Maintenance for the week of December 16:
• [COMPLETE] NA megaservers for patch maintenance – December 17, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• [COMPLETE] EU megaservers for patch maintenance – December 17, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)

Studio Director’s Letter: 2025 & Beyond

  • lei.aili_ESO
    lei.aili_ESO
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    If you are going to make overland content harder, PLEASE make that optional, like a setting we can toggle on/off for hard mode.

    Some of us are old. Some of us have disabilities. Some of us just plain aren't as good at the game as others are. I am in all three of those categories. Overland content is easy enough for me to do right now, and that's the way I like it.

    I play video games to relax. Life is stressful and difficult enough, I want my games to be easy and stress-free.
  • Kyip
    Kyip
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    Experimenting with more zones like Craglorn (although not as large in area or scope), created exclusively for high-end group and soft-group content with associated gear chase
    This is fine, for people who enjoy it.
    Increasing the difficulty of standard overworld combat
    Oh, great, more overland difficulty, so we cannot solo stuff. Yay. People who want difficult content already have difficult content. Yet for years on the forums some have been asking to make overland difficult too. God forbid the rest of us actually enjoy the game playing solo.

    This is utterly terrible. You have a large player base that likes this game because it has a low barrier to entry for most solo content. People who want difficult content already have many options, like dlc vet dungeons, dlc vet trials, pvp, solo fights against dlc world bosses, vet solo arenas, etc. Make a new Craglorn zone if you have to, but don't poison the well for the rest of us. Almost nobody in my trader or rp guilds enjoys or even participates in the existing difficult content. I like the harder content, sometimes, but I don't want the rest of the game to be hard to solo. I see the same reactions from others in my social circles who have read this just in the past two hours. I might be overreacting, but it feels like by the time you are testing something, it's already a foregone conclusion.
  • Sakiri
    Sakiri
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    Ugh.

    Seasons.

    More FOMO garbage . Think, they released a dungeon, great. You got six months to farm it out because it's set will be meta in a year, it won't be available then so you'll need it in your stickerbook already. Hate it.

    More Craglorn like zones? I freaking QUIT when Craglorn came out. Forced group content like that for the overworld was the absolute worst bloody thing ever and I hated it with the passion of a thousand suns.

    More difficult overland content... welcome to alienating a ton of players. There's folks that struggle *now*. My ex was one of them, it's why he quit. He has motor disability in his hands and needs to face tank everything because he can't move very fast.

    Not looking forward to this.
  • LadyGP
    LadyGP
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    Here are some of the ideas that we are working on, some of which you may see on the live servers as tests in 2025 and beyond. Some of these will be tests and some will be improvements based on player feedback: 
    • We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign.


    O. M. G. YES!

    Fixing the performance and returning the caps to what they were back in the day would be amazing! If coming up with PvP specific skills or utilizing battle spirit fixes those issues and allows us to have huge battles again - I'm all for it. Sure, people will complain because they will have to make new builds... but who cares.. we will get over it.

    I love the new direction - allowing the devs more room to experiment and come up with ideas instead of forcing them into these tiny release windows is a big win. Plus, now that they are moving to seasons if something hits the fan it's much easier to adapt and be agile (the developer in me hates that buzz word but it's true).

    Bravo. I'm excited to return to ESO and hopefully once performance issues get handled we will start to see some of the player base come back.

    Keep it up - and keep up the communication.. it's been a big improvement in the last few weeks and has been much appreciated!
    Will the real LadyGP please stand up.
  • Luke_Flamesword
    Luke_Flamesword
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    I love this game and have subscribed for years but this will completely ruin the relaxing questing experience for me. I really don't understand why they would go back to something that came very close to killing this game, especially when it's a small minority asking for it. I'm stunned by this.
    And how exactly you measure how many players prefers which option? Do you consider fact that majority of players who don't enjoy too easy overland just left game and they may come back for this change? Boring and too easy combat in overland is something that you can see in many, many reviews of ESO.

    Of course I personally prefer a choice, so perfect solution will be making some difficulty levels to choose - especially that we have a big skill gap between players so there is no way to make universal difficulty of all. Personally I would like to see instanced zones with different difficulties - they can be story modes with cut every non-quest content.
    PC | EU | DC |Stam Dk Breton
  • Jaraal
    Jaraal
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    AzuraFan wrote: »
    Harder overland - I feel that more difficult overland is one of those "be careful what you wish for" things. It could really backfire in terms of the population. I'll wait and see how this is actually implemented. If overland turns into a slog, it'll be bye-bye ESO. I'm not interested in having to slog through mobs that take longer to kill just to get from A to B, or mobs that have annoying mechanics when all I want to do is get to the woodworking survey spot. But if it's just a slight uptick, or it's limited to wandering bosses that don't engage you unless you engage them (like the guys in Telvanni Peninsula), or if it's optional, then okay.

