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Some feedback for One Tamriel. Add power progression to lower levels (1-50) -> One Tamriel V2

Make2k15
Make2k15
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For me One Tamriel has been one of the best DLC's so far. Mostly because it gave a lot of things to do for endgame players: Veteran versions of the tier 1 dungeon with new monster helm sets; Battle leveling gave endgame players access to many overland sets and so on. However One Tamriel didn't come without it's costs. The worst being that with battle leveling there is no recognizable power progression in lower levels (1-50). Second most complained about being the overly harsh RNG which One Tamriel introduced. Here I will give some suggestions (food for a though) how to add power progression to lover levels (Ideas for improving end gaming experience in this thread https://forums.elderscrollsonline.com/en/discussion/357166/some-ideas-to-improve-endgame-gaming-experience-from-a-long-time-eso-player#latest ):

1. Make cp points character's level from the start.
- Remove current character levels (1-50); Remove gear levels; remove glyph levels. Remove potion levels. With battle leveling in place these have no recognisable impact on character power and e.g. crafting materials can be used otherwise to enrichment the gaming experience (https://forums.elderscrollsonline.com/en/discussion/357166/some-ideas-to-improve-endgame-gaming-experience-from-a-long-time-eso-player#latest).
-> Now theoretical max cp character's dps strength should be potentially about 3-5x the starter character's dps.
- Replace battle leveling with constant buff to survability (e.g. 70% damage mitigation buff until hit 160cp level and racial skill line is maxed). Beginner can survive quest mobs and bosses, even though it will take a bit more time (3-5x) to defeat them at the start.
-Access to veteran content at 160cp level after damage mitigation buff is removed.

2. Power progression system.
-At the very beginning most impact to character power through skill line progressions and attribute training. Some impact with champion points as well.
->Character attributes can be trained in mages guild (magicka) or fighters guild (health and stamina). e.g. Can train 10 points per day or buy lessons from crown store perhaps.
-With trading can have access to better not account bound overland sets, weapons, glyphs, crafting materials and so on. Better ones being more expensive and thus requiring more time investment on trading to get them.
-Harsher RNG level and high market value for more powerfull sought after materials, sets and items makes them hard to aquire for beginner player.
-Challenging veteran content offer character power progression through L2P as they give rewards for completion (E.g. Account bound Monster helm sets, master's weapons and maelstrom weapons ).

3. Reuse level crafting materials for gaming experience enrichtment when reasonable (ingots, woods, silks, potency runes, solvents, lower level food recipes)
-Make these materials have current CP160 values + additional properties.
-Ingots, woods, silks armor: Base physical/magical resistance; Additional resistances; Additional enchantment boost effects.
e.g. Epic Voidstone ingot armor: Armor 2676; +1000 magicka resistance; +50% magicka enchantment
-Make better sought after materials rarest.
Edited by Make2k15 on July 10, 2017 3:31PM
  • josiahva
    josiahva
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    Nope, its fine the way it is now. Levels 1-50 new players are just questing anyway, there is no reason to add in artificial power progression. By the time players care about it, they are well into CP realm. The only thing I agree with on this is the removal of gear levels...let gear scale to character lvl/CPlvl(up to 160 of course) Doing other things with the unused tiers of mats sounds interesting, I would love a more dynamic crafting system to customize armor similar to what you can do with potions.
  • Make2k15
    Make2k15
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    josiahva wrote: »
    Nope, its fine the way it is now. Levels 1-50 new players are just questing anyway, there is no reason to add in artificial power progression. By the time players care about it, they are well into CP realm. The only thing I agree with on this is the removal of gear levels...let gear scale to character lvl/CPlvl(up to 160 of course) Doing other things with the unused tiers of mats sounds interesting, I would love a more dynamic crafting system to customize armor similar to what you can do with potions.

    Ok, thx for the reply. I don't have any statistics, but what I've noticed from comments around the net is that no power progression at lower levels pretty much is the main complaint people tell they quit the game or don't have interest to get in to ESO. For end game perspective the RNG ofc is the main reason, but most casual players are not interested about end game.
    Edited by Make2k15 on July 10, 2017 8:33PM
  • Junkkis
    Junkkis
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    Wish u could buy 50 lvl boost from store :(
    1-50 very boring after leveling 3x50 lvl char.
  • leepalmer95
    leepalmer95
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    Junkkis wrote: »
    Wish u could buy 50 lvl boost from store :(
    1-50 very boring after leveling 3x50 lvl char.

    Suck it up.

    Get exp pots + training gear and 1-50 is done in like 3-4 hours.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
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