ESO - What I want to see/What's missing

joaaocaampos
joaaocaampos
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Hello @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @ZOS_MattFiror @ZOS_Finn

Hello everyone! I'm here to give you feedback on what I'd like to see in the game. What is missing to make ESO more interesting. That's my opinion. But other players may comment below.

I'll talk about...
  1. Champion Points System
  2. Quality of life improvements
  3. PvE content
So let's get to the points!

1. Rework/Revamp: Champion Points System

The first biggest change happens in the 3 Major Constellations (The Thief, The Mage and The Warrior), that would influence and improve our characters differently.
  • The Thief → Exploration;
  • The Mage → Crafting;
  • The Warrior → Combat (sustain, damage, healing, resistance etc).
That is, instead of (currently) having 810 CPs influencing Combat, we would only have 270 CPs. Other CPs would influence Exploration and Crafting.

The second biggest change happens in the Minor Constellations (The Tower, The Atronach, The Lord etc). Currently we can put a maximum of 400 CPs per Minor Constellation. If we look at The Apprentice Constellation, we have 4 Stars (Blessed, Elfborn, Spell Erosion and Elemental Expert) on which we can put 0-100 CPs (totaling 400 CPs). The other 4 Stars are unlocked by the amount of CP you invest in the Minor Constellation. I'm suggesting to change that! Instead of 400 CPs, I'm suggesting that we can put up to 800 CPs per Minor Constellation. That is, we can put CPs on all 8 Stars in the Minor Constellation! No more passives that are unlocked by putting 10, 30, 75 or 120 CPs!

The third change would be less impactful, but would greatly increase performance. As with racial changes, the percentage bonus would be replaced by a real bonus. Example: "Arcanist: Increases your Magicka Recovery by [0-15]% → Increases your Magicka Recovery by [0-129]." Less calculations over percentage!

Below is my suggestion of what Champion System would look like.

The Warrior ("Combat")
  • The Steed
    • Increases your Stamina Recovery by [0-129].
    • Increases the Stamina your fully-charged Heavy Attacks restore by [0-15]%.
    • Increases your Weapon Damage by [0-129].
    • Increases your Weapon Critical by [0-2191].
    • Increases your Critical Damage and Critical Healing with Stamina abilities by [0-15]%.
    • Increases your Physical Penetration by [0-2640].
    • Increases your Physical Resistance by [0-5280].
    • Reduces the cost of Roll Dodge by [0-15]%.
  • The Lady
    • Increases your Magicka Recovery by [0-129].
    • Increases the Magicka your fully-charged Heavy Attacks restore by [0-15]%.
    • Increases your Spell Damage by [0-129].
    • Increases your Spell Critical by [0-2191].
    • Increases your Critical Damage and Critical Healing with Magicka abilities by [0-15]%.
    • Increases your Spell Penetration by [0-2640].
    • Increases your Spell Resistance by [0-5280].
    • Reduces the cost of Break Free by [0-25]%.
  • The Lord
    • Increases your Health Recovery by [0-129].
    • When you deal damage with a Light or Heavy Attack, you decrease the enemy's Health, Magicka, and Stamina resource restore and Recovery by [0-129] for 3 seconds.
    • Increases your resurrection speed by [0-15]%.
    • Increases the effectiveness of your healing reduction abilities by [0-25]%.
    • Increases your healing received by [0-15]%.
    • Increases your Critical Resistance by [0-990].
    • Reduces the cost of Bash by [0-25]%.
    • Reduces the cost of Block by [0-15]%.
The Thief ("Exploration")
  • The Tower
    • Reduces the cost of Sprint by [0-25]%.
    • Increases your Movement Speed bonus of Sprint by [0-15]%.
    • Increases your Swimming Speed by [0-35]%.
    • Reduces your fall damage taken by [0-15]%.
    • Reduces your damage taken from environmental lava by [0-25]%.
    • Etc
  • The Lover
    • Reduces your aggression radius from hostile monsters by [0-25]%.
    • Increases your gold gained from looting enemies by [0-35]%.
    • Reduces your damage taken from traps by [0-25]%.
    • Increases your chances of automatically filling an empty Soul Gem after kiling an enemy with a Weapon ability by [0-15]%.
    • Etc
  • The Shadow
    • Reduces the cost of Sneak by [0-25]%.
    • Reduces your detection range of Witnesses and Guards by [0-15]%.
    • Reduces bounties you willingly pay to guards by [0-25]%.
    • Reduces bounties you willingly pay to Fences by [0-25]%.
    • Increases your chance to successfully pickpocket by [0-15]%.
    • Increases your chances of forcing locks by [0-15]%.
    • Increases the amount of gold you find in treasure chests by [0-55]%.
    • Increases the amount of gold you find in safeboxes by [0-55]%.
The Mage ("Crafting")
  • The Apprentice
    • Reduces your gathering time by [0-55]%.
    • Increases your chance to gain double the yield from normal resource nodes by [0-25]%.
    • Reduces the cost of repairing your armor by [0-25]%.
    • Increases the chances of extracting each type of Runestone by [0-15]%.
    • Etc
  • The Atronach
    • Increases the duration of potion effects by [0-15]%.
    • Reduces the cooldown of potions by [0-15]%.
    • Increases the duration of any eaten food by [0-15]%.
    • Increases the duration of any consumed drink by [0-15]%.
    • Etc
  • The Ritual
    • Increases the chances of extracting Blacksmithing ingredients from raw materials by [0-15]%.
    • Increases the chances of refining of the most powerful tempers from Blacksmithing raw materials by [0-15]%.
    • Increases the chances of extracting Clothing ingredients from raw materials by [0-15]%.
    • Increases the chances of refining of the most powerful tannins from Clothing raw materials by [0-15]%.
    • Increases the chances of extracting Woodworking ingredients from raw materials by [0-15]%.
    • Increases the chances of refining of the most powerful resins from Woodworking raw materials by [0-15]%.
    • Increases the chances of extracting Jewelry Crafting ingredients from raw materials by [0-15]%.
    • Increases the chances of refining of the most powerful Platings from Jewelry Crafting raw materials by [0-15]%.

