This was my group:
Level 36 DPS
CP 60 DPS
CP 109 Tank
Me healing (on my sorcerer)

I've healed Veteran Crypt of Hearts hundreds of times. I know what I'm doing.
Our original group had a 561 DPS (in place of the 60). After the first boss took a loooong time to kill, he just simply quit and dropped out.
It has been a long, long time since I been in a group where trash packs last more than 30 seconds and bosses last long enough to do their special attack more than once. In this CoH run, these bosses were living for 4+ minutes and I was genuinely shocked just how many adds were spawning. The “Guardian” boss in the bedroom had upwards to 20 skeletons at some point! What would we have done if I didn’t have a Negate? I knew we’d never finish, but unlike the guy who just quit, I was determined to do the best I could and, since I am a teacher, help these folks out the best I could and try to offer them some advice that might make them better players.
I have felt for a long time that ESO, as much as I like this game, does a poor job preparing players on how to play the game effectively and its game mechanics are dangerously misleading in that it is too easy to make a bad build without realizing it. This run reinforced these sentiments and brought out three points that I feel the developers have been negligent in.
There is too much power in the Champion System.
For those who do not know or were not around before update 6 (1.6 patch February 2015), ZoS at that point took away power that was in the base combat system – stuff wide ranging as critical hit chance, resource return on heavy attacks, cost reduction, etc. – and placed it in the champion system (presumably on the assumption that we’d get it back). This isn’t even fine in theory; what are those people who have few champion points supposed to do? Just about everything you can do can be modified by up to 25% and these 25% effects are cumulative in that my damage is increased by 25% by this star and 25% by that star, to say nothing of the additional 25% type bonuses we get (such as damage reduction, resource regeneration, etc.), to go along with some (too) powerful boons like unchained.
This is a huge problem. How is ZoS supposed to balance around this? If they cut it across the middle at 300 CPs, then content is too easy for people like me at 561 and too hard for the other people who were in my group. Zos, we understand some sort of end-game progression is desirable, but this is way too much. The CP system should mostly be a way to customize our characters by picking stuff that either augments our abilities or allows us to do interesting things beyond the scope of our skill-lines. Also, give back the power that was taken away from the base game back so everyone has access to it. This would make such that you aren’t strictly more powerful the more CPs you get (yeah balance!), rather your character is more versatile and unique (yeah build variety!). If damage is going to increase, then it should be very specific such that a characterize specializes in just one skill rather than increasing all their damage! Stuff like:
- Ranges abilities can shoot/cast further
- Faster speed & less stamina consumption
- Your Breath of Life hits an additional target
- You generate ultimate faster
- Your Molten Whip now is a stamina based ability
- You are an Ice master, your fire/shock effects are weaker but Ice is stronger and does X.
- The medium armor Athletics passive applies to you in Light Armor
- Your potions last a little longer.
- Your synergies are 10% more effective
So a little power, yes, but this is subtle stuff that allows us to personalize our characters more. Personally speaking I would be much more interested in becoming an Ice Master than just taking out my calculator to see whether or not this generic +damage star is mathematically better than this other generic +damage star.
Why not just remove it altogether?
I do agree that some sort of end game progression is desirable. Removing it would also remove a potential mechanism to customize our characters and make them different from other players. It’s too easy of a solution. No. The problem is that there is too much power and obvious +%damage and -resource cost stars that we all take, which eliminates the very customization the CP system was supposed to provide.
The game has too many bad abilities.
I would venture to say more skills/morphs are suboptimal, inefficient, niche, or overly impractical than there are ones that make for effective builds. That is a frightening statement: this means an inexperienced player is more apt to be running a poor skill than a good one. So until you are told what these bad abilities are (because you’ll never find out in the Overland solo PVE content since it is so easy, it’s possible to finish it with poor skills without a problem), you’re going to be running a poor build that, even if played well, just won’t cut it in competitive situations (which is why I personally think we see so many “vMA is too hard” threads). As a templar, there are actually 4 abilities that I think there is a legitimate argument that can make your build
worse just by using: Eclipse (both morphs), Healing Ritual (both morphs), Radiant Aura, and on all by high speced out health builds, Sun Shield (both morhps). There are only 15 total skills for a class! That means more than ¼ of all Templar abilities are detracting from a build’s potential.
As it is, we only have 4 classes and very few abilities to pick from. So what all these poor abilities lead to are a bunch of cookie-cutter builds that stifles build diversity … at least for those who eventually figure out which skills ought to be use and which to be completely discarded. So frustrating for new players. Not interesting for experienced players. I view it as a huge problem that another sorcerer can mathematically assert my build is “wrong” because I am not using the Bound Aegis skill. Please fix.
The game does not teach you how to play.
My level 30 DPS was an archer. All he did was stand at maximum distance away from the boss and snipe. And why not? Snipe is his highest damaging skill and there is a passive in the bow line that suggests players should stand far away. Even after I tried to nicely tell him multiple times that:
- staying way out there makes healing him difficult
- also using the AoE volley skill every 10 seconds would be a huge help against all the adds
- the poison injection ability, even though it’s damage doesn’t look impressive, is still great
We were still struggling (and I didn’t see many Volleys). I don’t mind helping people out (as I said I am a teacher), but why do I have to be the first to impart this knowledge on him? Shouldn’t the game sort of hint that this is basic stuff that players wishing to actually complete a daily pledge do?
I spent much of my time scrambling between healing the three of them (who were in three different places) while numerous adds were chasing me (I had a crystal frag proc active 70% of time, i.e. I had a hard time just using it!), that I did not get a good sense of what the CP 60 Templar was doing, but whatever it was, it was not effective.
Here are two DPS parses I took. Pay attention to the Group and % damage.

