I've played ESO on/off (currently: on) since the beta. And over the years I've very much enjoyed the game, and while I think it has generally been getting better, surpassing its rough start, there have been a lot of "hiccups" along the way; changes that I think have altered the game for the worse, and should be adressed.
So I'd want to talk about class identity - what makes ESO's classes distinct from one another.
The Elder Scrolls always tried to be more freeform with classes than most RPGs. A lot of RPGs give you a strict path based on class. Consider Classic WoW for instance; "Warriors" could tank or DPS using warrior skills, and druids could heal using druid skills (and had DPS & tank builds so bad, that they really only ever healed). In the Elder Scrolls classes are more a sort of vague perks and flavours, rather than being a strict guideline. You could, if you wished, have a Templar and a Necromancer with identical skill setups and gear, by utilizing the "class-less" skill lines, such as Weapons- or Guild-skill lines.
And some of the later DLCs (Wrathstone, Elsweyr specifically) did a lot to bring out some of the less used of these "free for all" skills: Degeneration/Entropy became a main stream dot, and Soul Trap suddenly found use in a lot of builds, alongside the already popular weapon skills such as "Elemental Wall" or "Volley".
This is both good and bad. It's good because it allows for a great degree of freedom. If you play a Sorcerer, you don't have to be a spell-slinging, daedra-summoning, Mages Guild bookwork. You can grab a couple of daggers and stab away like crazy with Dual Wield skills.
It's also a bad thing, because those common skills are so absurdly good, or "meta", that they're automatically included in most builds, so that in "serious" PVE setups, the difference between a Templar, Sorcerer, and Nightblade usually comes down to two or three skills. For instance, a good deal of stamina builds nowadays will follow a pattern pretty much like this:
Bar 1:
Rearming Trap --- Rending Slashes --- Actual Class spammable! --- Execute skill* - A class dot!? (or another FG skill, for passive) --- Flawless DawnbreakerBar 2:
Poison Injection --- Volley --- Rearming Trap (again, for Fighter's Guild passive) --- Soul Trap --- Resolving Vigor --- Ballista
And fret not, if you haven't got a Class spammable or Execute you like, you can just use a Dual-Wield or Two-hand skill in either case.
I know there are many exceptions to the above (my favourite Stamplar build at the moment does uses volley, but otherwise consists off maximum uptime of Jabs+PotL), but you must admit that Volley, Poison Injection, Rearming Trap are nigh omnipresent. And they all seem to be wearing
Lokkesitz+Relequen with a
Maelstrom Bow on backbar.
Magicka builds aren't much better. Aside from sets being used almost unanimously (False God, Siroria, Mother's Sorrow will work for any magicka DD), theres a couple of totally ubiquitous parts:
The Elemental Weapon spammable, and the Maelstrom Inferno Staff + Wall of Fire combo. These two tools are so staggeringly ahead of the curve that any magicka DPS build which omits them, is only doing so to be smug about not using them (sort of like people saying they no longer use social media).
And it's not that there aren't good class-spambles in the mix: Molten Whip, or Templars' Puncturing Sweep are both good, and rather iconic for their classes. But
a. They're not that much better than Elemental Weapon and
b. They're close range, and then you might as well be Stamina.
And speaking of Stamina; it's a bit of a miss that they're exclusively melee, and bow/bow is a joke (outside of PVP). Bows in ESO's PVE exist almost exlusively to fire Poison Injection and a Maelstrom-Bow volley from point-blank range.*
I think this is rather sad... and I honestly believe that skills like Elemental Weapon, and the universal Maelstrom+Volley/Wall need a slight nerf to open up for more variety (read what I wrote: not "nerfed to absolutely uselessness", just slight nerf to encourage other options).
Now I'm generally against nerfing things for being too popular, as it's often better to just buff the alternatives. But you also have to be careful with buffing; buffing Molten Whip or Force Pulse might inadvertedly make some PVP build overpowered, so you'll have to get creative (but there are plenty of ways to make a strong PVE spell/set without accidentally upsetting PVP meta).
In the case of PVP I think class diversity is at a much healthier stage. Nightblades weave in and out of stealth, slashing and stabbing (pretty much what you'd think a Nightblade would be doing); Templars lock down an area with Cleansing Ritual and Runes and jab the devil out of anyone that gets close, Sorcs zip around at lightning speed (excuse the pun, sorry), and (magicka) Dragonknights get a lot of mileage out of iconic class skills like Wings, Flame Lash and, of course, Dragon Leap.
In PVP you can usually tell which class you're against within 5 seconds of fighting. In PVE, you could spend a lot of time looking at a Magicka DD, and never see anything but Elemental Weapon, Trap, Elements, and a Mages guild skill or two.
*
here's a footnoted suggestion, because most people will hate it: Give bow skills a minimum range. Split Stamina DDs into melee (could be Twohand/Dual-wield builds) and bow/bow ranged builds. Needs a lot of work; but would certainly spice things up.... And give a counter to those annoying bow gank builds in PVP...[/spoiler]
Items, sets, and farming - and a possible solution
Now, I mentioned earlier that ESO has no "wow!" items. Virtually any set or specific item can be farmed fairly easily (especially since Perfected versions of Sunspire sets don't even require hardmode), or simply crafted or purchased off of a Guild Store. The (arguably) hardest items to obtain are the Perfected Asylum weapons, as they require a full hardmode of Asylum Sanctorium - that is, unless you happen to get them from weekly rewards - the issue with that is, of course, that they're mostly useless nowadays.
