Suggestions and improvements, was bored IRL. Also message to ZOS at the bottom. Suggestions are mine, nothing was googled, someone could've had some similar ideas, dunno. I don't read forums or play PTS. Get yer popcorn ready.
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1.
Single (self) target damage shield / ward abilities should have cooldown equal to their duration (6s) so they can't be spammed.
2.
Make settings account-wide with a checkbox to "unchain" a character you're logged in from it, in case said char. requires specific settings altered. Make an option to copy addons settings from char. to char. like "Joviex's Addon Settings Transfer" addon.
3.
NPC to choose preferable armor type (place in undaunted enclave (preferable) or at the beginning of every group dungeon / trial). This NPC asks player, which type of armor one prefers and drop chance of said type of armor will have increased chance to drop from 33%heavy/33%medium/33%light to 50% of chosen and 25% 25% others. Less BS when one needs set pieces and they don't drop. Same goes for weapons, perhaps 2 options to choose: magicka (staves) weps and strength (2h, 1h+shield) weps, agility weps (bow, dual wield) or weapon drops would depend on the role player choses in activity finder. (worse)
4.
Make support role differentiate from class to class (fantasy-friendly):
1) Templar - holy light, in fantasy paladins and priests associate with auras and strong single target heals and some damage shiels. Done good, changes I propose:
ult morph Remembrance - heals even full hp targets and places a damage shield on them (heal still stays) instead of gaining Major Protection, duration stays 4 seconds;
Healing Ritual - reduce the cost, +2m base radius, 1 morph - increase radius to about 18m, other - to leave short (~4-6sec) HoT. It is supposed to be used in dire situations, but every other AoE outshines it.
Honor the Dead - also add a faster cast time since it is single target heal, still no use in PvE, but better for PvP.
Breath of Life - heals for 20% of healing done around the target (~4-6m radius) instead of any wounded target in line of sight for 33%;
Rune focus - 2640 phys. and mag. resist granted for standing in the spell may be changed to this: Templar becames a light bulb and those who stand near him get those bonus resistances. Basically the spell follows the player.
Increase it's size by 1.5-2.0 meters, runic circle visual stays, add cleansing ritual's borders animation to it but not lightened ground effect because it makes the runes less visible.Make extender ritual and rune focus to have same duration of 20 seconds
Cleansing ritual - one morph should be to hold the ground and other to follow an ally or an enemy in the fight, offensive one:
1) Extended ritual - Increase it's healing done, on cast removes 3 negative effects from the caster and on allies has the limit of 6 negative effects to be removed (Purge have 2x more) and max of 3 per player, so it's worse than Purge in big battle scenarios, making both abilities viable and situational. So, if there's 3 other players around the caster, they'll be cleansed from 2 negative effects each on ability's cast, if there's 6 players and all have some negative effects on them - 1 for each. Pulses every 5 seconds and removes 1 negative effect from allies. On activating synergy heals and reduces the duration of existing and further negative effects by 50% for 5 seconds, no negative effect cleansing on synergy use.
2) Following the idea of "beacon of light" sort of templar, offensive morph can follow the caster too, removing 1 negative effect every 6 seconds per player (with max of 4 players per cleansing effect), synergy provides healing and full cleanse like current one. On a plus side, healing and damage done by the spell is always on, so as movement speed reduction from the passive. Reduce it's radius by 2-4 meters and it's duration to 10 seconds.
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2) Nightblade - siphoning life out of enemy, yet there's no lifesteal effects to be found. Maybe short duration spell to mark a target with major life steal (does it even exist?), this spell must be costly (5-7k mana)
Blur, boring and mediocre spell, make it's effects affect close allies, either short duration + major, or longer dur. + bigger radius + minor. Effects stay active if players stay near the caster.
Grim focus - why is it heals and heals only in close range? Also, bow for a caster? Make a shadowy destro staff appear in casters hands, he fires/uses it and effect like NPC necromancer's talons or DK's talons, but shadowy, appear and do damage to enemies. Mag morph logically should have healing, whilst stam - DoT or slow effect. Both have slow effect when fired at close range.
Shadow Cloak - 1 morph should surround the caster with shadows healing those who near him.
2nd for stealth, when activated (for ~5-8s): increases movement speed while undetected (when paired with vampire passive or +speed in stealth sets = speed goes above normal running speed), grants crit on 1st attack, delays detection effect for 1-2.5s - when spotted or damaged, enemy can see the NB after said time, not instantly.
Move invis to the ultimate slot - invisibility for 6-8 seconds, can not be broken by detection/damage. Still can be used to reset the fight / hide and heal to full / even escape the fight. But not spammable as it is now.
(Optional) Path of Darkness - upon cast leaves a trail of darkness (circle around the caster, ~3m radius), follows the caster while staying on the ground. Ground effects either disappear at once, or each instance of it (like, every 0.5 sec new circle is spawned at caster's location) and by the time ability's duration ends, the 1st circle disappears, 0.5 sec - 2nd and so on. Adjust spell duration according to your tests.
I was using the word "circle", but when the caster moves, it sort of stretches visually, so no ugly shapes; freedom for players to express themselves outside of combat with this spell.

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3) Warden - nature, water, trees, all of that associates with over time changes, so make every green balance ability leave healing over time + on some buff over time (fungal growth; healing seed - synergy to instantly heal, harvest (current synergy) - HoTs allies within the ability's radius); a passive to increase HoT power.
