Alright ESO, it's been about 7 months ago since I bought your game, I bought ESO+ like 5-6 months ago, and I've been playing the game extensively in that period of time, so I thought I should leave you some feedback on what I like, what I don't like, and some suggestions for further development.
First, a bit about me so you know where I'm coming from, as it probably makes my review make more sense. I'm a huge RPG fan, Baldur's Gate, Neverwinter Nights, Final Fantasy, and of course Elder Scrolls and Skyrim. I have done some online RPG games as well, but not really any MMOs. I'm more of a single player type of RPG gamer, who enjoys the atmosphere, the storyline, the immersion. I do also enjoy finishing content, the competition, and the challenge to some extent. In my 7 months of ESO, I'd say I have done about 98 % of your content, and gotten about 94 % of all achievements. That includes all veteran dungeons, veteran trials, DLCs and some pvp. Thus, I believe I have at least some experience with most of what your game has to offer. Now, let me tell you what I think.
Visuals, graphics, design
First of all, let me congratulate your design team on their areas and dungeons. I'm an old Skyrim player, I play it modded, and visuals and the feel of a setting is very important to me. Even with the limitations of an MMO, your game has to look good, it has to have those 'wow' moments that take your breath away. Whether it's the rocky cliffs of Wrothgar, the volcanic lava streams of Stonefalls, or the desolate crags of Rivenspire, your game looks good. I really hope you're paying your design team enough, 'cause their work is really what keeps me in this game. I also like that you seem to be getting better and better. The original areas are fine, but the newer areas of Wrothgar and Hew's Bane are even better. This is definitely one of the things you pull off the best in your game.
There is one thing I'd like to mention though. As a Dragonknight, many of my abilities look very cool. All the fire breathing and such, and there are also the lightning abilities of the Sorcerer, the destruction staff ones etc. All very well made. Yet most of the buffs and heals in the game look awful. It's like the usual RPG christmas tree sparkles and bubbles. Heavy armor skill, what happened there? Vigor? Regeneration? It's all laser beams and christmas tree sparkles. Couldn't you have designed something a bit more taseful and subtle? When you have a raid going or a pvp group, the amount of eyesores is just too large to ignore. I'd have liked you to have payed more attention to this, in a game that otherwise has nice aesthetics.
Music, soundtrack
While we're at the positive, let me mention the music of this game. Again, I sincerely hope you're paying your composer enough, 'cause the soundtrack of ESO is awesome. Living up to Jeremy Soule's work of the older Elder Scrolls game can be difficult, but ESO manages that same level. The original game has a very nice score, but the scores of Orsinium and Dark Brotherhood are even better. This is definitely one of the best RPG soundtracks, alongside games like Morrowind, Skyrim or Age of Conan. Good work.
Lore
Moving on to another positive aspect of ESO, the lore. Any Elder Scrolls game ought to be full of lore, of books, of things associated with the Elder Scrolls history and setting. I believe ESO pulls that off in a good way too. There are many things to read, many stories to follow, and it really feels like an Elder Scrolls game with all that pertains to that. I wouldn't have minded some kind of journal system, where you got a book or a journal entry for every major story arc you finished, with a short write up of it, like the story arc of the Imperial City, White-Gold Tower, or the main quests. Simply because often you have to rush through group content (like veteran dungeons), and don't have the time to fully immerse yourself in what's going on. Having a journal system or a book with short summaries of what just went on, would help me immerse myself a bit more into the setting, instead of it all just being about slash slash stab kill mobs and done.
Gameplay, balance
Alright, moving on to some of the more ugly things in ESO. Even if you've only been here 7 months, you cannot help but see that this game has some huge gameplay and balance issues. Just look at these forums, a vast majority of the posts and topics here are about race and class imbalances, and you've spent a great deal of the last patches to change things around hugely. Even more changes have been made in the past, such as the no stamina regen while blocking, the dynamic ultimate regen and the skills and morphs you change on a whim. ESO, ZOS, this is not good enough. Many, many players are frustrated with your changes and the imbalances that still plague the game, and it really seems to many of us that your gameplay design team has no idea what they're doing, and just blundering in the dark trying out random stuff as they go. This is extremely problematic. However you put it, people are unhappy about many aspects of your gameplay, and the team behind the gameplay and class/race balance is simply not doing their job good enough.
