      • Increased Damage with Two-handed light and heavy attacks (3%).
      • Increased Damage with -Handed and Shield light and heavy attacks (3%).
      • Increased Damage with Dual Wield light and heavy attacks (3%).
      • Increased Damage with Bow light and heavy attacks (3%).
      • Increased Damage with Destruction Staff light and heavy attacks (3%).
      • Increased Damage with Restoration Staff light and heavy attacks (3%).

      2.3. Skill Modifiers (never more than 2 per item; only bonuses for the character’s class can occur when the item is obtained or upgraded; the bonuses always work for a basic ability and both of its morphs).
      • [Dragonknight] Increased Damage over Time with Searing Strike (+5%).
      • [Dragonknight] Reduced Resource Cost for Lava Whip (-15%)
      • [Dragonknight] Increased Range for Fiery Grip (+10 meters).
      • [Dragonknight] Increased Range for Stonefist (+8 meters).
      • [Dragonknight] Increased Duration for Ash Cloud (+5 seconds)
      • Etc.

      2.4. Ultimate Modifiers (very rare; never more than 1 per item; only bonuses for the character’s class ultimate abilities may occur when the item is obtained or upgraded; the bonuses always work for a basic ultimate ability and both of its morphs).
      • [Dragonknight] Reduced Ultimate Cost for Magma Armor (-10%).
      • [Dragonknight] Increased Range for Dragon Leap (+10 meters).
      • [Dragonknight] Increased Duration for Dragonknight Standard (+2.5 seconds).
      • Etc.

      3. Cosmetic Modifiers (extremely rare; occurs as an additional attribute when an item is obtained; may not occur when an item is merely updated in quality and gains additional Attributes from those updates; never more than 1 per item; some bonuses can only occur when the character that obtains or upgrades an item is of a specific class; Cosmetic Modifiers will not be lost when an item is re-enchanted to have new attributes).
      • [Dragonknight] Blue Flames (Ardent Flame abilities now have blue flame effects).
      • [Dragonknight] Fiery Knight (the character constantly has flames emerging from his or her armor).
      • [Nightblade] Invisible Thief (the character always is slightly semi-transparent).
      • [Nightblade] Shadow Thief (the character constantly has a dark shadow around him or her as if hidden in stealth).
      • [Sorcerer] Blood Deadra (the Sorcerer’s pets are dark crimson red).
      • Etc.
    • Add some achievements for the Master Professions and the new Attributes system, for example: "Create an item with Attributes (a Master set item)”, or “Obtain a Master set item with a skill modifier”.

    5.5. Re-enchanting and Upgrading/Downgrading Equipment
    • Add a Re-enchant System that allows players to reroll the trait on any piece of equipment OR the randomly generated Attributes of an equippable item with Attributes (two separate options). Rerolling the traits or Attributes of an Item will bind that item to the account so it could not be traded anymore. Both options would cost a fee in gold or AP (player's choice), starting at around 20’000 gold/40'000 AP, which increases with each subsequent reroll on the same item. Each reroll also consumes 3 new rare crafting materials that can be found in all types of content (the same materials that a Master Crafter would need to create a set item of the same type with Attributes).
    • Give Blacksmith, Clothier, and Woodworker NPCs the option to upgrade/downgrade existing gear for players to a higher (or lower) Veteran Rank/Level. This should consume various of the new rare crafting materials but not cost any gold. Add a max upgrade and a min downgrade vr/level limitation per item set if necessary. Upgrading or downgrading an item should make it account-bound.
    How I think these changes will affect the game:
    • The new rare crafting materials give new players a chance to earn some gold fast at the start and give old players an incentive to continue doing existing content.
    • The Attribute system adds variety to gear. Each crafted or dropped item with Attributes is unique and makes the market with VR set items a lot more interesting.
    • Thanks to the token systems, it’s easier for (new) players to get gear of the sets and armor types they want and can use, even if those items don’t have perfect Attributes.
    • The Attribute system gives endgame players something to strive for and work on for a long time without creating too much of a power gap between them and new players.
    • The upgrade/downgrade option creates more variety in gear that can be used for endgame content.
    • The trait reroll option allows players to optimize their gear without having to give up a hard earned rare item and it helps to make the randomly generated traits on equipment a bit less frustrating.
    • The re-enchant system adds a new gold-sink to the game which the economy badly needs if players are supposed to keep playing ESO for years (and start doing content that awards gold again). This gold-sink doesn’t hurt new players and it gives all the multimillionaires something to waste their gold on.

    6. INVENTORY MANAGEMENT AND VARIOUS QUALITY OF LIFE CHANGES

    Suggestions:
    • Increase the stack size for all stackable items to about 5000.
    • Change Crafting Writs so they can be delivered to any of the delivery sites (for example, Vulkhel Guard, Elden Root, Marbruk, Velyn Harbor, Rawl’kha, The Hollow City, Belkarth, Orsinium, and Abah’s Landing for AD characters).
  • templesus
    templesus
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    I'd love for it not be necessary to have a vamp ability slotted to get the regen again
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