rotaugen454 wrote: »It's good for me but bad for my wife, as she does nothing but complain about how much I play ESO.
christopher.duvalub17_ESO wrote: »Since you asked, and hopefully ZOS will read some of what people are writing and look for some common claims, I'll actually respond.
The leveling system is still flawed. I'm not sure why they start characters at level 1 and require them to level up to level 50 before achieving champion status. Those levels are very wasteful and frustrating to veteran players, and for new players I don't see it adding anything to their experience. They should phase out levels completely and have new players start at CP 1. All gear should fit all players, no more VR level on gear. They are afraid to scrap all their work on the tiered gear system, but they need to realize it is so fundamentally different than their original concept that it is pointless.
Player vs Player combat needs a balance.
AoE needs to be scaled back. I love that they made some of the wardens heals directional but they need to follow through in doing that with the Templar, then rework some of the existing heal and damage skills, reducing point blank AoE skill strength by reducing their radius, making them directional, and drastically increasing those cost of those that aren't nerfed.
They really need to scale back on CC immunity, the duration needs a nerf. It shouldn't be so easy to so completely ignore a huge part of pvp. Perhaps a brief immunity followed by free breakouts for the duration.
Sneaking needs a nerf, I really wish they would have made this a genuine sneak skill by concealing name tags and causing the player to become transparent and not actually vanish.
Nightblade cloaking, damage shields, heals, purge, and dodges all need to have multiplicative costs. Each time you press the button without letting it cool down would cause the ability to cost more, to the point that spamming it several times would drain most players completely.
Siege needs to be overhauled. Siege weapon damage should be nerfed against walls and other seige, increased against players, and the cost of siege weapons drastically increased. The intent would be to slow down the rate in which keeps are flipped. Players would place less siege weapons and damage keeps slower. Factions would defend their territory rather than rushing to retake the keep which just becomes a game of who can flip keeps faster.
I realize that some of these ideas wont be popular, but that is my input. Overall PvP needs to slow down. It is just a cluster of ability spam and speeding through keep flipping.
Bugs, lag, communication with playerbase. I'm not going to write a novel, but this all needs work... I know they have some comm via the cast they they do, but it isn't enough. They aren't engaging their playerbase enough.