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Supportive specs left unexplored: buffer, magic shield, decrease damage taken.
4) Necromancer - expand summon play, more on that later.
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5) Sorcerer - for healer role skill advisor says that sorcs use wards to protect allies, but it affects only sorc & pets, what's up with that? Also, 1 class ability and 1 ultimate for entire healer role?
bound armor - rework, instead of being a passive that no one activates, change it to something like this:
- tank morph: reduces damage taken for X% (doesn't interfere with minor and major buffs) for ~10 seconds;
- sort of "mana shield" - drains mana when taking damage; switch on/off, not duration-based. May be used by anyone exept tanks; also in PvP
Ward 1 morph - caster & pets; 2nd - similar to steadfast ward, though not an emergency shield, but a preventative, with longer duration (15-20s), mana+spell power based strength, chooses targets with lowest hp and then lowest max hp, perhaps shields 2 tagrets on cast or in a small AOE around the target.
Encase - change 1 morph to be a ground spell that generates wards (like Grand Healing but with damage shields). Shields grow each tick (like 2k initial cast, +1k every second), ~5sec duration for spell, ~10 sec for shields unless refreshed, only 1 instance of spell can be active on the ground.
Flying chick pet:
passively heals injured allies (like necros' mender), if there's no one to heal = damages the enemy. 1st morph: on use - heals itself and the caster for 50% of spell power you'd give it and 1 injured person for 100%; passive healing increased, weaker damage.
2nd morph: heals itself and the caster for 25% of spell power you'd give it + gains current damage boost vs above 50%hp enemies; passive damage increased, no longer passively heals.
Make Crystal Fragments proc on 3rd mana-based ability cast insdead of 35% chance, this resets if no casts were made in ~10 seconds.
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6) Dragonknight - hardening the group (since it's about earth & stone support theme)
Class spell specific buffs (so they don't interfere with minor and major buffs) to make allies take less damage, like make Obsidian Shard morph aimable like warden's vine and harden an ally to reduce incoming damage
As for buffer role - all classes may have some of it, I'd suggest you give DKs more buffs major/minor buffs, like ash cloud gives allies minor courage, or Cauterize ignites inner fire inside of allies and buffs with some major +dmg for 5-10 secs.
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Necromancer - skeletal healers may be utilized as well as 4th skill tree dedicated to summons = bigger variety of them. Problem with necro, I feel, is that there's not enough corpses and using blastbones does not fit healer role. Also, summons are too short. 1 perma summon per role (will refer to it as "pet" below) (keep them in the current skill trees): mender - for healer/tank; mage/archer for DDs/small use - for tank&healer; melee warrior, perhaps draugr with 2h/1h+shield morph - for any role: shield warrior acts as an off-tank and taunts enemies that are not attacking the caster (also you may add that they don't taunt those attacking players with tank role active) or similar to sorcs, add on-push abilities, for this one it'd be taunt enemy the player is aiming at, multi-target or burst heal for mender, poison arrow for archer, impulse for mage, whirlwind (with 2h weapon if you please) for warrior.
For pets, press Y (without also pressing m1 or m2) to make them hold position (to use it for corpse spells) OR to make them move to the targeted position (preferable).
Pets can be used for corpse spells once every X second (since they're not temporary, refer to this effect as "soul discharge" or something = they don't disappear on cast).
4th skill tree:
ult - summons all types of skeletons
skel. warrior, skel. archer, skel. healer, skel. mage: these spells either can be on-push (1 touch = 1 summon) or channeled (summons and uses mana until max amount of skeletons are summoned); spell to heal your minions that jumps from one to another, morph: 1) if full hp = gives damage shield equal for up to 50% it'd heal; 2) gives major evasion, so they're wont die in 2 seconds to a single aoe); healing spell scales with max stat even HP (like chain lightning, but visual effect is purple-ish/green-blue-ish and visual decays slowly, like in 1.5-2.0 secs). These summons should be squishy, but not oneshotable, so scale them with something.
Many summons lead to the problem of too many corpses, so, make corpse spells affect pets only, and skel. and random corpses just to make some spells stronger.
Duration:
From PvP perspective:
healers would make a greater impact in mass battles if they're "summon and forget" so I'd say 20-ish seconds; warriors charge into the battle (you can add that ability to them) and die quickly, so 15-ish secs; archers and mages, seems like, have medium to low, so 20-25 secs.
From PvE perspective: dead monsters can't whine on forums.
About their power - I'd start with damage/healing equal to 300-500 hp per cast; some magic resistance; 3000-4500hp; 4-6 skeletons per type, increase summoning spell cast speed, or preferably make it channeled.
Option to consider: no limit to skel. per type, but instead - summon limit (pets don't count): 16-24.
I'd propose you focus on this because necro is a new class and hype around it would make players, who not sure yet, buy Elswhere.
5.
Trials are scattered across Tamriel, some players looking for groups in Craglorn, some in the capital cities, some in a zone with a specific trial in it. Make a chat option like languages there, to join/make a chat tab dedicated to finding groups for trials.
6.
Make casting a spell that may affect either a player or an ally (mostly target heals) while holding right mouse button (block, which means player already in danger) will affect the caster, ignoring other players. To save yourself in massive battle (generally healers are more important than DDs) / to not accidentally heal an ally who has lower HP but also not under attack / when ally can take another hit & yet would get a heal, but caster can't, etc.