Don't get me wrong; I actually very much like much of the itemisation in ESO. "Set items" are readily available and intrinsic to build design, overland zones always have their own sets, crafting is actually relevant (in many games it's nothing but a shoddy stepping stone to dungeon/Raid gear, which is often the only place to find "sets") with several worthwhile sets.
And sure; there's also a lot of gimicky, useless, or downright stupid sets... but that's alright, because there's so much to choose from any way.
I say there are a lot of sets to choose from, and indeed there are. But "meta" builds usually boil down to about 5 sets, and then the ever-present Maelstrom Inferno Staff and Bow.
If I say "
Lokkestiz, Relequen, Siroria's, Mother's Sorrow, False God's, Maelstrom weapon" I'll have covered the gear recommendations for about 90% of damage dealer builds at the moment; regardless of class choice. Not that there aren't other choices (I managed about 60k DPS myself with the silly "Succession" set from Maelstrom), but none are quite as good, and I've even heard of guildmates who were kicked for not wearing meta sets (i.e. for experimenting).
You could shake up the meta by nerfing these sets, but that's a horribly stupid solution. Besides; players would just home in on another set; or there'd be a new DLC with a better one... You might argue that "one set will always be best" but it doesn't have to be like that, at least not by such a large margin.
I think I've made it clear through this rant that
a. I don't like the meta of everyone using the same 2-3 sets and ability setup, and
b. I don't like how most items are super easy to acquire (if you're a little lucky).
However, this would be a sad post if I didn't at least try to suggest a solution. So here goes two birds with one stone:
First; buff/change some of the least popular/most useless set. But ZOS already does this occasionally... My "big" suggestion is: Introduce rare, unique/artifact items. To clarify:
- Do I mean overpowered items that make you godlike? No, of course not.
- Do I mean unique items that are challenging/time-consuming to acquire and offer an improved, or at least alternate way to build your character? Yes!
These items would be One or Two-piece sets that DIDN'T just cover head/shoulder. Because I think it's sad to be deconstructing Perfected False God hats and Lokkestiz Arm cops. They're useless items in a world where Monster Sets exists; the 2Monster/5/5/Maelstrom-off-bar is too good compared to anything else.
Now, to acquire these items I wish to create something new - at least new to ESO - so I'll be shamelessly taking inspiration from somethings out of Classic WoW - because people freaking loved it then, and it could work in ESO as well.
There are several ways to implement these items, so that they won't be easily farmed by just anyone. The best option as I see is to use the leaderboard. For example being in the top group for weekly Sanctum Ophidia could include a "Celestial Serpent Scale" or whatever, which is a bound item. Useless in itself, but combine 5 of them (i.e. be top group for 5 weeks) you can combine to form an item... which starts a quest. And without working out all the details, maybe you also need the help of a 9-trait crafter to create components, and farm some more stuff in another trial, etc. etc. and eventually you get to make an/a-pair of really strong items. Something like
"Celestial Fangs" - twin daggers - Nirnhoned, Precise or Sharpened trait
(2)-piece set bonus - 300 stamina. Applying a Physical, Poison, or Disease damage over time ability grants a stack of Draconic Focus, increasing weapon crit by 520 for 10 seconds, up to 10 stacks. Upon reaching 10 stacks, also gain Major Berserk.
I'm just spitballing here. And didn't want anything TOO busted.
There could also be easier ones. Like... maybe Nahviintaas Hardmode *maybe* grants 1 "scale of Alkosh", and you combine 5 or 10 of those to form
"Golden Scales of Alkosh" - Chest piece, Heavy - Tri-stat enchant, Infused trait
(1)-piece set bonus -
Whenever you restore Stamina or Magicka from a Synergy, restore half as much to 5 nearby group members
Taunting an enemy grants Major Slayer to up to 11 nearby group members for 5 seconds. This can occur once every 15 seconds.
Again, I'm just spit balling here (and trying to think of something that won't be busted, should it fall into the hands of a PVP player), because you'd need several appliances of DoTs to actually achieve the full effect, which would be rare in PVP, but just a few rotations in PVE DPS.
Or maybe just "singlet" items that rarely drop from certain bosses. I'm sure there could be hundreds of different implementations in a game as big as ESO.
You could even tie some to quests. Because, let's face it, ESO's current quest rewards are typically dung. If you complete the entirety of the Main Quest, saving Tamriel, you might get an
Infused Healing staff from a *** DPS set... This seems like a good place to introduce a unique weapon/armor piece, that's actually useful instead. And there'd be no complaints of "only super lucky players get this set, it's unfair," because everyone can complete the Main Quest once per character.
Of course, I'm not saying the Main Quest should give the best damn weapon in the whole game - that'd be stupid - but at least make it yield something unique and useful that could, just maybe, be used in a build some time.
These were just a few suggestions off the top of my head - take them with a grain of salt. The idea is to create items that are truly hard/time-consuming to get, that players could pride themselves on having finally gotten, and also to shake up the ubiquitous 2Monster + 5body + 5Jewelery/frontbar + Maelstrom weapon meta, and offering alternatives.
P.s. This is part of a
larger post I made on several issues in the game, and my (hubris heavy) suggestions for solutions. That thread became quite large and "ranting", so I've broken it up into bits, and put them in more appropiate forums.
I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.