The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/

Things you don’t quite like about the game.

  • TequilaFire
    TequilaFire
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    How useless CP is now till you have a bunch on a new account.
    CP10 - CP150 useless materials and armor levels.
    I am obviously on another new account. lol
    Edited by TequilaFire on May 30, 2021 5:38PM
  • BalticBlues
    BalticBlues
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    Spending days in vMSA and vVathesran, again and again,
    and the SAME WEAPONS DROP AGAIN AND AGAIN,
    while the ONE WEAPON you want NEVER DROPS.

    This is when the fun in ESO turns into TIRESOME WORK.

    Edited by BalticBlues on May 30, 2021 5:57PM
  • MasterSpatula
    MasterSpatula
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    I could create a list of things that I don't like, but why don't I just get to the root of the problem?

    I often find myself feeling ZOS must be a company made entirely of people who have no comprehension of the emotion discouraged. Because of this, they display zero compulsion to avoid behaviors that leave the players feeling discouraged.

    It's discouraging when ZOS repeatedly introduces nerfs that hit players in the middle and below hard but leave more advanced players largely untouched.

    It's discouraging when you run a piece of content over 100 times for one drop without success. Then you do it again.

    It's discouraging to have unforgiving one-shot mechanics in a game where desyncs are a legitimate concern, leading our characters to fall over when we're outside the red. (Much bigger problem now that so much more of the game is server-side.)

    It's discouraging to farm maps with little success; hope for specific maps with little success; and dig hoping for an Ancestral Reach lead when you finally get one of these maps with little success. It's discouraging beyond discouraging to know that ZOS plans on implementing this exact same inexcusably-bad design for Ancestral Akaviri.

    It's discouraging to feel like your time is worthless. It's discouraging to feel like your effort was for nothing. Of all the emotions a developer might want their players to experience, discouraged is one they should be absolutely devoted to avoiding. ZOS, lately at least, seems uninterested in that.
    Edited by MasterSpatula on May 30, 2021 6:41PM
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Scallan
    Scallan
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    Lack of sexy outfits for the male and female character models.
  • RupzSkooma
    RupzSkooma
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    TIRESOME WORK.
    I red it wrong and thought you were having exponential amount of fun.
    Elder Kings II is a Role Playing Elder Scrolls mod for Crusader Kings III.
  • cptqrk
    cptqrk
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    1. Group of 12 people, way too many, like herding a clowder of cats

    Oh man... 12 is too many? Sorry, I came from the old Vanilla WoW days of 40 man raids....

    But I do see what you mean, mechanics wise the trails are same old same old, but with the combat style we have, what else can you do?

    No AoE taunt so tank can only position the big bad, no tab heals so healers need to be 'just outside the mass', globs of trash mobs whom if you ignore will kill you by death from 1000 cuts, directional attacks (read no tab targeting dps) meaning that AoE dps is king... *shrugs*

    What we have is the best we can do, at this time I guess :)

  • Syrusthevirus187
    Syrusthevirus187
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    The target is out of range
  • Ergele
    Ergele
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    no vet ovarland

    nuff said
  • SilverBride
    SilverBride
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    How long it takes to log on and switch characters.
    Edited by SilverBride on May 30, 2021 8:50PM
    PCNA
  • amm7sb14_ESO
    amm7sb14_ESO
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    Meta.
  • amm7sb14_ESO
    amm7sb14_ESO
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    😭 that they haven't fixed sugar skulls bug even after months

    What bug is that?
  • SickleCider
    SickleCider
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    cptqrk wrote: »
    1. Group of 12 people, way too many, like herding a clowder of cats

    Oh man... 12 is too many? Sorry, I came from the old Vanilla WoW days of 40 man raids....

    But I do see what you mean, mechanics wise the trails are same old same old, but with the combat style we have, what else can you do?

