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My Ideas for ESO (QoL, Achievements, Raids/Dungeons and more)

Galagladi Dragonblood
I’ve been thinking about some ideas for a while now, but I was hesitant to share them. I know there are a few things that probably need to be addressed first before these ideas could even be considered.

But today’s the day, where I’m finally putting them out here.

What do you think? Are they too ambitious? Or do you have your own ideas for things like this?

One of my biggest hopes is to get feedback from the devs. Are these ideas even possible? And if not, I’d love to understand why.

QoL

Under the Specific Dungeon Finder, add a function for automatic selection. Example: The addon “Dungeon Queue 4 Stickerbook”.

Achievements
  • Add Trifectas for the Craglorn trials. If you complete all three, you receive a mount as a reward.
  • Add a mount for Maw of Lorkhaj, Asylum Sanctorium, Cloudrest, and Hall of Fabrication. It would be a great addition, similar to Sunspire, and I’d love to see it. It might also encourage more players to engage with this type of content.
  • Add perfected versions of the sets from Maw of Lorkhaj and Hall of Fabrication. I see this as a DLC-style upgrade, and these are the only DLC trials that don’t offer perfected sets, despite their gear being widely used across nearly all types of content.

Housing

Seasonal Adjustment: Flora and Fauna respond dynamically to indoor settings.
  • Winter: Light snow covers the environment, and rain transforms into snowfall.
  • Autumn: Grass is accompanied by fallen leaves, trees take on autumnal hues, and wind effects occasionally scatter leaves.
  • Spring: Flowers bloom beside the grass, creating a bright, vibrant, and fresh atmosphere.
  • Summer: Similar to spring, but with deeper greens and more intense weather, emphasizing warmth and vitality.

Dungeons/Raids or Mini-Trail:

Core Theme: Symphonic Melody

When I listen to this song, I imagine something like a cool trial or dungeon in ESO^^...
At first, you wander through a completely mist-shrouded swamp in Black Marsh on a starry night, facing off against various creatures born of wind, stone, water, earth, or light. Eventually, you encounter three Nereid sisters who are planning a ritual to bring all of Black Marsh under their control. The moment they realize they're being overheard, they flee, leaving behind three boss enemies: a Wisp Mother, a music-playing Faun, and a podium-like Stone Atronach. When the three play music together, they unleash a powerful attack that can only be interrupted through a special mechanic. Otherwise, they fight individually and occasionally perform solos to buff their allies. Once defeated, you continue through a swampy ravine.
In the middle of the ravine, you face two of the Nereid sisters again, who try to stall for time so the ritual can succeed. One wields a violin, the other a harp, and together they lead an orchestra of various creatures and monsters. During their performance, there are occasional climactic bursts that make the battle unpredictable. Once they're beaten, you move deeper into the ravine, which gradually becomes more crystalline as you progress.
Past the ravine, you reach a slightly misty clearing adorned with rock and crystal formations, illuminated by the full moon. There awaits the final Nereid sister, ready to challenge you—much like the singer with her serenade in the video:

https://www.youtube.com/watch?v=M-znD6QKbrg&list=RDM-znD6QKbrg&start_radio=1

Core Theme: Guardians of the Seasons

Through a mystical portal, you enter a densely inhabited forest teeming with a wide variety of creatures from Tamriel. Although it quickly becomes clear that you are no longer in Tamriel, much still feels familiar.
Right at the beginning, a spirit appears and pleads for your help. He explains that you will find him within the great tree that forms the center of the forest. You can head straight to the tree without major obstacles—or you can explore the entire forest and encounter several optional boss enemies. Caution: If you skip them and go directly to the center, there's a chance they will randomly appear there. Alternatively, they roam the forest and fight each other when they cross paths—strongly affecting the environment.
Boss Creatures in the Forest:
  • A fire senche that engulfs the surroundings in flames
  • A frosty bear that freezes everything
  • A Kwama king and queen who infest the land with vines but also bring forth new life
  • A Tharriker that causes everything to wither
  • A griffin that unleashes storms and rain
  • And very rarely: a mysterious Indrik with unknown powers
Indriks do not appear in every instance. When they do, they absorb the abilities of the nearest beasts. If multiple are equally close, they combine their powers and alter the weather across the entire forest. After this fusion, they vanish again.