7.
More heavy attack animations for staves. Make channeling / charged attack types for all staves (channeling - resto stave; charged - fire). So players can choose to have like charged heavy attack on lightning stave. Cosmetic, refreshes combat for a bit for veterans, let's players fit their playstyle to their preferences.
Animations & looks:
Channeling ice staff: Skyrim's frostbite (novice destro) spell / better looking option - at every tick releases 3 icicles (they count as 1 when damaging the enemy) similar looking to WoW's arcane missiles, placed like ". - ."
Charged lightning staff: same animation, but wider and appears for about 0.3-0.5 sec / copy mage's fury animation
Channeling fire staff: Skyrim's flames spell / consecutive fireballs, not much options for this one
Resto staff: charged attack: backlash animation (~70% of it's original size), appears for a brief moment. Make charged and channeling attacks class-colored.
Bigger light attack's visual effect size.
An option in drop-down menu to change it from chanelling to charging and back; adjust proc chances according to stave's mode (copy-paste from lightning's to fire & ice, like that)
8.
Dual specialization like in WoW. Changes invested skill points and stat points, abilities saved on 1&2 bars. When player wants to do some other activity (like after playing BGs to go into a group dungeon) or do other role - he has to either have absurd amount of skill points and still adjust them to what he wants now (change morphs at the shrine) or do a total wipe of a character's personality.
9.
Look at the most popular addons and embed them into the game. Some like skyshard/mage book finder should still be optional, but UI needs updates, resource bars are horrible (LuiExtended?), so as equipped gear & abilities management (AlphaGear), inventory (quality sort, auto category) etc. Everything's done, just choose and integrate it.
10.
1h magicka-based weapons. Basically, copy-paste 1-handed weapons and make them restore mana instead of stamina. No need to create new sets, stats, etc. This opens some new subclasses. Where to go with passives: either make these weapons have passives from destro & resto staff tree (preferable), or adjust dual wield and 1h&shield to grant mana-based bonuses for each mana-based weapon active.
This weapon type should reward additional resource on heavy attacks for taking a risk of standing close to the enemy.
This also would give you an opportunity to make 1h+spell tree for battlemages.
Make 1h&shield's heavy attack restore stamina and also magicka, since tanks use both (maybe ~20% less than current resources restored, but both mag and stam). Also makes hybrid playstyles less frustrating to play in pvp and pve.
Option to use the same weapon as primary and secondary. Logical, no reason not to have this. Instant bar swich (because you don't sheath your weapon and draw another, just to use different spells). From balancing perspective it balaces itself(PvP): you can use 2nd bar abilities a bit faster, but you don't have another playstyle to counter the enemy.
11.
CP unlocks (10, 30, 75, 120) are ridiculously bad, rework them to be practical, optionally make them standalone & purchasable for like 10, 20, 30, 40 CPs depending on their power.
12.
Greatest pieces of Skyrim's and WoW's music have vocals in them (and they are the reasons why it is so good), but ESO lacks it, try to add vocals to at least 1 new song. Can be googled if you're not familiar with them.
13.
Make dungeons 5-man, pros & cons:
+ less chance DDs will die on adds since there's more of them to spread damage, since there's no AoE taunt (it's okay) and no AoE aggro build for tanks (it's horrible to not make any, only way is spamming energy orb to gain some aggro through healing done, but only ifa healer goes AFK);
+ 50% less time in the queue for DDs;
+ more room for error if one of DDs fail to do certain mechanic;
- uses same number as WoW. Sp00ky.
Increase enemy HP by ~40%
I also suggest you should experiment with larger groups for raids. In a new one you'll be working on or in one of the existing raids.
14.
1h & shield or Undaunted skill line - long duration spell, cast at 1 groupmate (preferably healer), transfers some % of threat generated to the tank (suggested morphs: more threat transfered; some damage transfered like guard ability). Also it'll help with tanking groups of mobs as there's no AOE taunts.
15.
Vampire lord.
Vamp. abilities can be used only in Vampire Lord form, passives still affect human form and their effects are increased when transformed, player takes slightly more damage from undaunted abilities and fire. Maybe increased resistance from other sources and increased move (or even fly like in Skyrim) speed.
3 existing abilities +:
- ability similar to NB's Soul Tether, but single target and without stun. Damage is constant, but healing/siphoning it provides is increased when vampire's HP gets lower. Up to 50% at 0.1% HP perhaps.
- teleport, short stun with animation of drinking blood from the neck. Target is weakened by it and therefore affected with major vulnerability for a short duration
- channeled or similar (in size and duration) to templar's jabs short-mid range ability to release some sp00ky dark magic dealing damage and fearing the enemies. They may be sloved after fear ends.
I'd advice making 2 abilities morphs to also deal damage over time "bleed" in oblivion damage, because vamps are demony-sp00ky + their bites and magic are 1) rend flesh (phys) 2) some mystic element to it (so also magick DoT).
Some passive with "more abilities slotted = + to something"
Add some interesting stat to a Vampire Lord set.
Dunno how spell resistance + elemental (fire in this case) resistance work, but make so it'd be worth for vampires to enchant their jewelry to fire resistance.
16.
Add more language-specific channels. If big enough number of players are using new channels, translate text portion of the game to that language.
17.