The chief executives of ESO and ZOS really ought to consider if they have the right people on the job, when so many players have issues with this aspect of your game. Simply changing things around dramatically every patch isn't making people more content either. I know I will eventually be fed up with the uncertainty and simply move on. I play a magicka Dragonknight myself, Dunmer, and am of course based around fire. I bought the fire horse from your store, a fire pet, and made all my equipment associated with fire. Now, had I been a stamina Dragonknights last patch, I would have become really frustrated and angry with you, changing my whole theme and class feel around from fire to some kind of poison spitter. People invest in their characters, you know, they build them around themes, abilities, feelings. And you just changing things like that drastically on a whim makes people frustrated. Know where your game is heading, have some kind of plan and direction, and involve people, us, in that plan. And have respect for the time and effort people have invested in their characters.
Balance and gameplay is a huge deal in an MMO, especially when you count PvP into the equation, it's something that needs to work from the get go, not something you still struggle to create years from launch.
This goes hand in hand with set items, new equipment introduced, and the magicka/stamina balance. Like I said I'm a magicka Dragonknight, and really, you introduce set after set for stamina, loot table sets, craftable sets, something worth grinding for in trials and vet dungeons, while my best in slot is still Julianos from Orsinium DLC, Willpower set and Skoria. Seriously, ZOS? And next patch is two monster sets, one for stamina one for tanks, and several new set items useless to me as a MagDK. I already have my best in slot, there is nothing for me go go after anymore, and you really, really need to work on that. Why does the Burning Spellweave from CoA not scale to my level? Why did you nerf Sun Silk so it's useless for me compared to Julianos, why does nothing drop from SO and MoL for me as a magicka DD, while you get nice stamina sets from SO? Unless I get something else to aim after in this game other than doing daily crafting writs and daily pledges, for gold keys I don't need, then I'll probably get bored and leave rather soon.
Or take a look at the CP system. As stamina, you have so many CP passives to look forward to, to aim for. As magicka, I get a few passives unlocked quickly, then nothing after that is useful to me. Look at the mage constellation, top passive is that when I kill a mob, someone near it will get a little magicka. Seriously? Compared to that, break free as a stamina, and your skills cost only 20 % for a few seconds. The Lord passives that are great for a healer, several passives dependant on dodge rolling or blocking, but nothing for a magicka, and nothing for a dps build. The passives I looked forward to the most were the master gatherer and plentiful harvest ones. Very disappointing ZOS.
Having a class that everyone agrees is bottom lowest tier for open world PvP is also quite disappointing. You shouldn't force me to have to make alts in order to enjoy PvP, or face objectively harder terms than other classes do.
I guess we can throw the whole animation canceling/weaving into the mix here as well. I'm not a fan. I mean, having to do something completely nonintuitively, that makes my character seems like she's having an epileptic seizure, and which requires me to cramp my hands from mashing buttons faster than an ADHD-person on caffeine overload is required to make my DPS acceptable in endgame content. Not to mention how the lag and server issues makes this a tedious effort to do, as my bar swapping etc is often ruined by lag spikes and stutter. That you haven't made a more smooth combat system that is dependant on visual cues instead of half-hidden insta-abilities that you barely see but still take effect is inexcusable. I know too much water has probably passed under that bridge for it ever to be fixed, but it makes your game appear amateurish and half-baked.