    No AoE taunt so tank can only position the big bad, no tab heals so healers need to be 'just outside the mass', globs of trash mobs whom if you ignore will kill you by death from 1000 cuts, directional attacks (read no tab targeting dps) meaning that AoE dps is king... *shrugs*

    What we have is the best we can do, at this time I guess :)

    40 man?! 😱😱

    Yes, I agree with everything you've said. I think it's a fundamental issue with the game's core design that gets exacerbated when they increase the group size. They're capable of designing more interesting encounters for smaller group and solo, so I don't know, maybe their philosophy for creating "difficulty" needs to be examined where trials are concerned.

    I think reducing the number of adds in literally every encounter is an obvious place to start. Eliminating random pools of red all over the floor that prevent people from moving at all would be a second. Then, maybe the boss itself could get more interesting mechanics, instead of being a stationary target with an inflated health bar and the occasional gotcha move.
    ✨🐦✨ Blackfeather Court Commission ✨🐦✨
  • Slyclone
    Slyclone
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    I don't quite like the bugs.
    That's it, that's all.
  • Eccentric_Vampire
    Eccentric_Vampire
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    Crown crates and the current state of vampirism are my major issues. I think I'd be content if it wasn't for those.
  • RedFireDisco
    RedFireDisco
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    Magblade and to a lessor degree magcro need buffs

    It's a blight on the game that these two (especially) magblade are so far behind other classes and morphs

    Stamcro is boss but there are ways to buff magcro and magblade without boosting their Stam versions but why oh why are they nerfing boneyard

  • Tenthirty2
    Tenthirty2
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    "Magic" projectiles like freaking arrows, some projectile spells, that have the ability to lock on and strike you irregardless of things like ROCK WALLS.

    I mean, with spells you can say bcuz MAGIC. Cheesy, but ok.

    But c'mon, when I pulled a mob and I outrun them, down a twisty tunnel, up a level, across half a dungeon, heck across half of NIRN and still *poink* arrow in the back... REALLY? >.<

    Just bugs me.
    • "Some enjoy bringing grief to others. They remind M'aiq of mudcrabs - horrible creatures, with no redeeming qualities."
    • "When my time comes, I will smile. And that will be all." -Sir Nathain Galien
    • IGN: TenThirty2 (PC/PS: NA, PC/PS: EU)
  • VampReworkFailed
    VampReworkFailed
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    I don't like the vampire rework and feel like we were kinda teased a bit with what could have potentially been a vampire lord line add-on as a Greymoor feature.

    Edited by VampReworkFailed on May 31, 2021 12:56AM
  • Supreme_Atromancer
    Supreme_Atromancer
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    Lugaldu wrote: »
    So, would I wish the NPCs in ESO had a daily routine? No. Because my encounters with the NPCs in the cities are always very short, as I am constantly jumping from one place to another on the huge map. For me, the feeling wouldn't change much, whether on a short visit to e.g. Alinor I walk past a guard at work or in the tavern at the end of his day. But thats just me.

    @Lugaldu but that's because from the outset, the game herds everyone into the slipstream of grind. Wondering about npcs is a waste of time and you're better served clicking through and racing to the wayshrine because there's a lot of grind to get through and you just want to get the thing. So to what degree does the way the game is developed favour one mode of game play (MMO expectations) over another (traditional TES gameplay)? In the single player titles, which ESO is naturally compared to- and the developers strive to capture the feel of- stuff like story and exploration are far more valued as content people expect, engage, talk about, and spend time on. In those games, we *want* to explore because that stuff is worthwhile and rewarding in its own right. Its normal for people to ask why that is. To try to articulate that elusive spirit we know exist but find hard to express.