When in siege weapon, make a character sit on a chair near the weapon, like in /sitchair (just for lulz) and adjust model placement, because now character's model may be just standing inside of solid wood or near a siege weapon which is fine.
18.
Increase potion cooldown to 1 minute and decrease the time potions provide buffs (to ~20 sec with passives leveled, less for PvP potions). So potions wont replace buffs provided by existing abilities and sets.
19.
1 team VS 1 team BG option: 4v4 players and bigger, maybe 8v8. 2 VS 2 players PvP option - may be divided in "sudden death" mode which is 1 round only until one team is eliminated, or "wave-like" when teams fight for X amount of rounds, like best of 5, first team to win 3 times gets the win. Another option is casual ladder championship, where ~16/32 players are divided into teams of 2 and they fight a random team. If 16 players - 8 teams, 1round - 4 gone, 2nd round - 2 gone, 3rd - 1 winner. Another round if started with 32 players, maybe add a 5 minute waiting time in case enough players will queue to get full 32-man battle.
20.
Make sets that give minor/major buffs a specific buff so it'd combine with existing buffs. Example: Vampire's cloak set, gives minor protection at all times. But say one of my abilities or allies have that buff on cast, so the set is completely useless, but if it was another 8% of damage reduction on top of one I have on me in the battle, it would be worth considering using it. And there's like 2 or 3 tiers of sets above these. So I'd advice to rework most of your sets.
21.
For Todd's sake, make abilities like guard, magelight, pets be active when placed on one bar only and switching to another. Same goes to abilities that give passives when one is on the skill bar (like templar's spear skill tree passives).
Summoning a sp00ky demon and having it disappear just because you switched your staff is ridiculous. And resourse difference, for instance when on first bar has Structured Entropy and Inner Light slotted, that bar has 8%HP and 5+2x2=9% mana more than the other skill bar.
So, certain playstyles and certain players who don't use potions to have all buffs they need 24/7 are crippled . Way to go.
22.
Crush the meta, why AOE attacks (logically, weaker attacks that can manage to hit more than 1 target; also grants more chance to proc sets/abilities) deal damage close to direct 1 target attacks? Damage should be equal when AOE hits ~4 enemies and worth using vs groups of enemies, not "cast and forget" vs bosses. Again, logically bow (and Volley ability) should deal more damage when at long range and less when close to the enemy - bows may be divided into shortbows and longbows, reduce basic damage a bit, add close range dmg increase for the shortbow in Long Shots passive, rename it; Caltrops' should deal damage depending on enemy's speed (up to 200% to mounted, 150% - sprint, 100% - normal running, ~50% to slowed, 0 to those standing still). Also, Grand Healing - too metaish and too spammable, increase cost to ~3700-4000: Healing Springs morph - make it restore more mana per player hit, but only one instance of the ability can be active, example: if you cast 3 of them now, 3 times caster will get mana back and 3 HoT effects will be on the ground, make so it'd restore mana 3 times and 1 ground HoT would be active; Illustrous Healing - stays with increased cost, maybe morph also grants +1m radius, if it's spammed like springs now - player's out of mana quickly.
23.
Leveling 2nd and more characters is just an obstacle since one doesn't earn CP while levels, has to dump all gear when got 50lvl and 160cp, and has to level guilds from 0. Make leveling grant CP along side level XP and gear dropped below 160cp upgradable to 160 at crafting stations.
24.
Trait related to armor type (keep some % drop chance to random traits), example: heavy armor piece drops, 80% chance that it'll have one of the following traits: Sturdy, Reinforced, Infused, Invigorating, Divines. 20% - Impenetrable, Well-Fitted, Training. Would be better, if Impenetrable dropped on PvP gear only (transmutation still an option) and Training on any gear below 160cp and 160cp white gear, but that is more work to do.
25.
Make invigorating trait be related to armor type: if drops medium armor piece with this trait - it has stamina recovery only, heavy armor - heath, light - mana; buff it to 40-60 on blue gear, up to 100 on golden. When creating gear or using transmutation station - trait is still locked down to armor type.
Or make it correspond to the enchant of the gear piece (stam/hp/mana/tri-stat).It needs to be much stronger than it is now to be even somewhat valuable.
26.
When in a group and some gear drops, make a window to showcase it and it's properties to the player. If said player decides that he does not need the item, ask the groupmates if anyone wants it, if more than 1 player wants it - use RNG to decide. Also make an option in that window to give it directly to certain player (automate existing process of looting, running to a player and then trading it).
27.
It would be hard to admit for you, but guild traders suck for majority of the players and also require an addon / website to find what you're looking for amongst all zones of Tamriel. Make world-wide or alliance-locked auction houses (but rename them so it'd be so not like WoW), so anyone could use it to sell items, not only members of a specific trading guild and it'd be much easier to search for items.
Also improve "search history" window, so player can lock some of the previous searchers and they wouldn't be lost somewhere in it.
Neutral territories can have auction houses / traders from all 3 alliances or a zone-specific one
28.
If player completes delve without getting a quest for it (quest starter may be in the delve, just outside or anywhere, point is - it is not taken) finish quest and get xp but no gold and item. I'm talking about those ~80 gold reward quests for reading some letter or something and reporting to the NPC in a city. Quest chains should not be inflicted.
29.