    That's kind of what I was envisioning. The newer zones have wandering world bosses that don't really go after every player they see. I could see them adding WWBs to the old zones, and calling it "harder overland."

    The only problem with the current WWBs is that they drop trash, considering how much it takes to kill a 10 million HP boss plus potential adds, like Tragan in Gold Road. I mean, once you get the achievement for killing him, there's literally no reason to fight him and his crew ever again.

    RIP Bosmer Nation. 4/4/14 - 2/25/19.
  • blktauna
    blktauna
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    Jaraal wrote: »
    spartaxoxo wrote: »
    Why is PC's UI fixing being prioritized over console?

    Rather telling, isn't it? Remember what they said about being unable to increase the housing item limits due to the restrictions of first gen console performance?

    Interesting, indeed!

    PC changes can be iterated instantly. Console changes need to co through a lengthy vetting process especially with Sony. We on PC get to be the guinea pigs while console reaps the benefits of all our testing.
    PCNA
    PCEU
  • CoolBlast3
    CoolBlast3
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    Choices in difficulty is good. But telling people who want difficult overland to just "go do trials/dungeons/etc" is ridiculous. Plenty of people who want difficult overland ENJOY story content and the tales ESO has to give, we just don't like one shotting literal gods with a single light attack.
    There's room in ESO for both "normal" and "veteran" overland.
  • Loves_guars
    Loves_guars
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    Excited about all this, the chapters clearly declined in quality and their prices were not justified anymore. I'd rather have smaller DLC releases with all these updates and experimentations that clearly answer many player concerns.
    Specially excited about:

    Craglorn zones!
    Overland difficulty balance !
    <3
    Edited by Loves_guars on December 17, 2024 5:20PM
  • Eclipse318
    Eclipse318
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    I like everything I'm seeing except for one thing: Increasing overall difficulty, even in base game zones. This really worries me a lot.

    I remember when I was a completely new player on their first ever character, with no CP point access at all (remember, devs, the first character has absolutely NOTHING until that player unlocks CP for all their subsequent characters). I almost quit out of frustration when tiny things were constantly killing me, like rats or imps. It was terrifying, the entire world was trying to kill me no matter which way I ran.

    PLEASE at least scale things so that completely new players with no CP access aren't immediately pounded into jelly by a wasp. PLEASE handle this ongoing cry for "harder content!" from the end-game DPS players by simply scaling the difficulty to character levels instead of ratcheting everything up across the board, AND taking roles into consideration. Something a moderate DPS can handle easily is a grind for a tank or almost impossible for a healer.

    Anyway, I'm interested in the Seasons idea, curious to see where that goes. And I agree with others that things need to be brought back as the Seasons come back around so that someone who wasn't able to play while a specific thing was available can still get it in the future.

    One other concern is a UI update. PLEASE don't shuffle things around so that we're all scrambling to figure out where you guys moved our cheese to. Small tweaks are fine, wholesale reorganization would be a disaster.

    Otherwise I see a lot of good stuff here, thank you.
  • blktauna
    blktauna
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    JustLovely wrote: »
    React wrote: »
    Are these "pvp specific" skills going to be animation changes only? Are there plans to change the functionality of cross healing/shielding?

    The comments regarding PvP gave me horrible flashbacks to those many months of painful experiments we endured a few years back with the only end result being a couple rounds of lowering the population cap.
    I took part in those "experiments" and while most of them were horrible, one was really good. In one of those "experiments" they removed cross-healing & I think also heal stacking or something like that. The result was pretty much no ball groups were playing and also, surprise, surprise with ball groups gone - lag was gone. Game worked. It was more or less 2014 PvP Experience. Huge army vs army fights. No lag and no cheese... But oddly, despite player feedback, ZOS ignored this... :'(

    I remember t his. Everyone loved it and were disappointed when it ended. I also remember the reversing of light and heave attack thing. Not so good.
    PCNA
    PCEU
  • Sakiri
    Sakiri
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    CoolBlast3 wrote: »
    Choices in difficulty is good. But telling people who want difficult overland to just "go do trials/dungeons/etc" is ridiculous. Plenty of people who want difficult overland ENJOY story content and the tales ESO has to give, we just don't like one shotting literal gods with a single light attack.
    There's room in ESO for both "normal" and "veteran" overland.

    There's room alright, so long as the more difficult one has 0, and I mean ABSOLUTELY NO benefit for doing it.

    No additional rewards, no nothing. Just the satisfaction of doing something harder.

    We'll see how many people actually want it that way.
  • Tandor
    Tandor
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    What in Akatosh's name does "Splitting a large zone across multiple updates" mean?

    Surely it refers to new zones being implemented, and not splitting existing zones, right?