    ESO is in the difficult position of straddling two very different worlds: "A game for traditional MMOers and your hardcore TES fans"; that alone drives a lot of the tension between players when they are forced to cooperate in content, or compete for development attention (usually by arguing the other type of content is marginal or "playing wrong" for instance). Worse still, content that benefits one camp might actually hinder the other - ZOS copped a lot of criticism early on, for example, for its crappy shallow delves. They've come a long way since then, and recent ones have all been utterly amazing. Equal to, or even better than those from SPTs. But of course now its frustrating for people who just want to get their skyshard and get out. Its in that context we need to ask whether things like immersion or NPC schedules are important or worthwhile.

    I think that NPC schedules would be pretty neat, because its an opportunity to expand upon the quality of exploration and story-telling in ESO, and those things are keystone to an Elder Scrolls game in most people's books, I'd say, so there's a mandate to capitalise on that. I guess it would take ZOS appreciating how aspects of exploration can be content in itself, but I don't think anyone can honestly say they aren't open to these ideas. The little vignettes, monster duels, NPC exchanges, have been big highlights for a lot of people when they're exploring new zones, because they are fun, surprising and cool. Even points of interest are evidence that they are on the right track in thinking about how we explore, though (especially the older ones), could use some work!. Could they go further with it? Absolutely; what is a vignette in ESO is pretty much default NPC scripting for every NPC in one of the single player titles.

    FTR, I'm on the slipstream too. I love working on my builds and getting my characters ready for content. Dungeons, trials, pvp, its all fun - and the sense of satisfaction for achieving a goal you had to work for is an MMO value I never really experienced, and I think is a freaking awesome dimension to have been brought to an Elder Scrolls game. I don't want more exploration at the expense of trad MMO content. But it shouldn't need to. If both values have equal importance (and competency in development), the game will be closer to its goal. The more effort and direction they put into exploration, the closer ESO will come to realising the goal of "a game for trad MMOers AND hardcore TES fans."
    Edited by Supreme_Atromancer on May 31, 2021 4:39AM
  • DreamyLu
    DreamyLu
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    There are several things I dislike in ESO. Some are "peanuts" but because always there, quite annoying (jumping not working well, dismounting for no reason, delay at casting skills, ...). More quality of life issues though, I can deal with them. Some are "bigger" issues to my eyes, out of which the two main ones:
    - No trading system.
    - Players counter to each others at farming nodes, plants, trees, chests and even quests at times.
    I'm out of my mind, feel free to leave a message... PC/NA
  • Rugby_hook
    Rugby_hook
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    Finedaible wrote: »
    There is no longer any class identity, and your class skills don't make a difference because there are better options outside it.

    Coincidentally, the grindy skill lines which now have paid unlocks for have become essential to any build (Fighter's/Mages Guild, Undaunted orbs, Alliance Caltrops).

    This!! Imo class skills should always outperform the generic skill lines (and niche sets should always outperform generic ones - if using the right class/skills), which should be reworked as skills that may supplement your class, but will not be best in slot as standalone skills. One way I think this could be fixed would be having four skill morphs for every skill - a mag dps, stam dps, tank, and heal morph. This would allow you to play any class in any way you wanted without having to rely on the generic weapon and guild skill lines to do it.

    I know they want people to buy the skill lines, but they could buff the passives from them to still make them very helpful to have but preserve class identity.
  • Lugaldu
    Lugaldu
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    @Lugaldu but that's because from the outset, the game herds everyone into the slipstream of grind. Wondering about npcs is a waste of time and you're better served clicking through and racing to the wayshrine because there's a lot of grind to get through and you just want to get the thing.

    Well, I'm actually not one of those people who rush through the game for the grind. I come from the single player titles and only play solo, enjoy the stories and explore Tamriel. Of course, I understand what is interesting about the idea with the NPC schedules and that this would contribute to a deeper immersion into the game´s world. I just find it - for me - not really necessary with respect to the size of the map and the large number of tasks and quests, as you can constantly see something else. It may be a different matter if you are exploring a new area and staying in the same places over and over again and otherwise it becomes monotonous if you repeatedly come across the same NPCs in the same place. What I mean is that I don't mind that the NPCs keep walking on the same route from A to B because I don't always encounter the same ones. Today I do dailies in Alinor, tomorrow in Vivec and the day after tomorrow in Solitude - there are always other people passing by.