I must also say I'm not a great fan of the whole damage stacking meta you've had going for a long while now. Everything is about stacking damage on damage, to such an extent that every dps is a walking glass cannon. A boss farts in your general direction and you die. Everyone is so fragile. Sure you can spec for more mitigation or health, but every time you do that, you loose DPS, and since endgame content like vWGT, vICP and vSO and vMoL are geared towards having huge DPS, that's really not an option. It also pigeonholes everyone into specific roles and builds, with no leeway for hybrid builds or other options if you want to do the most demanding endgame content. To be honest, I would rather see caps on damage stacking as well, or at least a diminishing returns, to make hybrid builds or alternative builds viable too, other than just spec'ing as a glass cannon DPS just like everyone else. Maybe then we can also get rid of the huge damage numbers in PvE that requires bosses to have immense amounts of damage and health, or in pvp that can make someone oneshot you or combo you down in like 2-3 skills. Whatever happened to ESO's original vision about resource management? Right now it's only stack stack stack damage, burst burst and burn it down in a minute, and the game has several mechanics that support this very playstyle.
Crafting
Now, I'm a master crafter, I have almost all traits researched, I know all motifs, and I enjoy crafting and hoarding components. Always have done that in games. I think ESO manages to make crafting mostly interesting. One thing that's a little frustrating is that it's easy to max out on crafting. My services are rarely required, most people can make most things themselves. It's pretty much only trait research that holds people back, and the costs of motifs. Maybe you want every player to be completely self sustained in terms of crafting, but I actually prefer crafting to be a skill some excel at more than others, so they can offer/sell their services. I mean, some people rock at trials or vet dungeons, they get equipment they can sell on to others, some fish all day and sell roes/ambrosia, and some like to spend a lot of effort and gold on crafting, to craft for others
Having a 10th research trait, more requirements to pick up material nodes, to refine materials and to make usable items like food and potions would be nice, so your services would be more in demand. Also, the crafting system really needs more attention. I mean, this patch you made Sharpened the best trait on most weapons, and no one uses Nirncrux on neither weapons nor armor. Still Nirncrux are extremely rare and valuable, while not being close to being best trait on items. Who really thought this was a good idea? Of course having Nirncrux so rare, they should be better than sharpened or the armor traits in most cases. Also, writs should take you to Craglorn in the end, not Orsinium. Why on earth would I want the chance to collect pieces of Casiterite stone, when I could get Nirncrux in Craglorn? I know you did it to promote your new DLC, but that is long ago. Pull writs out of Wrothgar and back to Craglorn. I also see that void material is no longer required for max writs in the next patch, that is good, but should have happened long ago. And yet you still collect half void half ruby mats on your surveys? Seriously? I hope that is something you overlooked and will fix, for come on, it makes no sense.
Also, why are writs so easy and boring to do? Couldn't you have more complex potions required for a writ, some that required 3 ingredients, and some of the new poison ingredients? And purple food for writs, green, blue and purple glyphs for writs, and having to make armor and weapons with different traits, and in different motif styles for your daily writs. Crafting writs could have two options, one 'basic' like they are no, and one 'advanced' that required more skill, for better rewards. Crafting should feel more fleshed than it is now.
And fishing, another thing I feel is more like an appendix than a real activity. The adding of Perfect Roe was at least a step in the right direction, but why not add even more rare ingredients and components. For provisioning and for alchemy. That way fishing would feel much more rewarding and worth of the time you put into it, instead of simply being a way to pursue roe and the fisherman title and achievement. As it is now, doing writs, being a crafter and fisherman, isn't really something you want to do most of the time, as it could be a lot more fun and elaborated than it is at this time.
And why is it that there are some alchemy ingredients that are very much in demand, and thus valuable, for potions, while there are many others that are simply trash, like many of the mushrooms, nirnroots and some of the new poison ingredients. At least make them somewhat useful, so they have value. Don't introduce trash ingredients. Same goes for enchanting runes. Why do I still get a million Ta's, and green, blue and purple runes? They're useless, I can't even sell them to anyone. Let them be upgradable like 50 Ta's to one geen, 50 green to one blue etc or something along those lines. At least make them have some kind of use. Make me upgrade potency runes with the right skill and materials. What am I going to do with me 500+ shock runes or lightning runes? Don't introduce more trash materials in the game, there is plenty as it is. And why do I still pick up loads and loads of VR15/CP140-150 equipment and materials from dungeons and areas that are CP160, like normal dungeons, vet dungeons and IC? Seriously, as a CP160+ I should only find CP160 materials when I play in CP160 areas. You're giving me too much stuff that's not even worth selling or decon'ing.