Look at all those skeletons adds...

Had him down to execute range. So close!
It should not be possible that the healer, just by using ground DoTs and a Negate ultimate, to account for 60% of the groups DPS! I wasn’t even trying or have a build to do damage.
Are these bad habits picked up by players not challenged by ZoS easy solo Overland PvE content? Players who just trust that ZoS’s tooltips are accurate assessments of how the game should be played? Unfortunate players who had veterans just constantly quit on them like my first max level DPS without even trying to teach them how to play better? Symptoms of uniformed strategic decisions made because ZoS does not provide these players with tools such as DPS meters to assess their play?
This was my first MMO and just thinking back to at Launch, I do remember being more impressed with effects that were instant and “flashy.” Well, ZoS, that’s the impression that’s fostered when you want a game with minimal UI and no DPS meters. I also remember being challenged by the solo PvE overland content so even though I was playing very inefficiently, I was motivated to improving my build and trying out new strategies. I also remembered after becoming accustomed to healing what was then called “Normal” dungeons (i.e. below level 50), developing a lot of bad habits and being totally unprepared in my first “Veteran” Dungeon Spindleclutch. (How many of you remember the Old Spindleclutch, where the Gargoyle was a legit group DPS check and the Praxin fight was the end of the line for PuG groups? Ahh memories…). It is not instinctive for DPS players to ignore annoying adds on the periphery, to group up and trust their healer to get them through danger, or for their brain to process the wimpy ground AoE is damaging on a far greater magnitude than a showy ability like dizzying swing. And having individual solo content so easy to reinforce such bad habits aren't helping.
.
These are all pipe-dreams, but I’m going to suggest them anyway.
- ZoS did the first thing I would recommend: make the Overland PvE bosses legitimately challenging. There must be something in this game that a player can quickly and easily just go fight on their own that taxes their build and tests their skills. Many of them can be soloed and I would encourage players looking to get better to try and do just that (you are going to need a good source of resource management).
- I don’t find things such as buff timers and status indicators necessary – I play with a very clear and barebones UI – however I do find the option to go back after a fight and examine how much damage I was doing with each skill (and in PvP, how much damage was done to me) 1000% essential to learning. Otherwise, how are you supposed to possibly assess your performance? Even if you “win” group content, you could have been carried by the other 3 group members and gain a false impression. The option for an after action combat log and cumulative damage statistics really ought to made available for everyone.
- The idea of a “normal” mode is fine and dandy, but it’s really “story” mode in that it requires zero skill or semblance of a coherent build to complete. I understand the value of making it so you don’t have to be in a hardcore end-game raid guild to finish Sanctum Ophidia – however, “normal” mode goes way too far in simply not preparing people the very basics on ESO gameplay. You don’t have to move out of red. My DPS can take a full uppercut from a boss and the healthbar will not move. If I am a healer, I can go feed my cat and everyone will be just fine. Remember a long, long time ago, before the Champion System, Dragonstar Arena came out and had a “normal” mode that was … somewhat challenging, but with some practice and just competent gameplay, was totally doable and people felt like an actual accomplishment for beating it? What happened to that sort of model?
- Ultimately the biggest culprit is the Champion System. ZoS cannot make content that is reasonable balanced and interesting for players with 561 CPS and those with 50. Can’t be done. Yet with the whole idea of One Tamriel, ZoS now has to try to do that with every zone, every instance, every dungeon, everywhere, everything. Which means no matter where you go or try to do in ESO, you are pretty much getting content that is either too hard or too easy. Reform the champion system. Return the power taken away from the base game and give it back to all players. Make the system progressive, but one that subtly complements certain strengths and allows us to customize our characters in interesting and unique ways rather than just a straight power grab that we can figure out with our calculators.
The other thing I would encourage max level CP players who care about this game’s community and have a semblance of patience is to “PuG” a daily once in a while with the group-finder. Stop running exclusively with your guildmates. If you like your guild, wouldn’t it be a good idea to look for promising new players to join it? And don’t just quit if things don’t go smoothly. You once sucked too you know.
In sum:
There is too much power in the Champion System for ZoS to balance content for low CP players and high CP players. If this is truly “One Tamriel,” then please make a system such that balance is possible for all of us!
- Return the power ZoS took from the base game such that it is available to everyone
- Reform the CP system such that it subtly augments our builds and allows customization rather than a straight power grab.
- Please be more on top of balance issues rather than waiting years to even address stuff everyone knows is busted or bad.
- Please add basic “after action” tools so players can make assessments about their build after combat
- Please scale “normal” and overland PvE content such that you cannot beat it by standing in red. With the power given back to players that the CP system stole, you need not worry about mollycoddling them.
- Please have the game communicate to every player that the ground AoE that looks weak due to the small damage numbers is actually one of the more powerful skills in her arsenal.