A lot of us have had this experience. Leveling up. Defeating Molag Bal. Enter our first veteran zone and wham! That same NPC you were smoking in the last zone is now taking forever to die. And instead of one NPC, there always seems to be three!
It's discouraging. It's counterproductive. Some players are just that good, and never notice. Others, like me, are stubborn enough to bull our way through it and learn and adapt. But many don't. They break down, leave. The fun is gone.
Adding Companions
I know it's been suggested before. Since before beta. And it's a staple of Elder Scrolls games. A simple NPC follower that levels with you, making the game *slightly* easier.
These followers would be a quick-slot item, called and dismissed with the click of a button. They would stay in the world until dismissed or they die, at which point you can recall them 90 seconds later. Only one companion can be called at a time, and companions work on a completely different system than pets or summons, meaning that they aren't controlled by the same means or receive the same buffs.
Companions DO receive standard player buffs and heals, meaning your healer can keep his tank companion up and running. However, having a companion out during a fight reduces the amount of incoming experience/veteran points by a small margin.
Companion Roles
These can have as many diverse characteristics as players do, but their primary skills include healing, damage done and damage absorbed, as well as any capability to apply control on the opponent, taunt, or fear.
Considering companions would be rewarded from multiple quest lines (Fighters Guild Mercenaries, Tribunal Healers, Daggerfal Assassins, etc, etc), their diversity could obviously represent their use. Players would then be left with the option of choosing the best companion to suit their playstyle.
Other, independent companions could be hired from inns and locations throughout the world.
Companion Restrictions
Due to the fact that much of the end-game content was not designed for players to have Companions with them, there would be restrictions on exactly where they could be used. Companions would be available to players during standard quest lines, solo delves, group delves, and open world content.
Companions would be restricted from Cyrodiil, more for loading issues and server load. Also, Companions would be restricted from instanced content, such as group dungeons, veteran dungeons, or trials, due to their more competitive nature and tailored challenges.
Too Long, Didn't Read
Players complain that Veteran Ranks are too hard. Provide players with a force multiplier in the form of usable NPC help to make it easier for them.
Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.
XBOX NA
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.