    Otherwise I am cautiously optimistic. The experimental stuff is stuff that's been due for years now. Hopefully seasonal content will be additive without any sunsetting involved.

    I assume, and it's just my interpretation, that it means adding new content and improved visuals for a whole zone in multiple passes and not just in one update.
  • Soarora
    Soarora
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    Soarora wrote: »
    Overland really is too easy, even as a casual I never struggled with the basic enemies.

    That was the best part for me. There is plenty of challenging content in the game already. Overland was my relaxing playing through the story time. That doesn't include struggling through the content.

    I guess I chose the wrong word. I remember fighting indriks and gryphons and actually having to chase them around and avoid their AoEs. Not “I’m dying repeatedly because the enemies just hit too hard” but actually seeing enemy mechanics instead of killing them before they can do anything.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 3/8 Tris
    • Dungeons: 30/30 HMs - 24/24 Tris
    • All Veterans completed!

      View my builds!
  • BlueRaven
    BlueRaven
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    Wow…. A lot of red flags here… Hmmm…
    maybe im reading this different than everyone else but what im getting out of it is Less new areas, harder difficulty to play the game, and seasonal content that will be around older areas that are gimmicky. also sounds to me like the store will be a big part of getting any new content at all. so for 14.99 a month i will now be getting less content that is harder to play. I really hope this is not the case. I dont know what player base has changed. ive been playing this game for a long time and the problems not being fixed still arent and now we are changing things up which im sure will be even new problems. I always look forward to new chapters every year and now i get to look forward to a crappy season format. Will see i guess. i dont play to be frustrated and as soon as this game turns into that im out.

    Yeaaaahhh…. Exactly what I was thinking…. This does not bode well at all.
  • tomofhyrule
    tomofhyrule
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    What in Akatosh's name does "Splitting a large zone across multiple updates" mean?

    Surely it refers to new zones being implemented, and not splitting existing zones, right?

    Craglorn was added like that, iirc. It was before I started, but Lower Craglorn was added before Upper Craglorn was, and they're still the same zone (but delineated with the two gates)
  • thedocbwarren
    thedocbwarren
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    sigh, none of this sounds good. There are people that play this game as an elder scrolls game not PVP MMO. I guess ES style game is more expensive to support. Times change I suppose, I wish we had ES: VI as I'd rather play that.
  • Artim_X
    Artim_X
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    By the eight and the ninth to come, I am beyond hyped!
    mgsd1zlcq0n4.gif

    ☆I like the concept of seasons and having no set schedule. Hopefully that will allow for more quality content that isn't riddled with issues that still need to be smoothed out. Variety is the spice of life and I look forward to seeing other aspects of the gane receive some love.

    ☆Cyrodiil finally get shaken up! With class specific PvP skills, PvE can hopefully get spared from the nerf hammer more often than not. Getting the OG population and performance would be glorious!

    ☆Standard overland could definitely use some work. Hopefully ZOS will be able to reach a balance that most peeps will like. I love that adventure zones are coming back into play even if they'll be smaller than Craglorn.

    ☆New zones definitely are more visually appealing in relation to the old ones. I'm glad that ZOS will start updating the old zones.

    ☆Adding new quests to old zones is chef's kiss especially in relation to guild quests.

    Overall, I look forward to the future of ESO 🥳
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Loves_guars
    Loves_guars
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    Sigh, I miss Doshia days
  • Necrotech_Master
    Necrotech_Master
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    Sakiri wrote: »
    Ugh.

    Seasons.

    More FOMO garbage . Think, they released a dungeon, great. You got six months to farm it out because it's set will be meta in a year, it won't be available then so you'll need it in your stickerbook already. Hate it.

    More Craglorn like zones? I freaking QUIT when Craglorn came out. Forced group content like that for the overworld was the absolute worst bloody thing ever and I hated it with the passion of a thousand suns.

    More difficult overland content... welcome to alienating a ton of players. There's folks that struggle *now*. My ex was one of them, it's why he quit. He has motor disability in his hands and needs to face tank everything because he can't move very fast.

    Not looking forward to this.

    they already said the content is not going away after its released

    as some other posters have said, i think people have a different idea of "seasons" from other games vs what they plan which just sounds like more frequent content updates instead of boxing everything up for the june chapter release
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • XSTRONG
    XSTRONG
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    blktauna wrote: »
    Jaraal wrote: »
    spartaxoxo wrote: »
    Why is PC's UI fixing being prioritized over console?

    Rather telling, isn't it? Remember what they said about being unable to increase the housing item limits due to the restrictions of first gen console performance?

    Interesting, indeed!

    PC changes can be iterated instantly. Console changes need to co through a lengthy vetting process especially with Sony. We on PC get to be the guinea pigs while console reaps the benefits of all our testing.

