Can't agree enough. #1 reason why I don't play actively anymore, there's just nothing more to do. I can log on with 4 year old characters and they are "up to date", safe for the constant item and skill rebalancing that happened during that time. Only thing I have done for years is gather motifs to dress up my stagnating characters, like a morbid puppet show.
I just don't comprehend why this isn't important to ZOS. It's like they don't want me to play their game.
I suppose the Antiquity system is kind of progression-based, but it is totally unrelated to combat and thus everything else we do with our characters, so I'm very uncertain if it will fill that role.
My only hope is that they will address this when they revamp the CP system, but we haven't heard a peep about that in a year.
GatheredMyst wrote: »... Pun (not) intended?
While the storylines have thus far been pretty good, I feel like ZOS's commitment to horizontal progression has come at the expense of developing our characters from a PVE Vantage Point.
I'll use my Nightblade as an example. I've had him since Morrowind, so a good amount of time.
...He has all the skills that I really want him to have.
...He has a gearset that i'm very happy with.
There haven't been any new PVE Skill Lines that he can really take advantage of, or any new ways to develop himself within his class or weapons.
If you think about it, since the game has come out, aside from tweaks to existing skill lines, if you've stayed committed to a single character and playstyle, your class hasn't really been able to "progress" all that much within itself, nor has it really "changed" aside from balance adjustments. There hasn't really been anything "new" from a PVE Skill Vantage Point to chew on.
Sure, there's been interesting alterior skills: Like Thievery and Murder, and the Psijics was an interesting addition, but when I think of an MMO Expansion, I think of new and exciting ways to play my character. I think of new abilities to earn and play with. I think of character advancement. And really.. there hasn't been a ton of that.
Coming on four expansions later, i'd think that we would have something much more substantial from that vantage point. But we don't... and I don't understand why this has not been something that ZOS has felt the need to expand on in their game.
Am I alone here?
Wanna take a guess?GatheredMyst wrote: »Am I alone here?
I feel the same (I too have a nightblade)
Adding two skill lines for antiques is a missed opportunity to add or integrate more abilities for characters.
One example is the grappling hook. They could have made this into a skill line along with some other fun mechanics like a teleporting runes, I don't know.
I would like to see more morphs or gear that changes abilities (in the line of the mythic stuff). Also I would like to make cosmetic changes to some of the class abilities, reskin pets, and so on.
GatheredMyst wrote: »... Pun (not) intended?
While the storylines have thus far been pretty good, I feel like ZOS's commitment to horizontal progression has come at the expense of developing our characters from a PVE Vantage Point.
I'll use my Nightblade as an example. I've had him since Morrowind, so a good amount of time.
...He has all the skills that I really want him to have.
...He has a gearset that i'm very happy with.
There haven't been any new PVE Skill Lines that he can really take advantage of, or any new ways to develop himself within his class or weapons.
If you think about it, since the game has come out, aside from tweaks to existing skill lines, if you've stayed committed to a single character and playstyle, your class hasn't really been able to "progress" all that much within itself, nor has it really "changed" aside from balance adjustments. There hasn't really been anything "new" from a PVE Skill Vantage Point to chew on.
Sure, there's been interesting alterior skills: Like Thievery and Murder, and the Psijics was an interesting addition, but when I think of an MMO Expansion, I think of new and exciting ways to play my character. I think of new abilities to earn and play with. I think of character advancement. And really.. there hasn't been a ton of that.
Coming on four expansions later, i'd think that we would have something much more substantial from that vantage point. But we don't... and I don't understand why this has not been something that ZOS has felt the need to expand on in their game.
Am I alone here?
VaranisArano wrote: »Vertical Progression died with One Tamriel, replaced with horizontal progression.
lucky_Sage wrote: »What this game needs for progression is a melee magic weapon then a new skill line or morph or abilities to the classes added I think eso has enough classes just they need to evolve now.
I main a Magdk and my gear hasn’t changed since destro counts a 2 pieces and I just switch to a another crafted set haven’t had to do a hard being since I got bsw. Ever since it took me over 100 runs of CoA to get bsw staff I refuse to do a grind like that again I stopped leveling psijic ounce I got RaT. Unless performance getting a lot better there is nothing yet to bring me back to this game since I took a break in November. But still hoping this game will bring me back
GatheredMyst wrote: »I've seen a lot of good comments here. Thanks to everyone responding!
To the concern about it adding more for a new player to have to catch up with:
I think that there is one way that this can happen, but one way that it wouldn't. If you just add more skill lines to existing classes or weapons, you're not necessarily making it more challenging for new players to catch up to existing ones. You're just providing a broader swathe of abilities to choose from, and new ways to play.
However, even if they did add more morphs and what not... the game is coming up on six years old. I think that *eventually* it's expected from all players that more verticality will be introduced into the equation. I don't think new folks will have much to complain about in that sense.
To the concern about balance:
If that's the roadblock? Then IMO (and this is probably a conversation for another thread) ... their great "Keeping the same experience" experiment has failed, and they need to look at seperating PVP and PVE's balancing. If we're at the point where one is holding back the other, and visa versa, then something's pretty dang wrong. Having to keep the Cyrodiil Experience balanced should not impact players from getting new things to play with.