Make normal dungeons scale with group's average CP: steamrolling in normal for daily dungeons and pledges isn't challenging at all if group is overgeared, so slightly increasing it's difficulty would make it not feel as a chore to exchange one's time for some virtual items with no new expiriences or adrenaline rushes from it.
1.25% HP & DMG (not ability damage, normal light/heavy attacks from enemies) increase per 10 average CP, so when full group has max 810 CP, it is similar to Vet but without harder mechanics. Or make 200, 400, 600, 800+ average group CP milestones if math's too hard.
30.
Personal/character chest - furnishing, 2 types, 20 and 40 spaces (10 and 20 if you're too greedy), sell 5 of each type for crowns. Each char. can place items in there that can't be seen by other characters and do not affect other character's versions of a chest. Chest space isn't account-wide, if 1 char. fills the chest full, for every other it is empty. If I have 6 characters and put one 20-space chest in a home, I can fill it with 120 items but can access 20 at once.
31.
Add parkour elements in new dungeons you'll be working on (like planks above bottomless pits and broken bridges in vaults of madness). It is fun to watch people jump into the pit. Make it in a trial to triple the fun.
32.
When at wayshrine and press "J" for quests, make it show the location of the quest just like in the map "M", instead of closing the shrine TP window.
33.
Option to search normal or veteran or both undaunted pledges by using a button in dungeon finder or an NPC in undaunted enclave that "helps to find more brave adventures" or something. And why selected dungeons in dungeon finder reset after completing one?
34.
Add hard to spot & reach places in the world of Tamriel, like a pass near the top of some mountain near map's border or a hidden cave near the sea where there's no reasons for players to be in. No marks, no loot, no reward, just satisfaction that devs made a hidden spot for a random player to randomly bump in, finding these in WoW felt awesome.
35.
Increase the quality of delves or reduce their amount, majority of them feel absolutyle the same and there's no reason to go there besides skyshards. Like, ruins type of delve, there's always a big room with stairs below and then above, when I move through the delve, stepping at the stairs that go above, I 100% know there will be enemies standing there even when I wasnt in this particular delve before. So copy-pasted. Advice for mapmakers: google themes of ESO's delves, write down anything that associates with it and expand on it. Example: Huh, ruins, ruins have this this and this, play with the scale of these things, different lighting colors and how strong it is, some places or even delves can be barely lighted, some can be with destroyed ceiling with sun visible from these dark ruins. Instead of typical humanoid NPCs there could be their bodies, mass deaths on the traps or by overwhelming hordes of monsters, not current "1 room - max 1 body" etc. Feels like you're afraid to experiment.
36.
"That guy from Skyrim"
Make a quest where the player acknowledges the voice of Ralof's voice actor, who also voices nords in ESO. The player says that he heard that voice multiple times throughout his adventures.
"Ralof" confirms it and says that:
1) he was cursed and now a part of his soul lives in nords destined for cowardness, until some of them makes a heroic act or self-sacrifice.
2) he's like an Avatar (Avatar: the last airbender cartoon) and part of his soul reincarnates in nords destined for greatness
Time travel thingy.
Use of "Hey you. You're finally awake." line after the player transfers back in time would be epic.
something happenes.
extention of the quest line.
EXPLOSIONS
Hooray.
Back to the future.
37.
Introduce more than 6 abilities per class skill tree = chance to expand class subthemes (*cough* warden fails at a beastmaster / frost mage / druid-shaman themes), maybe a "mini ultimate" - ability with a cooldown of 15-25 seconds and increased mana/stamina/hp cost, which is stronger than normal abilities, but weaker than an ultimate.
38.
increased ability range in Cyrodiil? Why?
Those who have the high ground should have increased ability range, but it's hard to make, so make that only players standing on keep walls and on top of the keep have this bonus. "Increased range to everyone" is out of place, logically, defenders must have it, but their opponents are like "you underestimate my power, I too have increased range".
39.
Not sure about this one:
Malestorm arena and maybe other places that drop unique weapons. Drop chances must be 1/6 for each weapon category (which is balanced and logical) like "1/6 a chance do drop 2h weapon, 1/6 to drop a bow etc.".
There's a possibility that you made the drop rates for each weapon type (3 types of destro staves, 4 types of dual wield, 3 types of 2h), so 1/13 to get a resto staff or a bow. Also can be so 1H+shield have 4 drops for each 1H that accompanies the shield. So in that case drop chance's even lower down to 1/16.
Half of my drops are DW and 2H, no resto staff dropped in the arena, but in email after a few more weeks. You made a healer sad.
40.
Music related to the zone it's played in or alliance it represents. "Allience"-related music should be in said allience zones and no more than 25% music used for them. I'd suggest you to play same music for about 10% of music roll. And this copy-pasted music must be placed smartly according to either of these categories: biom type, amount of aggression towards player from lore perspective (like Coldharbour is aggressive, Summerset isn't).
Player unfamiliar with the game, if placed in any zone, must be able to say what that zone is about, is it cold, menacing, ancient, gloomy, seems peaceful but there's a hidden danger, maybe some proud civilization lives/lived here, maybe the zone itself is cozy. You know, associate with the zone and cause emotions, not be a "generic RPG music" copy-pasted throughout the whole Tamriel.
~hello warcraft my old friend ~ this guy mentions you again ~
Players were actually coming to certain places just to hear the music that plays there, and the less places it is played in, the more satisfaction it brings (like "wow - temple of the moon" in Darnassus; or my favourite "wow - angelic"; not to mention race/faction specific tavern music out there).