  • oXI_Viper_IXo
    oXI_Viper_IXo
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    -Ultimate cast times
    -Sledgehammer balancing
    -Lack of direction
    -Cyro performance
    -Green CP tree micromanagement
  • Supreme_Atromancer
    Supreme_Atromancer
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    Rugby_hook wrote: »
    Finedaible wrote: »
    There is no longer any class identity, and your class skills don't make a difference because there are better options outside it.

    Coincidentally, the grindy skill lines which now have paid unlocks for have become essential to any build (Fighter's/Mages Guild, Undaunted orbs, Alliance Caltrops).

    This!! Imo class skills should always outperform the generic skill lines (and niche sets should always outperform generic ones - if using the right class/skills), which should be reworked as skills that may supplement your class, but will not be best in slot as standalone skills. One way I think this could be fixed would be having four skill morphs for every skill - a mag dps, stam dps, tank, and heal morph. This would allow you to play any class in any way you wanted without having to rely on the generic weapon and guild skill lines to do it.

    I know they want people to buy the skill lines, but they could buff the passives from them to still make them very helpful to have but preserve class identity.

    I think its too much burden for any particular skill to be responsible for class identity. If a skill is going to serve as the basis of four radically different tasks, why do they need to be tied to a base skill via morphs? What's the basis of that connection?

    Initially, with the way that the game was designed, the two morphs were reasonably similar, at least, and weapons (and guild skill lines) were meant to be the tools for diversifying into roles and specs. The trend has been further into classes taking on that burden to the point where, thematically (and lore-wise), they don't really make much sense and they're contrived beyond any real meaning and even then, at least for very challenging content, there are one or two meta combinations for roles, and the others wont get a look-in.

    Class identity, by default, is (or was) baked-in. We all know what a sorcerer is, for instance, and have some intuition about how it should behave, what strategies it might use within the framework of an MMO. Its not much of a stretch beyond that to imagine a sorcerer wielding a 2h weapon if they so chose, or using the techniques of a sword and shield to do tanky things. But what is a stamina sorcerer? You can say that its arbitrarily someone who generates whirlwinds with stamina but what's that got to do with the concept or identity of a sorcerer? We're contriving the concept so drastically that the classes don't make any sense, identity has been twisted into some bizarre, unrecognisable mess, and that's why we don't have it.

    I personally think that weapons should shoulder the burden of role identity, and class identity shouldn't have anything to do with it. Class identity should be tied to the core, intuitive concept of the class.
  • Roztlin45
    Roztlin45
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    I don't like the lack of "real communication" between players and developers. It feels as if none of the problems, concerns, or issues are addressed. The direction the game should be driven by customer response. Take the companions for example, who actually asked for them? Spell crafting, added weapons, class, or PVP"cyro" changes guess they were NOT on the radar. Instead, we have the same old lack of direction, customer indifference, and disappointment.
    Edited by Roztlin45 on May 31, 2021 9:38AM
  • Amphithoe
    Amphithoe
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    Animations, I really hope they rework them at some point.
    Guildmaster: School of Julianos
  • GodsGrief
    GodsGrief
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    RupzSkooma wrote: »
    Negative players who do nothing but complain... yet they are still here.
    Thanks to them their complains made the
    game from beta quality to what it is now.
    If all of them were silent you still be playing the ESO beta.
    Criticism of a product is what make progress.