    Releasing content on both PC and Console at the same time in other games work very well and should be okay in a game thats made 2 billion dollars.
  • JHartEllis
    JHartEllis
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    There's a lot to like here. Thank you for considering feedback and taking it seriously. I think this bodes well for the long-term health of ESO.
    Guild leader of Spicy Economics and Spicy Life on PC/NA
    ESO Stream Team Partner on Twitch: https://www.twitch.tv/jhartellis
    Twitter: https://twitter.com/JHartEllis
    YouTube: https://www.youtube.com/JHartEllis
    Website: https://spicyeconomics.com/
  • Sakiri
    Sakiri
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    Sigh, I miss Doshia days

    https://youtu.be/ZMGBC5eKPRo
    Edited by Sakiri on December 17, 2024 5:35PM
  • Lugaldu
    Lugaldu
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    I'm looking forward to there being "something new" more often. But I also hope that this doesn't mean that we get even fewer new stories and areas to explore. If, on the other hand, this content is spread out over smaller parts, then that suits me fine because I never liked the long gaps between two chapters.
  • Stamicka
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    This is all interesting. I’m skeptical of the change to “Seasons” since last time we were told that the release schedule would be changing, we ended up with less content due to a wasted Q3. I’ll wait till I see it.
    .
    We have been able to keep up with the times, make hard decisions and big changes when it was time to make them. Looking back on all the changes that have gotten us here, it is pretty clear that we have generally made the right decisions at the right times for our game. And now, we are looking forward to 2025 and how we can change ESO to keep it relevant, awesome, and compelling. 

    I really don’t like reading stuff like this. It just seems out of touch. The game has suffered a lot from very poor and unpopular decisions and I would like to see some of these decisions addressed.
    JaeyL
    PC NA and Xbox NA
  • kiheikat
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    Hopefully we still get 2 dungeons and a trial
  • Sakiri
    Sakiri
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    This was how I made my stuff "hard".

    https://youtu.be/iAUK3svp3ms
  • FabresFour
    FabresFour
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    Well, I couldn't be happier. In my perception, Chapters have been killing ESO since Blackwood/High Isle. Predictable releases, with a very standardized structure that destroyed the sense of discovery and diversity in the game. I miss smaller, more focused content. In my perspective, it’s in these types of releases where ESO truly shines. (Orsinium, Thieves Guild, Dark Brotherhood, Murkmire, etc.). So, in my view, this is indeed a step in the right direction.


    I understand the general concern, but I see this as the opposite of a “maintenance mode.” Maintenance mode would be keeping the game in the same state as before: a model where players only had a reason to come back once a year, while the numbers just kept declining. This seems like a strategy, and a great one at that, to keep releases relevant throughout the months. And I’m very excited to see how this will be structured.


    I’m happy to know that ESO players’ feedback has been taken seriously. The base game deserved attention (please fix Windhelm and Riften LOL).

    Of all the things, I just wanted to point out one: Although I’m completely in favor of increasing Overland difficulty, I think it should be optional. ESO has a very strong casual player base, and I think they should be respected. On the other hand, I also believe the game would only benefit from having more challenging Overland combat modes, especially for players who put even a little thought into their builds. (Seriously, if you can add 2+2 and create a semi-functional build, you’re already capable of handling all Overland content in ESO, except for maybe 1 or 2 world bosses in some DLCs).

    Other than that, just positive news all around. Thank you for this, ZOS!
    @FabresFour - 2223 CP
    Director and creator of the unofficial translation of The Elder Scrolls Online into BR-Portuguese.
  • OtarTheMad
    OtarTheMad
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    I think that people who want harder overland should get it. I've always said they should take an instance of a zone and make one a HM version. To get to it you just have to go to a certain place and press a pillar and a portal open to it. That was my thought... but if they go back to a Craglorn/adventure zone/forced group content like old Crag, old Vet zones... yeah I am out. Those were a nightmare.

    Sometimes I'd like harder stuff, sometimes I just wanted to log in and laugh with friends in discord while doing stuff and sometimes I just wanted to sit back and relax while questing. If you are forced to harder content only, that's going backwards.

    I'm interested to see how they do it, but cautious.
  • Dark_Lord_Kuro
    Dark_Lord_Kuro
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    Tandor wrote: »
    What in Akatosh's name does "Splitting a large zone across multiple updates" mean?

    Surely it refers to new zones being implemented, and not splitting existing zones, right?

    Otherwise I am cautiously optimistic. The experimental stuff is stuff that's been due for years now. Hopefully seasonal content will be additive without any sunsetting involved.

    I assume, and it's just my interpretation, that it means adding new content and improved visuals for a whole zone in multiple passes and not just in one update.

    That or what they did with upper and lower craglorn
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