SilverBride wrote: »I have no concept of what seasonal content even is.
Not going to go out here and say I'm not good enough at the game to do harder overland content. I am.
I'm just 99% of the time lazy af and prefer my hard content in instanced, group content. If I'm in the overworld, I'm harvesting or something.
The absolute last thing I want is even more of that dude taking the node you just cleared to because you had to spend more than three seconds murdering something because "you can't do that while in combat". That kinda toxicity needs stamped out, not encouraged. And you know that once it gets more annoying to gather materials, people will start doing this in earnest.
When I think of harder overland, what I hope for is more scaled story quests. Fighting the bosses in each zone as you get to the culmination of the story is pretty dissatisfying. They've tried to do stuff about this but the extent of that has been just random invulnerability phases that are boring and annoying because they're not mechanic based, just invulnerable and spawn trash mobs. I'd like to see actual mechanics for these kinds of fights. WWB would also be nice.
What I don't want is just random beefed up trash.
To be fair, I think NW stopped to make the pc to console ports. Hopefully new content soon.Pepegrillos wrote: »Sounds like a watered-down version of what New World is doing, which is already a struggling game content-wise.
Additionally, I am also incredibly hesitant about visual changes, particularly animations. Did you guys not learn after the backlash from jabs? This is a complete 180 from the stated "we won't change stuff" that you have been ignoring when convenient (also see grim focus change). Updating buildings/textures for overland areas, sure. Updating things that affect my actual character - nope.
It’s so crazy to me to read players are excited for what’s to come. Gold Road felt more like the old Q4 dlc in size. This reads like it’s going to get even smaller. The game needs a full game sized expansion. It needs dungeons and trials that are fresh and rival competitor MMO’s and a story that gets players invested. Revisiting old zones and factions for new story is fine but imagine running that story in the same delves you did in base game and fighting the same boss you’ve already fought 100’s of times over. It’ll feel more like doing a zone daily and less like a fresh new story. And Cyrodiil? How many times are we going to be promised stability there? They’ll fix it in 2025, for sure this time. (I’m not a game dev so I do not understand the challenges here but they’ve said this before, more than once). Companions are in crown store now. Why? Why aren’t they part of the story? Increasing difficulty in overland is already years late but I am glad to read it’s being considered now.
As you can read, I am not enthusiastic about 2025. None of what is being proposed will bring back old players and it’s disheartening to read so many of you are excited for seasonal models. In my opinion, this will further diminish the player base in a game that already feels like it’s on life support.
Maybe the devs will prove me wrong. I hope they do. I’ve loved ESO for so many years and want the future to be a success.
lei.aili_ESO wrote: »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.
Integral1900 wrote: »Heard some good stuff and some bad stuff
The idea of basing new zones on Craglorn makes me nervous
I assume you remember that the entire zone was re-engineered, quite badly I might add because it was so poorly used as to be virtually deserted except for the trials. It has some of the most beautifully designed group encounters in thegame, but the open world is a mess. There’s plenty of content you could do by just walking around with holding the left button, then there is group content like Shadas Tears which gets so little attention from players you could probably chop it right out of the game and it might be years before anyone noticed it was gone. Instead of doing the sensible thing and turning the entire thing into public dungeon content we got this bizarre cut and shut with some bits needing groups, some bits solo odds and ends all over the place. It was a mess and it still is a mess. The idea of using it as a basis for future content is terrible
When you say lots of smaller pieces or breaking up a big zone in the small bits, please, please, please let these bits be fused together as they are released. There’s nothing that takes the epic out of the world like running into a loading screen every hundred feet. No matter how good the content in the thieves guild was, and it does have superb storytelling, even if the heists need to go back to the drawing board, but the zone simply does not feel epic and it never will, it’s just too SMALL.
Being able to increase the difficulty is a great idea. But you need some way of giving people control. If I wanted to play dark souls I can go and play dark souls, and I promise you, the vast majority of players in this game or not of that level and they never will be me. Personally can I play that kind of content, but I do not enjoy it.
I like the grandeur, the sweeping scenery, the epic locations. Please, from the bottom of my little old heart, don’t take away the epic! if it means we have to have stuff at a quarter of the pace then so be it! please, please, please don’t take away the epic! don’t drown us in year after year of tiny little zones. With this freer cadence let your ambition soar!
Because from that letter, the idea above everything else, sounds like mediocre. We all knew this game will be put on the back burner eventually, I guess I just hope it will be a little longer.
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
ZOS_MattFiror wrote: »...
