Hello Tamriel!
As part of my 2017 ESO review here are some of my PVE issues and suggestions. This list is based on my own experiences and tempered with discussions with others, it is in no way a complete list. Many of the suggestions are also brain storming suggestions, they still require balancing and it would not be good without proper counter play.
Now, enough of the disclaimers, let’s get into it!
PVE Issues
- Over world fights are extremely easy except most world bosses, there is no ramp up.
- Questing with friends is way too easy. There is no scaling difficulty based on how many show up.
- There are no incentives to run dungeons multiple times once you have its set & if it's not a pledge.
- Base game veteran dungeons are too easy, players typically “fall asleep” farming them.
- Fights are lacking a "wow" factor, flashy or impressive attacks or finishers. Compare these to how awesome dark brotherhood stealth finishers look.
- Heists and Dark Sacraments never got any updates. Players have no reason to get the Dark Brotherhood or thieves guild DLC for these.
- We are lacking tradeable items for group content. This limits growth in the economy.
- End game trials are losing their fun. Many simply farm for time rather than the challenge.
- The base game does not have interesting or flashy scenes like the DLC. This does not giving a good first impression to players.
- Crafting is easy but tedious, with only 1 writ a day per character to help level it.
- There is low incentive reward to level up at top level. Players only level to gather new characters when they are maxed on champion points.
Suggestions based on PVE issues
- Increase the difficulty on delve, dungeon, quest, and trial bosses. Include more health and new abilities compared to normal mobs. If necessary, a new difficulty level can be inserted. New abilities should not be one shot abilities, but will lead to failure if ignored:
- Block abilities that need to be interrupted
- DOTs that require a purge (with purge factors in the room)
- CC that requires another player to interrupt or activate something
- Avoid one shot mechanics that do not have an obvious tell with delay
- Make sure bosses with self heals have obvious tells or set percentages
- Summon more adds to reward AOE builds in certain fights
- For delve and quest bosses, boost up mechanics as the more players damage the boss
- Standard Veteran dungeon end bosses difficulty should be hard for the average 3 players, and near impossible for 2 players
- Trial bosses should have several more stages of mechanics, or more adds, to ramp up the difficulty as the health drops.
- Add in furniture drops into dungeon runs, guaranteed drops from bosses and low chances for plans and rare pieces as well.
- Plans should match the respective zone’s base race; fungal grotto in stone falls drops dark elf, elden hollow in grahtwood drops wood elf, etc.
- Chance for rare mercenary drops from bosses
- Patterns to craft have a low chance to drop
- Add in special finisher abilities when updating abilities. These would be major attacks that occur when a monster is low on health. These might be something you toggle on through a synergy or be limited to boss fights, but something to put the finishing touch on a fight.
- Sell skill variants in the crown store, much like the different bear skin for the warden, to spruce up attacks. A general update to skills is needed, but this would provide more variety and custom flair for players.
- Allow for player designed heists & dark sacraments. Each one will require its creator can complete it and rewards for both designer and runner depends on how many complete it verses how many have failed. Rewards grow based on how many failed previously.
- Update some of the starting quests in difficulty& effects, especially the single player quest, base alliance quest, and guild quests. It’s important these sell the game as a good first impression so players will want to buy more. These quests are way behind on being representative on what ESO can be.
- Offer more radiant quests to combine questing and crafting together. Quests like create and deliver to dangerous locations, or others that offer to harvest materials in under populated areas would promote exploration. These wouldn’t need to give rewards like regular writs, but would be repeatable for those working up the skill.
- Offer reward and loot boxes for gaining levels and a CP rank. (Note: partly just announced for update 17!) Minor, level capped rewards can be given for the first 50 levels, while uncommon and epic rewards can be given every 5 CP points and 10 CP points. Additional rewards can also be given for completing certain achievements. Rewards can include:
- Motifs & pages
- Housing schematics
- Recipes
- Treasure maps
- surveys
- Crafting materials
- Transmutation gems
- Housing furniture
- Older costumes, dyes, and pets retired from the crown store
- Crown crates & gems
This is just a brief list of items to fix and ideas how to fix them. I think most of these can be addressed within a year’s time, so I look forward to what 2018 may hold.
Thank you for your time and Happy New Year
(Also apologies for any typos and formatting issues, doing this in the spare time on a phone)
Edited by HeroOfNone on January 4, 2018 4:21PM Herfi Driderkitty of the Aldmeri Dominion
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