The Center of the Forest – The True Battle Begins:

At the heart of the forest, you meet the spirit again, now tending to spectral animals. This is where the actual boss fight begins. The spirit uses the central tree as an arena and randomly shifts the battle across various platforms. At times, you must climb the tree from the outside—but beware: the ground is not solid wood, but magical platforms summoned (and dismissed) by the boss.
Phase Mechanics: At 90%, 50% and 10% health, the boss unleashes a magical nova. This draws power from three elemental blossoms scattered throughout the forest. You can reach these blossoms via portals and destroy them—but you only have one minute before the nova implodes and annihilates you. Additionally, the previously mentioned beasts may interfere with your efforts.

Hardmode: In Hardmode, the spirit guardian actively summons the beasts and amplifies their powers—but only if they haven’t been defeated earlier. If they were already slain, they do not reappear but still influence the battle environment through the traces they left behind. For example, the forest may be ablaze, frozen, or overgrown with vines—depending on which beasts were previously active. These environmental effects alter the platforms, visibility, and even movement options during the fight, offering new advantages or disadvantages.

Core Theme: Class Identity and Subclassing

Deep beneath the sands of the Alik’r Desert lies a forgotten arena — a circular hall of ancient temples, each dedicated to one of the seven core classes of Tamriel. Here, the player faces a challenge unlike any other: a modular, class-themed raid where strategy, build identity, and group coordination shape the outcome.

Each temple houses a boss forged from the essence of its class. The Dragonknight’s fury burns in molten chains. The Templar radiates divine judgment. The Nightblade strikes from shadow. The Sorcerer manipulates storm and space. The Warden commands nature’s guardians. The Necromancer raises the dead to fight again. And the Arcanist bends reality with forbidden runes.

Only six players may enter a temple at a time, forcing the group to rotate, specialize, and adapt. Each boss is a reflection of its class’s mechanics — not just in damage, but in behavior, counters, and synergy. Defeating them is not just a test of strength, but of understanding.

At the center of the arena waits the true challenge. This final boss is a living embodiment of ESO’s subclassing system. It adapts dynamically to the group’s composition, gaining powers based on which class bosses remain undefeated. If the Nightblade still lives, the Boss gains stealth and burst. If the Warden survives, it summons healing adds. The more classes remain, the more chaotic and powerful the Boss becomes.

But the Boss does more than reflect the battlefield — it reflects the players. It scans active builds and mimics subclass abilities, turning the group’s own hybrid power against them. In its final phase, only players actively using subclass abilities can damage it, forcing a shift in tactics and build synergy mid-fight.

To reward mastery and identity, the Boss drops Essencebound Sets — gear that amplifies a player’s main class role (DPS, healer, tank) but weakens if subclass abilities are used. These sets create a meaningful tension: stay loyal to your class for maximum power, or embrace hybrid flexibility at the cost of raw strength.
Or maybe introduce Arena weapons for Classes which alter certain Class skills or Class Skill Lines. Example:
  • Dawn’s Wrath (Destruction Staff): Changes its damage type based on the equipped Destruction Staff. When you deal damage with an ability from this skill line, you apply “Elemental Tribute” to the target, increasing the damage of the staff’s associated element by 3% for 5s. (Visual Changes inclusive)
  • Animal Companion (Two Hand Weapons): If you deal damage with a skill from the skill tree you apply 1 stack Hemorrhaging every 3s. While Hemorrhaging is active you can cause, with a chance of 50%, „Inflicted Wound“ every 6s, which deals critical damage.
  • Living Death (Healing Staff): Increases your healing done with these skills by 15%. When you cast “Reanimate,” you create an additional Area of Living Death (15m radius), which grants you and your allies “Major Vitality” and “Major Aegis” for 4 seconds per consumed corpse, up to a maximum of 5 corpses.
(Those are just Ideas and i know they sound overpowered :P )
The Trial of the Seven is more than a raid. It’s a sandbox of strategic choice, build expression, and emergent difficulty. Every run is different. Every group must decide: which classes to sacrifice, which powers to face, and how far they’ll bend the rules of identity.

Content Idea - Story Endboss

Over the years, many chapters have unfolded in The Elder Scrolls Online, each featuring its own final boss that has shaped the history of Tamriel. These formidable foes are meant not only as memories of past adventures, but as the foundation for a new, repeatable challenge: The Trial of the Lords.
Players can face these bosses again—not in traditional dungeons, but as open world events or instanced trials. Each victory brings the chance to obtain a special fragment. These fragments are not ordinary abilities, but crafted spells or grimoires that transcend the boundaries of known magic.
The Lore does not serve as a technical restriction, but as a narrative instance. It recognises these skills as anomalies—commenting on them, warning of their instability, but not blocking them. Some of these abilities can even function as Ultimates, with tremendous power and lengthy cooldowns.
The new skill tree "Worldly Influence" will be listed under "Open World", with each boss unlocking a node and every skill freely combinable. Some work only under certain conditions, while others mutate with frequent use.