- Visually improving base game zones with updated textures and art assets, starting with the "starter islands" - these should start rolling out in March 2025
Continuing to tell great stories
With the changes to our content release model, please be assured that we are not abandoning new quest content – but we will do it in different ways than we previously have. As our focus will not be on adding giant new landmasses – although we will do that from time to time – instead, we will use existing zones and areas to tell new stories. Some of these are:
- Continuing the stories in existing zones and storylines and bringing back familiar characters
- New stories focused on hallmark Elder Scrolls organizations like Dark Brotherhood, Thieves Guild, Fighters Guild, and Mages Guild
- Splitting a large zone across multiple updates
StarOfElyon wrote: »This is an updated version of my Necro ideas thread from 2023 (https://forums.elderscrollsonline.com/en/discussion/633137/suggestions-for-necromancer-changes) with adjustments accounting for the Update 43 patch notes.
Death Scythe: (both morphs)
Deals more damage based on the enemy's missing health.
- Hungry Scythe: should also apply life steal to all enemies hit, in addition to healing the caster over time.
Shocking Siphon: The AOE should remain on the ground even if the tether breaks early. (Increase the radius size too)
- Mystic Siphon: the increased Health, Magicka, and Stamina Recovery persists even if the tether breaks early.
Flame Skull:
- Riccochet Skull/Venom Skull: applies burning/poisoned status effects. (Increase travel speed)
Bone Totem: summons an effigy of bones up to 28 meters away. After 1 second, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. (Changed to allow both morphs to be targeted)
Restoring Tether: the effects persist on the player character even if the tether breaks early.
Grave Grasp:
- Empowering Grasp: Summon three patches of skeletal claws from the ground in front of you dealing 898 frost damage. Enemies in the first area are stunned for 3 seconds, immobilized in the second area for 4 seconds, and snared in the final area by 50% for 5 seconds. Each patch applies Minor Maim to enemies hit for 10 seconds, reducing their damage done by 5%. Each area applies Minor Maim to enemies, Empower to your allies, and enhances the damage and healing of your summons by 1000. Each effect lasts 10 seconds.
- Ghostly Embrace: Summon three patches of skeletal claws from the ground in front of you, dealing 1742 Frost Damage and an additional 1635 Frost Damage over 5 seconds. The initial hit applies the Chilled status effect. The final area creates a corpse if at least one enemy was hit.
Expunge: reduces the cost of all your abilities by 3% while slotted on either bar.
Bitter Harvest: when slotted on either bar, reduces your damage taken by 3%.
Boneyard increase the radius to 8 meters.
PASSIVES:
Corpse Consumption: When you consume a corpse, you generate 10 Ultimate. This effect can occur once every 16 seconds. You also gain Major Savagery and Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
Undead Confederate: While you have a Sacrificial Bones, Skeletal Mage, or Spirit Mender active, your Health, Magicka, and Stamina Recovery is increased by 200. You also gain Major Brutality and Sorcery for 20 seconds, increasing your Weapon and Spell Damage by 20%.
ULTIMATES:
Frozen Colossus: Unleash a decayed Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds.
- Glacial Colossus: does frost damage and stuns enemies on the second hit instead of the third.
- Pestilent Colossus: smashes the ground only once and does disease damage. Afflicts enemies with a pestilence that does damage over time.
StarOfElyon wrote: »These are some tweaks I would like to see made to the Redguards's passives. Hopefully, they will be seen as reasonable among the devs. They keep in mind the Redguards's reputation for endurance (stamina return) and discipline (reduced ability cost)."The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik'r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik'r as a test of endurance and discipline. Only the strongest survive." https://elderscrollsonline.wiki.fextralife.com/Redguard
PASSIVES:
Wayfarer - Increases your experience gain with the One Hand and Shield skill line by 15%. Increases the duration of any eaten food by 15 minutes.
*Martial Training - Reduces the stamina cost of your abilities by 6%. Reduces the effectiveness of snares applied to you by 15%.Redguards need help as a stamina sustain race. Reduced stamina cost across the board seems fitting.
Conditioning - Increases your Max Stamina by 2000.
*Adrenaline Rush - Increases your stamina recovery by 130. When you deal or take damage, you restore 248 Stamina. This effect can occur once every 3 seconds.A big problem with the old version of this passive is that it was way too active, requiring you to spend resources to get resources back. It causes problems when you're not in a position to deal damage. No damage; no sustain. This change makes the "adrenaline rush" passive more "passive" and is still tied to being in combat. This also reinforces their reputation for endurance, "the ability to withstand hardship or adversity."