I'm generally not one of those people who wear nostalgia glasses. There were things I hated about 1.5 and let's not ignore the reality that many players left the game in 1.5 only to come back (temporarily) hoping that 1.6 would make it better. That being said, I do believe the game was more enjoyable to play in say December 2014 than it is now and I am disappointed some issues that have arisen since 1.6 have not been addressed in this current patch. None of this means I am going to quit playing. It's just meant to provide some perspective to where ESO was , where it has gone, and where it could go that might make it better.
- The most productive way to play this game is to nuke zombies and goblins. Of course, this has always been the fastest way to level-up, but before 1.6, goblin-grinders could not actually gain more character power than me and I got the game's best loot by actually completing the game's most difficult content.
- Virtual infinite resources Before 1.6, it was difficult to balance damage Vs. sustain. Now we all do the same thing: stack weapon / spell damage as high as possible because it's easy to trivialize sustain. Don't blame the champion system here. As a magic build, the day 1.6 came out was the day I permanently dropped spell symmetry from my bar.
- Racial Imbalance That we have given up hope that ZoS can actually balance the races and instead are impatiently awaiting a race change option is a damning indictment. No other way to sugarcoat it.
- Trivializing Content Remember when the Praxin fight in Spindleclutch was a legitimate DPS check? Remember when we used to go into the tunnel against the Lich in Wayrest Sewers because it was a legit challenge otherwise? Remember when you actually needed a legit tank and healer to complete DSA? Again this is not a champion system issue, but something that was apparent to anyone who did a pledge the first day 1.6 released.
- Itemization Better, but still a problem. Set-bonuses are not balanced: +magicka/stamina and +spell/weapon damage are (still) too strong relative to the others. Charged, Sturdy, Powered, Exploration, and other undesirable and essentially worthless traits ought to be competitive in a system that uses RNG instead of a token system. Most 5 piece bonus are not worth the loss in spell/weapon damage needed to acquire them.
- Stale Ultimate generation We can debate whether an ultimate "problem" existed beforehand, but the current "solution" is less than satisfying. I do agree that removing out of combat ultimate was a good idea (yet there are still ways around this). However, the removal of a dynamic system to generate ultimate outside of the virtual cool-down that exists now limits build variety and, importantly, has taken away one of the few tools that smaller groups could utilize to defeat the dreaded "zerg."
- Magicka detonation This skill was designed to fight "zergs" and has instead has been (ab)used to set up single target burst damage and strengthened the very thing it was designed to counter. Removing the cast time from the proximity version now removes the disincentive for individuals and "zergs" from using it. The ranged version still does not give an individual player a viable counter as they have to render themselves defenseless for too long to cast this skill, which often resulted in death or the spell failing completely because the target moved out of range. I think a pure focus on immediate damage was/is a mistake.
- Promoting a meta that has encourage "zergs." There are many theories out there why "zerging" has become so strong and I do not care to partake in these arguments (again). I will say this. Before 1.6 it was plausible for small groups of four or so to actually engage and fight zergs as opposed to pick off stragglers and escape, which is what smaller groups tend to do now. This is a fundamental difference. A Dragonknight or Templar is now at a inherent disadvantage as it could better compete in the old way, which I think has led to the perception that Nightblades and Sorcerers have risen to the top of the PvP foodchain. Even so, Nightblades and Sorcerers have had to adapt. In 1.5, I remember Krim, an AD nightblade, used to stand his ground with just a few allies and fight "zergs," rather than dodge rolling / cloaking away. This implies that the combat power of the "zerg" has become too disproportionately strong. We can debate the reasons until the cows come home, but the sort of gameplay that saw small groups compete in a head-up battle (as opposed to hit and run) I just do not see a lot of anymore and the Imperial City update has not provided us with the sort of mechanical changes that might bring back this play style. I really think the lack of dynamic ultimate generation has hit this gameplay hard as smaller groups always generated much more ultimate than larger ones
- Lack of challenge presented by End-Game content It's awesome the PvP players got "their" update but I do not understand how PvE oriented players were not thrown a bone. Yes, there are two new dungeons, but nothing has been done with the sort of classic raids that Trials are supposed to represent, or Dragonstar Arena. That these have not been adjusted to VR16 at the least is puzzling and that the designers still allow us to DPS the portals in DSA and effectively neuter the challenge is incomprehensible. It would not have been asking much for the developers to tweak the difficult or add a "nightmare" mode where it was not possible to straight up 100% burn the Mantikora in Sanctum Opedia.
- Imbalances brought about by the Champion System I am aware there are plans on a catch-up mechanic and a talk of a seasonal "cap". As long as those ideas remain on the drawing board and not in game, the issues with the Champion system will persist and intensify. I am of the belief that flat percentages are boring (and at present too high) and would have preferred that players choose to unlock passives or talents that would (in a minor way) accentuate their play styles. A missed opportunity to diversify builds IMHO
I still enjoy playing ESO, but I like to see ZoS use the lessons learned since 1.6 and make a better game so that I would enjoy playing ESO more.
Edited by Joy_Division on August 10, 2015 5:55PM It's sad the update ZOS devotes to performance improvements has degraded Cyrodiil to lows not seen since the Infamous "Lighting Patch"" of June 2014.