Here are a few examples:
  1. Vaermina – Dreamfall (Ability): Creates a dream field around the player. Enemies within the area attack randomly for 3 seconds and have a 50% chance to hit themselves.
  2. Mehrunes Dagon – Wrath of Destruction (Ultimate): Unleashes a massive wave, dealing damage to all enemies nearby and reducing their physical and magical resistance for 6 seconds.
  3. Kaalgrontiid – Dragon Breath (Ultimate): Fires a cone-shaped blast of flames forward, dealing burning damage over 6 seconds.
  4. Worm Cult Final Boss – Bonefire (Ability): Unleashes a wave of necrotic energy, instantly damaging nearby enemies and creating a fire field. The player sacrifices 5% of their own health to increase the effect by +20%.

These events can be completed either solo or with up to twelve players, with difficulties ranging from normal, veteran, to hard mode. Rewards are not limited to abilities; they can also include cosmetics such as skill styles or truly unique weapons or antiques.


Edited by Galagladi Dragonblood on 8 November 2025 14:15
  • KAT0MI
    KAT0MI
    ✭✭✭
    I love it and its such a great way to get a discussion going on what we as players want to see in the game we love and support.
    Housing

    Seasonal Adjustment: Flora and Fauna respond dynamically to indoor settings.
    Winter: Light snow covers the environment, and rain transforms into snowfall.
    Autumn: Grass is accompanied by fallen leaves, trees take on autumnal hues, and wind effects occasionally scatter leaves.
    Spring: Flowers bloom beside the grass, creating a bright, vibrant, and fresh atmosphere.
    Summer: Similar to spring, but with deeper greens and more intense weather, emphasizing warmth and vitality.

    As a housing player I would love to see these QoL as well but I also know they have been making graphical reductions to accomindate players on older PCs (I know mac is unsupported not by ZoS) and older systems (like ps4 or xb1). I feel like a setting similar to what they have for minecraft where you can change the visual settings (Vibrant visuals, Ray Tracing, Ect) would fix this. The video settings we have now don't really go into that much details like this.

    Also if they could add a setting where we can turn off other player's visuals for the visually impared that would be great. I understand the selling point of scribing and where you want to show off your unique skill colours but if I have a hard time during events to see anything through the lightning storms and the cross sections of beams, I can only imagine how others struggle with it.
    Core Theme: Guardians of the Seasons

    Through a mystical portal, you enter a densely inhabited forest teeming with a wide variety of creatures from Tamriel. Although it quickly becomes clear that you are no longer in Tamriel, much still feels familiar.
    Right at the beginning, a spirit appears and pleads for your help. He explains that you will find him within the great tree that forms the center of the forest. You can head straight to the tree without major obstacles—or you can explore the entire forest and encounter several optional boss enemies. Caution: If you skip them and go directly to the center, there's a chance they will randomly appear there. Alternatively, they roam the forest and fight each other when they cross paths—strongly affecting the environment.
    Boss Creatures in the Forest:
    A fire senche that engulfs the surroundings in flames
    A frosty bear that freezes everything
    A Kwama king and queen who infest the land with vines but also bring forth new life
    A Tharriker that causes everything to wither
    A griffin that unleashes storms and rain
    And very rarely: a mysterious Indrik with unknown powers
    Indriks do not appear in every instance. When they do, they absorb the abilities of the nearest beasts. If multiple are equally close, they combine their powers and alter the weather across the entire forest. After this fusion, they vanish again.

    Reading the above I was given the field marshal vibes. Honestly loved the concept they did with them this event but I hate how they excuted them. No one cares or even know they exist. The ones who do, are trying to farm them for furniture which the team then clarified that the furniture plans will be availible when the wall comes down. It just eliminated the need to farm them now. I would love them to add more invasions to the overland map that would incorporate themes and better rewards.

    Overall it would be amazing if they could revisit a lot of the forgotten features they already have in the game. Add more non combat pets that have hidden benefits/uses, add more mementos that when used grant buffs, add more houses that provide unique services, overhaul the marriage mechanic to do more than just grant 10% exp buff. Better yet, allow us to marry our companions.

    But I can rant for a while but I can't wait to see what other players want to see. The more features the better
    PS4/PS5 NA | GM of Great House Indoril | PSN: XKat0m1x | Proud Member of Alok-Dilon Alliance (AD Alliance)
  • Galagladi Dragonblood
    Yeah maybe we can support them here more and maybe an Idea gets added to the game. (Just edited my final Idea) :smile:
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