2. Quality of life improvements

AddOns that should be added to base game.
  • Advanced Filters
    pvw2987.png
  • Action Duration Reminder
    pvw5004.jpg
Previously, we had the Buff/Debuff Tracker. Now we will have Multi-Crafting! But it's not enough. The game needs more!

3. Dungeon Mode Toggle for Delves and Public Dungeons

pXM8EP6.png

Dungeon Mode Toggle works for Dungeons, Trials and Arenas, but not for Delves 20px-ON-mapicon-PublicDungeon.png and Public Dungeons 20px-ON-mapicon-Dungeon.png!

It would be fun to have Veteran Delves and Public Dungeons for veteran players! So why not include them in Dungeon Mode Toggle?
  • Delves and Public Dungeons must be included in Dungeon Mode Toggle.
  • No need to be in a group to find other players in Veteran Delves and Public Dungeons!
  • XP and Gold earned in Veteran Delves and Public Dungeons are the same as the Normal version. XP and Gold are not the real rewards!
  • New daily quests added to ALL Public Dungeons: blue reward for Normal and purple for Veteran.
  • Remove the concept of "Group Delve" or "Group Quest Hub" from Craglorn: Group Delves are now Delves, and Group Quest Hubs are now Public Dungeons (with their own daily quests). That is, Skyreach, Shada's Tear, Rahni'Za etc are now Public Dungeons!
  • The Veteran difficulty is based on Craglorn. Veteran Delves is as challenging as Group Delves. Veteran Public Dungeons is as challenging as Skyreach, Spellscar, Shada's Tear, The Seeker's Archive and Rahni'Za.
Many veteran players are asking for challenging quests. And the best way to bring "Veteran Quests" is through Public Dungeons (which will be included in Dungeon Mode Toggle). In addition to the daily quests, Public Dungeon can be large (maybe a "Public Trial") and with a main quest line. At the end of the main quest, daily quests will be available.

And that's it!

What do you think? Comment below.
Edited by joaaocaampos on August 8, 2019 6:52PM
  • Tandor
    Tandor
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    On a basic point, no addon functions should be added to the base game other than in a purely optional way.
  • joaaocaampos
    joaaocaampos
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    Tandor wrote: »
    On a basic point, no addon functions should be added to the base game other than in a purely optional way.

    Optional, of course! ESO buff/debuff tracker is optional.