    Glad to someone whos not suffering from buyers regret where they have to justify everything. I love the game i have more 2k hours on it. Despite having a job and being a student. Criticism is needed otherwise Devs become complacent. Like the lad said about the beta period. Or how No mans sky did a full 360, or the entire Cyberpunk debaucle. If you wanna support the lackluster combat in favour of the amazing RP side then that's you're stroke. However people and devs need to realise that their game has multiple groups who enjoy overland, PVP etc yet those elements have been in a bad spot for a while with weird a s s changes sometimes yet nothing making Overland enjoyable or pvp more performant. While the RP side of things have been great, multiple housing additions, companions, antiquities. I'm pretty sure i even heard Zenimax change ESO genre to a onlineRPG from an MMO indicating their direction of the future.
  • Kesstryl
    Kesstryl
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    I dislike:

    Sledgehammer approach to balancing
    Nerfs every patch which makes progression go backwards
    Untauntable boss mechanics when I'm tanking
    Tank play style QOL made worse over the past few years
    Bosmers not having stealth, and decisions that go against traditional TES lore
    Not having PvP and PvE separated with balancing
    Needing high APM coupled with desyncs (I have carpal tunnel)
    Block not going off reliably on my tanks
    Skills not firing when I hit my keyboard
    Gutted Crown Store in favor of loot crates which I despise
    Slow roll out of hairstyles and costumes on Crown Store
    HEARTHLIGHT - A guild for housing enthusiasts! Contact @Kesstryl in-game to join.
  • Supreme_Atromancer
    Supreme_Atromancer
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    6Kyojin6 wrote: »
    RupzSkooma wrote: »
    Negative players who do nothing but complain... yet they are still here.
    Thanks to them their complains made the
    game from beta quality to what it is now.
    If all of them were silent you still be playing the ESO beta.
    Criticism of a product is what make progress.

    Glad to someone whos not suffering from buyers regret where they have to justify everything. I love the game i have more 2k hours on it. Despite having a job and being a student. Criticism is needed otherwise Devs become complacent. Like the lad said about the beta period. Or how No mans sky did a full 360, or the entire Cyberpunk debaucle. If you wanna support the lackluster combat in favour of the amazing RP side then that's you're stroke. However people and devs need to realise that their game has multiple groups who enjoy overland, PVP etc yet those elements have been in a bad spot for a while with weird a s s changes sometimes yet nothing making Overland enjoyable or pvp more performant. While the RP side of things have been great, multiple housing additions, companions, antiquities. I'm pretty sure i even heard Zenimax change ESO genre to a onlineRPG from an MMO indicating their direction of the future.

    @6Kyojin6 I think that people always think that other's grass is greener - people who do a lot of housing have some pretty strong complaints about the system. People who lore or story have complaints, and I don't RP at all, but I'm sure those people would also not agree that the game is everything they want, either.

    I don't know about the remarketing thing you've mentioned but I will say something I say a lot and that's ESO was always meant to be a game for *both* MMO people and TES people; and that very early on ZOS made it very clear that the game was not going to be an "MMO in the traditional sense" because they wanted to escape a lot of the expectations and baggage. Those two worlds are often diametrically opposed in terms of game design, and playstyle, and that there was always going to have to be compromise, for both camps.

    And finally, its not PvPer's faults, or PvEer's, or roleplayers, or crownstore whales when game design goes one way or the other. Not saying that you, specifically are saying this, but the way people post and disparage people with other playstyles is pointless and toxic to the community.

    FWIW, I agree strongly though: people should be proactive and express their thoughts. The developers encourage it, because they don't want to operate blind to their community. I think there's nothing wrong with it, provided its done respectfully. Being specific about the problems and not crap-posting is also only going to ever help your case.

  • Rugby_hook
    Rugby_hook
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    Rugby_hook wrote: »
    Finedaible wrote: »
    There is no longer any class identity, and your class skills don't make a difference because there are better options outside it.

    Coincidentally, the grindy skill lines which now have paid unlocks for have become essential to any build (Fighter's/Mages Guild, Undaunted orbs, Alliance Caltrops).

