I really dislike how the developers are balancing the game's classes through gear sets/mythics instead of focusing on class abilities, passives, and their mutual interactions, especially now that we have class masteries.
for instance: a 15% damage bonus on a 5 piece set is massive it effectively forces anyone playing that archetype to use it, which kills build diversity. Yet, people don't seem to complain about it much even tough it has long-term consequences?
Designers could put more effort into meaningful balance by changing the core class design rather than pushing mandatory choices
There are 50+ food ingredients, 30+ alchemy ingredients, 10+ materials each for each of the crafting disciplines (maple -> ruby ash), 40ish runes for glyphs, 25+ trait materials, nearly 140 style materials (and counting)...
Yeah, it's a bit out of control.
I have ESO+ on one account, and play (occasionally) a non-ESO+ account. I mail all the ingredients and materials from the non-ESO to the ESO. And then once a year or whenever there's an ESO+ free weekend, I stuff the craft bag on the non-ESO+ account.
A limited craft bag, and larger stacks, would be very welcome for non-ESO accounts.
Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.
For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.
My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.
Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.
Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.
KEEP HEALERS RELEVANT.
The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.
Maybe worth pointing out that logs can also be used to cut off toxicity and gatekeeping as easily as they can be used to reinforce it. I've seen plenty of inaccurate claims that a group is failing because a certain player is bad, then the log gets checked and no, they are doing their job just fine.
Mostly my groups have just used them for things like how to improve buff uptimes and so on.
The most toxic people I've encountered in game, and I've run into a couple of bad ones over the years, had nothing to do with logs or dps and everything to do with the types of people they were.
I agree, but with a caveat. We really don't need yet another special event or daily quest grind added to the game, we've got plenty of those and honestly they can feel rather overwhelming. What I think the game could benefit from is just more core content that's part of the game itself.
Think of stealing: You pickpocket, break into homes, steal from a table while no one is looking, and you can do that anywhere in the game at any time in contexts that are logical and fit with the world. This isn't a one-off event that only happens once every 6 months, nor is it a daily which you can only do once to get your rewards before logging-off, nor is it artificially constrained to a particular zone/instance. It's just... organic gameplay.
We could use more of this kind of gameplay. Honestly, minigames can be a big part of this, and it's a shame that the idea of minigames has been all but abandoned after the failure of the overly-complicated and niche Tales of Tribute. We could have a simple dice game to play with people or NPCs in the world (similar to duels), cards, make those board game furniture in homes actually usable, overhaul fishing so you actually have to do something to get your fish (think of fishing in Sea of Thieves, which is to me the gold-standard of fishing in any game — honestly, look up a video, it's great).
But apart from this, I'll also lend my support to being able to reset quests, mentioned by @Soarora. As a player who primarily quests and does overland content, it's a shame I can't go back and re-experience a zone's story with my main I finished 10 years ago.
Normally, I would argue that a 1-bar build shouldn't be stronger than a 2-bar build, but I believe the werewolf is an exception.
First, the werewolf's abilities are fixed, unlike other 1-bar builds that allow for free skill selection. Therefore, the werewolf lacks many essential survival tools, such as barriers and cleanses.
Second, in werewolf form, the werewolf must withstand additional poison damage and suffer the negative effects of losing weapon passives.
Third, if a transformation occurs (reverting to human or becoming a werewolf), the player is completely unable to do anything during this time. Although the new werewolf transformation animation seems shorter, this period is still incredibly vulnerable, and werewolf players need to pay extra attention to and control their transformation time, requiring a higher level of skill compared to other 1-bar builds.
As for sorc mastery, I think simply adding a condition "when dealing direct or shock damage" would effectively prevent werewolves from abusing sorc mastery.
@Athory I don’t know how long you’ve been playing, but before the group finder we had the Craglorn zone, where people would ask around for trials. Back then, people would ask for a certain CP level or require you to link your trial achievements to join.
So PUGs were doing this long before the group finder existed. Maybe we should get rid of CP and achievements? Maybe classes too, since some aren’t welcome in certain PUG runs?
And about gatekeeping. There is no real gatekeeping in this game. I think a lot of people don’t realize how hard it is to be a raid leader. You have to set up a roster, find 11 other players who are available on a specific date, and look for replacements when people don’t show up or sign off late (sometimes only an hour before the raid). There is also pressure to show progress during a trial, because people often won’t come back a second time if you’re wiping on the first boss of Sunspire or Dreadsail Reef for two hours.
That’s why it rubs me the wrong way when people who aren’t raid leading complain about rules and requirements. Try being a raid leader and experience the hardships that come with it. Instead of sitting on the sidelines and complaining about this or that without any responsibility. And again Pugs are the wild west in this game. Ignore them and just find a pug group that suits you more.
Logs are being used for so much more than just damage. It is also being used to see if the uptime of your buffs are okay. That you reach a certain point with your healing. If you using your resources right with the mytic that you are using etc.
In the end what I wanted to say is this. It is not the tools that are the problem. It are the people that are using it.
It seriously wouldn't be a problem if players didn't pick up every single thing they come across and then hang onto it instead of using it or selling it (whether to NPCs or other players).
Put pets as a world line Conjuration and change Daedric summoning to something else on the sorc. Everyone gets their pets who wants them and the sorc isn’t handicapped by it. I wish for the day my main can run a high dps in content without them instead of beam spamming.