    I suggested two AddOns: Advanced Filters and Action Duration Reminder. Advanced Filters can be a non-optional improvement as will Multi-Crafting. But Action Duration Reminder functions should be optional, just like Buff/Debuff Tracker.
    Edited by joaaocaampos on August 8, 2019 7:02PM
  • AlnilamE
    AlnilamE
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    [*] Remove the concept of "Group Delve" or "Group Quest Hub" from Craglorn: Group Delves are now Delves, and Group Quest Hubs are now Public Dungeons (with their own daily quests). That is, Skyreach, Shada's Tear, Rahni'Za etc are now Public Dungeons!

    I'm sorry, but you are not touching those. They are group instances and they should remain group instances. I don't want random strangers running in when I'm going through Shada's Tear with guildies.
    The Moot Councillor
  • Tandor
    Tandor
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    Tandor wrote: »
    On a basic point, no addon functions should be added to the base game other than in a purely optional way.

    Optional, of course! ESO buff/debuff tracker is optional.

    I suggested two AddOns: Advanced Filters and Action Duration Reminder. Advanced Filters can be a non-optional improvement as will Multi-Crafting. But Action Duration Reminder functions should be optional, just like Buff/Debuff Tracker.

    You start by saying "Optional, of course!", then say that "Advanced Filters can be a non-optional improvement".

    I repeat, with emphasis - NO addon functions should be added to the base game other than in a purely optional way.
  • SassiestAssassin
    SassiestAssassin
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    1. I’m not sure about splitting CP by Combat, Exploration, and Crafting (I craft, explore, and do endgame stuff on my main.) I like them reflecting Tanking, Healing, and DD.

    But I do like the idea of putting more points into whatever branch, though maybe tweaking the diminishing returns.

    2. Those Addons should be an option in vanilla game. I’d also add:

    -CraftStore (mainly the ability to see writs on the crafting screen)

    -Awesome Guild Store filters

    -Bandit’s Gearswap (saves gears lots and skill setups to be changed with one click)

    -improvements to the Whisper function (options for more noticeable alerts, a way to stop them from getting lost in chat, separate conversations for different whispers, etc)

    3. Why stop toggling difficulty at delves and dungeons? Let’s be able to toggle all world encounters/story lines/ quests to vet for more of a challenge as you get closer to endgame.
    Edit: don’t remove group delves/dungeons though, it’s nice to not be interrupted by a big group or string of bots
    Edited by SassiestAssassin on August 8, 2019 7:35PM
    *slams a gallon of Respecting Support Roles juice on the table* Take a sip, babes.
  • joaaocaampos
    joaaocaampos
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    Tandor wrote: »
    Tandor wrote: »
    On a basic point, no addon functions should be added to the base game other than in a purely optional way.

    Optional, of course! ESO buff/debuff tracker is optional.

    I suggested two AddOns: Advanced Filters and Action Duration Reminder. Advanced Filters can be a non-optional improvement as will Multi-Crafting. But Action Duration Reminder functions should be optional, just like Buff/Debuff Tracker.

    You start by saying "Optional, of course!", then say that "Advanced Filters can be a non-optional improvement".

    I repeat, with emphasis - NO addon functions should be added to the base game other than in a purely optional way.

    If it affects combat, it has to be optional.

    If it doesn't affect combat, it doesn't have to be optional.

    It was like this with the Buff/Debuff Tracker, Guild Trader and Multi-Crafting.
  • Tandor
    Tandor
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    Tandor wrote: »
    Tandor wrote: »
    On a basic point, no addon functions should be added to the base game other than in a purely optional way.

    Optional, of course! ESO buff/debuff tracker is optional.

    I suggested two AddOns: Advanced Filters and Action Duration Reminder. Advanced Filters can be a non-optional improvement as will Multi-Crafting. But Action Duration Reminder functions should be optional, just like Buff/Debuff Tracker.

    You start by saying "Optional, of course!", then say that "Advanced Filters can be a non-optional improvement".

    I repeat, with emphasis - NO addon functions should be added to the base game other than in a purely optional way.

    If it affects combat, it has to be optional.

    If it doesn't affect combat, it doesn't have to be optional.

    It was like this with the Buff/Debuff Tracker, Guild Trader and Multi-Crafting.

    There's no special distinction for combat. Any change to the established UI should be optional.

    Why would you oppose that? Choice is critical in all such things. I'm not opposed to all changes on principle, but I am opposed on principle to such changes being imposed. I have no problem with some such changes being enabled by default, but there should be the option to disable them.

    Both Buff/Debuff Tracker on the live servers and Multi-Crafting on the PTS are, incidentally, optional - as they should be. I've no idea about Guild Trader as it is irrelevant to me.
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