    This!! Imo class skills should always outperform the generic skill lines (and niche sets should always outperform generic ones - if using the right class/skills), which should be reworked as skills that may supplement your class, but will not be best in slot as standalone skills. One way I think this could be fixed would be having four skill morphs for every skill - a mag dps, stam dps, tank, and heal morph. This would allow you to play any class in any way you wanted without having to rely on the generic weapon and guild skill lines to do it.

    I know they want people to buy the skill lines, but they could buff the passives from them to still make them very helpful to have but preserve class identity.

    I think its too much burden for any particular skill to be responsible for class identity. If a skill is going to serve as the basis of four radically different tasks, why do they need to be tied to a base skill via morphs? What's the basis of that connection?

    Initially, with the way that the game was designed, the two morphs were reasonably similar, at least, and weapons (and guild skill lines) were meant to be the tools for diversifying into roles and specs. The trend has been further into classes taking on that burden to the point where, thematically (and lore-wise), they don't really make much sense and they're contrived beyond any real meaning and even then, at least for very challenging content, there are one or two meta combinations for roles, and the others wont get a look-in.

    Class identity, by default, is (or was) baked-in. We all know what a sorcerer is, for instance, and have some intuition about how it should behave, what strategies it might use within the framework of an MMO. Its not much of a stretch beyond that to imagine a sorcerer wielding a 2h weapon if they so chose, or using the techniques of a sword and shield to do tanky things. But what is a stamina sorcerer? You can say that its arbitrarily someone who generates whirlwinds with stamina but what's that got to do with the concept or identity of a sorcerer? We're contriving the concept so drastically that the classes don't make any sense, identity has been twisted into some bizarre, unrecognisable mess, and that's why we don't have it.

    I personally think that weapons should shoulder the burden of role identity, and class identity shouldn't have anything to do with it. Class identity should be tied to the core, intuitive concept of the class.

    So one example I can think of would be daedric curse. Both morphs are magic and the only difference is if you use pets or not. But the main essence of the skill is marking a target with a curse. Here either be a potential reworking of the skill to make viable for all roles: magic morph: keep deadric prey morph as is (this one feels more like a curse because it makes the target more susceptible to some other attack) Stamina morph: "Exsanguinating Curse" - Each melee attack you perform adds a stack of blood debt to the target. After ten seconds, the blood is viscously ripped out of the body dealing 500 bleed damage to the target per stack and 200 bleed damage to surrounding enemies. You can only have one curse active at any time. (This preserves the burst damage function of haunting curse, but would really augment an aggressive dual wield style) Heal Morph - "Confusion" you place a curse on a target for ten seconds. During that time the target has a 30% chance to misfire a skill healing their intended target for the amount of damage that would have been caused instead of damaging them. (Could be great as a PvP healer because it could help counter burst builds, or in PvE for long fights with lots of different forms of damage) Tank morph - "Enfeeblement" You place a curse on an enemy which inflicts the target with minor maim for ten seconds. At the end of ten seconds, the curse explodes, stunning the target.

    This preserves the basic notion of the curse for all roles, but adds in flexibility based on the role. It might not be slotted on every character, but the goal of the skills (in this envisioning) is that every skill should be seen as a viable skill for each role. This would help to make all classes equally viable for all roles and many different play styles. I could see fun variations for many different skills in all classes.
  • TelvanniWizard
    TelvanniWizard
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    Kesstryl wrote: »
    I dislike:

    Sledgehammer approach to balancing
    Nerfs every patch which makes progression go backwards
    Untauntable boss mechanics when I'm tanking
    Tank play style QOL made worse over the past few years
    Bosmers not having stealth, and decisions that go against traditional TES lore
    Not having PvP and PvE separated with balancing
    Needing high APM coupled with desyncs (I have carpal tunnel)
    Block not going off reliably on my tanks
    Skills not firing when I hit my keyboard
    Gutted Crown Store in favor of loot crates which I despise
    Slow roll out of hairstyles and costumes on Crown Store

    Agree 100% with all of your points!
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