And seriously, why do we not have motif preview (like those you have in the Crown Store) yet, as well as the possibility to change motifs (like those on set item drops that only come in one, specific motif). This should have been a thing from launch of the game, people.
This also goes for the Master weapons and Maelstrom weapons. Seriously, these must be some of the most ugly looking weapons in the game, at least for staves. There is no way I'm grinding for a Maelstrom or Master staff, as that would ruin my look compared to the nice Akaviri staff I have now. Equipment you can change through costumes (like the horrible Skoria set I'm wearing now. Neon orange? Really?), but weapons keep their looks. You should seriously consider making these weapons, that are supposed to be best in slot weapons in this game, ableto change motifs according to the ones you already know.
This also leads over to the whole bind on pickup thing. Why? Why do you even have this in your game? And why are some sets, that are arguably pretty bad, like Briarheart and Pariah, BoP while many of the best sets in the game are not? Makes noe sense. I think all sets should be sellable, so you have access to equipment with gold, if you can't get it the usual way. You have already gone down this path with the buyable monster masks set and next patch with tradable BoP in your group. Might as well go all the way and remove the BoP altogether.
DLCs
Alright, let me finish off by talking about your DLCs. First of all, again, the music and the design of these places is just awesome. I love the shattered Imperial City, the sewers, Wrothgar, and even the small lands of Hew's Bane and Gold Coast. But there is a thing that bugs me a bit. IC was fairly big, Wrothgar was very big, and then you produce these very small DLCs with very small areas. Hew's Bane is so tiny you can see from one end to the other. Two small delves and two world bosses. Same with Gold Coast, which is barely larger than Hew's Bane. And next DLC is going to be pretty much just two new dungeons and that's it. ZOS, you need to make larger scale DLCs with large landmasses and much more content, like Wrothgar. I hear Vvardenfell is coming out, and I sincerely hope that will be something like that. I'm fed up with tiny DLCs that are finished in a week or two. Wrothgar I still return to on a daily basis, Hew's Bane and Gold Coast I barely go to. Please make your new areas larger, put more content into them, make them hubs of your game, not appendices. The beautiful areas you design and the epic music in them deserves more space.
I'm also disappointed that your last two DLCs were nothing but sneak content. Great if you're a vampire nightblade, but really frustrating if you're a dragonknight mage, or even a sorceror or templar I imagine. So much stealing, sneaking, sacraments, all geared towards somebody wearing medium armor, and having access to Nightblade cloak. It's really not fun having messed up your 100th heist for some stupid achievement or motif piece.
And add more alchemy ingredients, more craftable set stations (something good, not like the rubbish you've added so far. I mean, people still consider Julianos, Hundings and Twice-Born Star best in slot for most craftable gear. And I never hear of anyone using the crafted sets from Thief Guild DLC or DB DLC, they're just not that good) and more unique content into your DLCs. Once 'One Tamriel' goes live, why not diversify areas and harvests more. I love that Nirncrux is only found in Craglorn, that you can get specific motif stones in Hew's Bane, Wrothgar and soon in Gold Coast, it makes areas unique and feel special. Why do I find Stinkhorn, Cornflower and Nightshade all over the world from Ice wastes to volcanoes and meadows? It would be really nice if you spread out ingredients and materials more to specific areas, so every place has a feel of its own.
Alright, this is my feedback from an extensive 7 months of ESO. I hope you have the time to read at least some of it, even if it turned out to be a very large post. Cheers.
// Carbonised aka. Indira Indoril, Dunmer Dragonknight of the Alith guild.
Edited by Carbonised on July 28, 2016 11:54AM