Also, sort of Dark Souls approach can be used, so some places or zones would have no music at all and increased surrounding sounds (forcefully +some % added on top of player's sound settings). Increased quality and variety would help a lot if your sound dep could manage that.
I recommend you to play with weather, make intensive thunderstorms, winds, blizzards, sandstorms happen and happen more often.
If you're bold, you can use nyckelharpa in some nordish zones. Harpsichord for altmer / psijic / castles in capital cities / mage's guild. Chants and drums would work for fighters guild / undaunted / "warrior" races and their zones. Google RPG/fantasy tavern music and take that as an inspiration for ESO taverns and songs that NPCs play.
41.
Sort of mage's relic that can be equipped in the weapon slot.
Besides normal properties of a normal destro/resto staff, it can reduce the mana cost of abilities or make them a bit stronger, since the player loses access to staves skill trees.
Animations like apprentice(for light and charged heavy attacks = frost & fire) and novice (for light and channeled heavy attacks = lightning & resto) destruction spells in Skyrim = spells from hands.
You made sorc's Overload ult, you can make this one too.
42.
Veteran dungeon certification
To unlock vet dungeons for any role, player must get through certification for the role they wish to participate in dungeons. Also increase XP gained in vet dungeons, not the same as normal ones like it's now.
Tank role: survive a short fight when enemy hits hard, test timed blocks, interrupts, some synergy activation in between.
Healer role: have heals strong enough to outheal single and AOE damage, avoid AOE meanwhile, longer fight to test sustain.
DD role: avoid a red circle once. Thats it, you're better than usual DDs. Congratulations!
43.
Normal world quests should reward a currency that can be used to buy other currencies, like alliance points or writ vouchers. Besides telling a story, quests are useless to a leveled player. Make them worth doing.
44.
Make any ability to be interruptible in 0.3-0.5 second interval after an enemy player uses it (human pushes the button, not when ability's animation starts or even ends). Bash can be used once per second, increase it's damage by a bit if it successfully interrupts.
Either make all abilities in PvP interruptible or not. Having morphs and passives dedicated to interrupts (though they can be used in certain PvE battles) takes the ability/passive spot that you can use to remake it into something interesting and useful. Because making more than 5 abilities + 1 ult is physically impossible, right?
45.
That useless set from malestorm arena (well, every set except winterborn is horrible, talking about elemental one).
Make it so it changes all elemental attacks player casts (fire, frost, lightning), except for set procs, weapon enchants and ultimates, to be random element for 8-10 seconds. Example: set goes fire, warden frost mage uses it's only frost damaging spell impaling shards - it deals fire damage,wall of frost - deals fire dmg too, force shock - it deals fire damage 3 times instead of all 3 elements. Staff passives stay, it's damage type may or may not be changed. All abilities have a chance to apply fire status effects while the set's still fire.
Bonus damage to spells the set has - stays, but weaker.
No need to change visual effects or anything, only the type of damage that affected by the set.
Useless not everywhere as it is now, but only in PvE. Can be funky in PvP.
46.
High self healing of any role = bad.
Reduce the effectiveness of the healing done and the damage shields by 50% by default.
"Healer's vow" - shrine in the cities near respec and other shrines. Reduces damage done by 50%, but increases healing done and the effectiveness of the damage shields by 120%. No cost to turn it on/off, stays active until visited and disabled by the player.
Example: I deal 5000 damage with an ability and heal/shield for 5000 with another. After change - I'd deal 5000 dmg and heal/shield for 2500. If I use that shrine, I'd deal 2500 dmg and heal/shield for 5500.
That removes one of many BS about PvP when one player can be highly effective at every role at the same time. Also differentiates DDs and healers.
47.
PvP merks
Alliance does not mean anything outside of PvP, and in PvP it's just an obstacle, meaning it slows BG queues (first time I was in BG we were 2 and both enemy teams had players to spare, leaving and joining every few minutes, in 15 minutes not a single player joined our team) and not balanced in Cyrodiil. Allow players to be "faceless mers" in the alliance wars:
option to queue for a specific faction for BG/Cyro, but if the difference in players between alliance with bigger amount of players and least amount of players (queued or already in) gets out of balance, newcomers that queued to join a leading faction must wait until people join other factions, somebody leaves in theirs, or queue for lowest pop faction themselves.
Should be no downside for that.
48.
Proc sets, 3rd paragraph - main:
Sets that have proc chance and a cooldown for it, for example: when dealing damage with weapon ability, you have 10% to deal additional X damage and this effect can occure once every 5 seconds. So it procs, 5 seconds are up and CD's reset. Now you're left with 10% proc chance again and it doesn't matter what you've been doing those 5 seconds of CD.
Not that noticeable on 20-50% proc chance sets, but on the other side there are tank sets that proc on taking damage and have 5-8% proc chance. Fine when there's a lot of adds and tank manages to aggro majority of them, but not on boss fights.
Changes I propose: reduce proc chance of all proc sets by ~50%, for some DD sets by 100-200%. But when it procs and CD starts, actions the player does (proc conditions - like dealing damage) are summing up and when by the time CD's off, the player did enough to proc it again - it does at will, if not - player keeps doing that and in 1-3 seconds (in intense battle scenarios) it finally procs. Unlike current, when it's all from the scratch when CD's off.
49.
