This post is going to be a long one. I am basically going to list the requests and major complaints that I have heard or voiced myself among the PVE community.
Before we begin, I want to explain exactly what my eso background is, so there is an understanding of where I come from: I am the GM of a guild called Mercs of Sovngarde and have been around for just shy of 2 years. In my 2 years, I have tackled every bit of PVE content that has come out. The only boss I haven't killed in the game is Rakkhat in Vet Maw (but that will happen very soon). I have been in top scoreboard guilds such as Potato Syndicate, Fear is Failure, and was even an officer in Lrn to Play. I am no stranger to the end game PVE. I love hard content. I enjoy wiping (to a certain extent). I enjoy putting in the effort to down a boss. I do not want things handed to me. I have an overwhelming desire to beat anything the developers throw at me.
Now that I've introduced myself, here are some notes that I and many of the people within the end game PVE community have voiced:
- We want the ability quickly travel to our group within the instance. The sheer amount of downtime while running trials is probably the the largest contributor to frustration with End Game PVE. Every time someone disconnects, they have to start at the beginning and run all the way back. These are quite often very long runs... These long runs lead to longer AFK's from other people waiting, which means longer time for someone else to crash and begin this harsh circle of wasted time again. Something as simple as putting wayshrines that unlock at certain checkpoints within a trial would be extremely effective at cutting this wasted time down and would be a HUGE quality of life improvement.
- We need to be able to see more information in the in-game UI. I understand a minimalist UI from a certain standpoint. I understand the immersion argument that people don't want to see all these numbers on their screen. However, there are a large number of people that fall on the other side of the coin. We would like the option to see numbers on everything that we could put numbers on. We want to see numbers in our resource pools, we want to see all of the numbers that should be in our stat sheets (like critical modifier). We want to see how much health our allies have. We want to see exactly how big the shield we cast is and exactly how much we have left at any given point. The game is already keeping track of those numbers, why not give us the option of seeing them? We want the option of tracking the buffs and debuffs of ourselves and our targets. Make the minimalist UI the standard/default, but give us the options to see these numbers without addons. On PC, we fortunately have the option of installing addons for this... but the second we report something as not functioning correctly, the first response we get is "Did you disable your addons?" We shouldn't have to run addons to see these numbers. We should be able to have access to the information we need in order to improve ourselves without the use of addons.
- Make successful high end PVE runs rewarding. With the increasing DPS minimum for these trials, it takes quite a bit of gold/materials to be constantly competitive. To be "Raid Ready" for the top end content, one needs top of the line potions, food, and soul gems. One also needs to have their gear at a top level which most of the time means gold gear with gold enchants. Replacing even just 1 piece of gear (say when traits get all swapped around...) becomes an extremely expensive endeavor. All of this preparation and gold spent comes with very little recompense. The difference in preparation in order to complete places such as Normal Maw of Lorkhaj and Vet Maw of Lorkhaj is extreme. The difference in rewards is minimal. When right now, you can get the same gear from the normal and veteran versions, there is very little reward for actually trying and completing harder content. This is discouraging a vast majority of players from attempting the hard content. The high price of progression raiding is also excluding many people that actually do desire to complete the content.
- When content moves from PTS to live servers, it should be playable. When Maw of Lorkhaj was new on the PTS, there were quite a few groups that attempted the place, and Quite a few groups that reported bugs that made the encounters unplayable. Very few of the bugs were actually fixed by the time the update went live. So, when the twins were wiping groups that were performing the mechanics properly, giving visual bugs on mechanics that require proper visual cues to execute properly, and in a lot of instances weren't even rendering to over half of group... People got discouraged. People actually quit the game over this. We reported it 3 weeks before it went live... and no effort was put into fixing it. If there actually was a testing team that attempted these encounters, just 2 attempts at some of these bosses would have revealed many bugs that needed fixed.
- RNG based loot systems are only fun in conjunction with a guaranteed loot system. If one wants a specific piece of loot that drops from a specific encounter, then one should eventually be able to earn said loot if one beats that encounter enough times. A completely RNG based loot system does the exact opposite of what it's intended to. It is intended to make people do certain content more often. What it actually does is discourage people. When someone wants a Maelstrom's Inferno Staff in sharpened/precise, and one continues to recieve defending Maelstrom's swords and Rings of Glory, one gets very frustrated and sees no light at the end of the tunnel. One then quite frequently abandons hope and stops running this encounter. However, If one recieved a small number of tokens (that don't take up bag space) at the end of an encounter, specific to that encounter that they could trade for specific items after accumulating a large number of said token, then there would always be that light at the end of the tunnel. People would know that they would be able to earn their desired loot after 'X' number of runs.
- Make synergies work better. The synergies are just flat not working as they should. The most notable synergy that needs fixing is the combustion synergy from orbs. I have personally chased an orb for it's entire range trying to get the synergy from it. The synergies either are just not showing up reliably or they only show up for a split second and then are gone. Orbs definitely aren't alone in this. All synergies seem to be doing it to some point. I believe the problem is just compiled with a moving ability. With all of the vet maw sets requiring synergies to be activated, this is very frustrating.
I will probably add to this list as I remember a few more.
Edited by omfgitsbatman on June 24, 2016 7:29PM He's the healer Tamriel deserves, but not the one it needs right now. So we'll hurt his tank. Because he can heal them to full. Because he's not our hero. He's a silent guardian, a watchful rejuvinator. A Cloaked Healer.
@Omfgitsbatman PC/NA
Ticktick-Argonian Nightblade Healer/Magicka DPS
Tinytick- Imperial DK Tank
Wuches Y'Shaur- V16 High Elf Sorc Magicka DPS
Ticktator- Dunmer DK Magicka DPS
Tick Head- Dark Elf Magicka NB DPS
GM:
Mercs Of Sovngarde (EP/NA): AA (HM), HRC (HM), VSO (HM), VDSA, VMSA complete
Vet Maw 4/5