No feeling of danger and challenge anywhere. Some places are supposedly under attack or siege, but friendly NPC are like "it's fine". Add some realistic chaos:
No invincible guards, enemy patrols in the wilds or some roads, they clashes with friendly NPC where one side dies fast if enemy has number advantage, not those NPC fights we have now when they both deal no damage to each other. Enemy raids on the towns and cities, when they will move towards inner territories and trade districts if players don't help guards to defend. In that in mind, if enemy and friendly NPC's respawn rate would be the same and enemy would have slight number advantage by default, it will lead to towns being overwhelmed by the enemies over the time and players would cooperate to clear that.
Outside of towns players should consider picking a fight instead of steamrolling. Increased mobs HP would be lame, but their damage is a different story. If normal mobs would hit hard - players would use block, CCs and defensive abilities and therefore prepare for "endgame-ish" challenges like dungeons, pvp, trials, arenas. Some may even do the impossible: group up with other players to do some quests or move from point A to point B.
Another way to go is to increase the difficulty of 3 zones, 1 for each alliance, this also can be a test for worldwide difficulty increase whether to do it or not, if not - this'll be zones for players to have fun... dying.
50.
Cyrodiil grouping.
Why not put those who join Cyrodiil in a group automatically? If a player wants to go solo or with his friends - leaving the group is much easier than finding / forming it.
Small dots on Cyrodiil map to mark allies, so players could coordinate better when they see where friendly forces moving.
Alliance war activity finder. Either broken, or not a single player besides me used that in ~3 hours total I was out of group and searching for it using that finder. Different days, peak and before peak times, medium-max populations.
51.
Guard - increase it's range and make damage transfer to be range based, 24m max range, 0-8 meters = 35% damage transfer, 9-16 = 25% damage transfer, 17-24 = 15% damage transfer. Also a well-timed lag is enough to broke the beam, so I advice to make it safer by increasing the range.
52.
Expand undaunted rewards so high CP players who already got monster sets they wanted, had a reason to come back to doing pledges, or new players could collect the keys instead of buying monster sets.
Besides housing and cosmetic stuff, they can sell BiS trial/arena gear.
High cost (10-100 keys) to buy exact item a player wants in golden quality, but still with random enchant and trait.
Also, veteran dungeon's hard mode can be made as an entire dungeon difficulty with 3 keys reward, current veteran difficulty can stay the same with HM option, or made overall a bit harder and without HM, but reward 2 keys.
53.
Add a cooldown or increse the cost of sorc's blink to ~5500-6000 mana (with cost increasing with each consecutive cast). So instead of it being a mass stun (why?), reset the fight button and escape the fight button when enemies don't have a chance to close the gap, at the same time, it'd be an utility as it's supposed to be.
If someone blocks it, sorc is stunned like NPCs with charging ability or if it's used to stun an opponent, sorc is teleported no further than the enemy's location = teleportation distance is lower if you hit an enemy.
54.
Cyrodiil - "Faction name" Champion - sort of weakened emperor, but there's always one active per alliance (per campaign = not server-wide). Every 30 minutes give this to one player per faction, that earned the most alliance points since the last champion was named 30 minutes ago. Taking away bonuses in the heat of battle would be kinda bad, so give a 10 minute bonus time and if a player dies in this time period or uses TP, he loses the title (30m00s - 39m59s still active until dead, at 40m00s forcefully taken away). So, for those 10 minutes alliances can have 2 champions active.
May be some alliance-colored small aura to indicate this player on the battlefield.
Even weaker bonuses can be given for players with: most damage done / siege damage done / damage taken / healing done. Said 4 players per faction will forcefully be titled for their actions like "%playername% the berserker / the breaker / the Rocky xD no, something tank-themed / the savior or healer.
Same earning conditions as faction champion but for activities listed above, and again some aura must be given, though even weaker but visible.
If 1 player's eligible for 2 titles, the most powerful is granted, and another goes to the 2nd best player.
Weapons of the cheese-lover can be placed in a box and pushed under a bed.
When 1 person gets the advantage for putting time in the game (Emperor) - it is deserved, I offer what anyone in every alliance can get in little to no time for playing good.
55.
Mage's guild skill line needs more damaging spells and you have 1 unused slot (4 abilities instead of normal 5 + 1 ult). Magelight can be a "cone" spell, revealing enemies in front of the player for further distance but not all around him at close distance.
Skill that replaces either break free and/or dodge roll, same cost but in mana. Can change the resourse type CC break uses simply by being slotted, which means double WASD tap and m2+m1. This version's animations would be the same like current CC break, you can add some effect on use or so.
Or be on use, which means it's like psijic ult = can be used when CC'ed. Animation for both CC breaks can be a blink / teleport / bolt escape. Short range equal to dodge roll's.
Stamina based characters can use CC removal for ages, since they have bigger pool of their primary resource and increased regen of it .
56.
PvP CP replacement - basis is like current WoW talents, but you choose one of offensive/defensive/utility by earning PvP ranks, new row every 10 ranks, so 5 rows = 15 "talents" at max 50 rank to choose 5 of them to be active. This can be reset for gold or upon reaching every row (10th, 20th etc. rank) - sold for rewards and player starts from the beginning. Reward must be worth it, can be either an item or a currency, both of them at 5th and maybe 4th row. Reward quality rises drastically with bigger ranks, so players would want to get as far as they can if they wish to sell it.
May be faction locked, so if you're level it as 1 character and change to another char. of the same faction, that char. can distribute earned talents. Acts basically like current CP system but progression's different for each alliance.
You may make a passive depending on the character's alliance that was taken when making a character. it's always on in PvP, for AD it'd increase magical potential, defensive and physical bonuses go to DC/EP, you decide which goes where.
57.
Broken "in combat" mode, replace it with "not dealing or receiving damage for ~ 6-10 seconds = out of combat" condition.
58.
CAPES. May be just cosmetic, may have jewelry traits and enchants. May be used for experiments for new traits and enchants.
59.
Undaunted ultimate at lvl10 reputation:
Passive = doesn't need to be slotted. Choose 1 buff to be active all the time (major savagery, prophesy; fortitude,endurance,intellect; brutality, sorcery).
Relief for those who has to slot abilities for passive and never use them.
Will work well with buff potions nerf.
Rewards for maxing out undaunted = requires time to get.
Different approach: add morphs, first = passive, 1 buff; second = needs to be slotted, 2 buffs and some stats bonuses, like 3-5% bonus to all stats, because to get an additional buff player could slot an ability like magelight that can also be activated and give it's bonuses = more useful than just additional buff from the ult.
60.
Cosmetic: in map menu disable quest "arrows" pointing at "navigator" NPCs or exits from the current zone. They must appear only when the quest is active/tracking.
61.
Option to decrease lag that puts on a low poly costume on every player , maybe make it alliance-themed and keep active by default in Cyrodiil. Disables on-character cosmetic effects like markings, glowy eyes etc. Also disable visual buff effects that usually are on character's hands or weapons.
~
// Addon request - when you get stunned, make Freddie sing "I want to break free" those 2-3 seconds.
~
Message 1:
This wall of text above should be enough to grab your interest and show that I'm not just a random schmuck.
I wanted to try for a ESO's game designer position, but there's no way of contacting HR except for sending a resume, which would be declined. I think I'm suitable for the position, but don't have exp listen on the jobs page. This can be easily resolved by testing me by one of the designers, or more than 1 to exclude biased decidions. My excact set of skills isn't for a public eye though. Additional option would be to let me choose X amount of things to change, and make a decidion based on community's reaction.
If you have access to my email info - confirming it is ul*****8@ gmail*dot*c0m, if not - someone with "|Z|" in the nickname contact me in-game (or on forums if there's an option to PM) to receive my email.
If that's not enough - I challenge your best game designer or your whole design dept to a creativity battle. You ask me how I'd improve this and that or what I'd add to a certain aspect of the game and you'll have to justify why a certain thing isnt improved, bad or even BS. We both will try to counter the opponent. Emotions aside, logical proofs, both game's quality and room to earn money for Zenimax at the same time in mind. Don't be scared.
~
Message 2:
I have an idea for new content, grants huge moneygrabbing opportunities to ZOS, drastically refreshes gameplay and gives lots of stuff to explore for players. Medium difficulty to make.I can give it's full base, where to go and what to researh, pros and cons, risks and rewards.
ZOS contact me if you dare.
~
Message 3:
In today's episode of "ZOS failes at":
1) Support. 3/3 times I used it, it closed the tickets in less than a minute for being a duplicate, 3 different themes with a good descriptions. Why would that happen: player uses support, it closes the ticket, player gives up on the problem = bad, less tickets to answer for ZOS = good?; badly programmed with no quality control and problems for users that try to address that, funny huh?; somehow I was wrong and those problems were already resolved for some other user (searching it says no), I'd give it less than 5% chance of happening for any 1 of them, 0% for 2 or 3 at once.
2) Forum invitations - presumably it's to guard forums from those pesky "internet trolls". Why this not made so once you buy the game, you have that code inside of your account options forever? Or can log on into forums with main account that has the game? Time wasting by getting that code through support and you have a dedicated staff to confirm that & send those codes. Shame.
3) In-game feedback, support said to use it, but how do I use what does not exist? Feedback/Bug:
first menu - impact, nothing connected to feedback, mostly for bugs and a few to thank devs for quests/items/flower textures etc.
second menu - good, ready to be copy-pasted to actual feedback menu if you'll make one.
and the kicker - description field, 700 symbols max limit is a joke, without detailed description one's suggestion can be turned 180.
4) Got a question for your HR, but jobs@zenimaxonline.com supposedly dedicated to helping and contacting those seeking the job at ZOS automatically responds with "send us a resume". No other options. info@zenimaxonline.com does not respond at all. GG.
5) Dev email. Just put an email that entire dev team can use for any user-developer communication, so when any dev wants to check it out maybe to see players opinions, receive their gratitude, check out some suggestions, read a joke, anything - he can do that.
6) ESO web site feedback option - sadly cannot comment on this one because it acts as I'm not logged in, after getting through feedback/bug windows til the end - I type my correct info the same way I use on the main page (where it works and then resets when I go to the support menu) and press the "Log in" button but nothing happens.
~
P.S. "thanks but nope.avi :P" incoming in 3...2...1... Anyway, Dobby is free now. Test me, that's what I'm asking for. Not gonna check this forum page, if Zenimax's interested in drastically improving the game - they'll find me. Oh snap, it says there's too many symbols, well bye bye some of the suggestions. Press F.
Desideratus bellum.
- Onelse, PC-EU