New Ways to play your character is a lifeblood of any MMO. It's what keeps people excited in characters they have spent a lot of time with.
Just my 2 Gold
Lady_Linux wrote: »If you always do what you've always done, you will always get what you've always gotten.
you can quote someone on that
If you are bored with your character, trying playing with different skills. You boxed yourself in with "the right way to play"
Make an orc magicka night blade. Make a stamnina high elf dragon night. make a nord magicka dd necro. Do something that makes no sense and figure out how to make it work. If you really can play any way you want then go do that.
Lady_Linux wrote: »If you always do what you've always done, you will always get what you've always gotten.
you can quote someone on that
If you are bored with your character, trying playing with different skills. You boxed yourself in with "the right way to play"
Make an orc magicka night blade. Make a stamnina high elf dragon night. make a nord magicka dd necro. Do something that makes no sense and figure out how to make it work. If you really can play any way you want then go do that.
And do what with these new skills, exactly? Grind away at the brain dead easy overland, where the new skills will still end up demolishing anything and everything that comes into range? Repeat the same dungeons and trials you've already done to death? Waste time in PvP modes that have been neglected for years and are downright unplayable in some situations?
It's not just an issue with progression, it's an issue with content. In addition to there being a lack of new and long-term character building dimensions, there's a lack of real meat that our newly evolved characters can bite into. Overland is *** easy, end game PvE is living patch-to-patch, and PvP is an unplayable mess.
Something new has to happen in terms of content, in addition to progression. Something with a lot of content, that players can truly sink time into, and still want more.
Lady_Linux wrote: »If you always do what you've always done, you will always get what you've always gotten.
you can quote someone on that
If you are bored with your character, trying playing with different skills. You boxed yourself in with "the right way to play"
Make an orc magicka night blade. Make a stamnina high elf dragon night. make a nord magicka dd necro. Do something that makes no sense and figure out how to make it work. If you really can play any way you want then go do that.
And do what with these new skills, exactly? Grind away at the brain dead easy overland, where the new skills will still end up demolishing anything and everything that comes into range? Repeat the same dungeons and trials you've already done to death? Waste time in PvP modes that have been neglected for years and are downright unplayable in some situations?
It's not just an issue with progression, it's an issue with content. In addition to there being a lack of new and long-term character building dimensions, there's a lack of real meat that our newly evolved characters can bite into. Overland is *** easy, end game PvE is living patch-to-patch, and PvP is an unplayable mess.
Something new has to happen in terms of content, in addition to progression. Something with a lot of content, that players can truly sink time into, and still want more.
I've said this elsewhere recently, but it feels like ZOS only adds two types of content:
- Group PvE for 4 or 12 players
- Casual questing
If you want to do group PvE outside that player range or something on your own that is more challenging than harvesting wormroot, you're out of luck. So what do they add? A new casual solo player system. I really don't get it.
16 fully equipped max level characters, and they just sit in my house and rot.
My dream would be higher difficulty settings tied into Daedric/Divine reputation systems that work somewhat like the Tel Var system, i.e. a notable death penalty.
I imagine something like using a memento to apply a debuff, get a group together to tackle now challenging public dungeons to slay enemy hordes in Malacath's name, gaining reputation for the staple rewards of titles, motifs, skins, costumes, furnishings, passive skills, mythic gear, etc.
Self-directed, open-ended, challenging content in an already built vast open world. All the pieces are already there, they'd just need the willingness to do it.
GatheredMyst wrote: »... Pun (not) intended?
While the storylines have thus far been pretty good, I feel like ZOS's commitment to horizontal progression has come at the expense of developing our characters from a PVE Vantage Point.
I'll use my Nightblade as an example. I've had him since Morrowind, so a good amount of time.
...He has all the skills that I really want him to have.
...He has a gearset that i'm very happy with.
There haven't been any new PVE Skill Lines that he can really take advantage of, or any new ways to develop himself within his class or weapons.
If you think about it, since the game has come out, aside from tweaks to existing skill lines, if you've stayed committed to a single character and playstyle, your class hasn't really been able to "progress" all that much within itself, nor has it really "changed" aside from balance adjustments. There hasn't really been anything "new" from a PVE Skill Vantage Point to chew on.
Sure, there's been interesting alterior skills: Like Thievery and Murder, and the Psijics was an interesting addition, but when I think of an MMO Expansion, I think of new and exciting ways to play my character. I think of new abilities to earn and play with. I think of character advancement. And really.. there hasn't been a ton of that.
Coming on four expansions later, i'd think that we would have something much more substantial from that vantage point. But we don't... and I don't understand why this has not been something that ZOS has felt the need to expand on in their game.
Am I alone here?
Lady_Linux wrote: »If you always do what you've always done, you will always get what you've always gotten.
you can quote someone on that
If you are bored with your character, trying playing with different skills. You boxed yourself in with "the right way to play"
Make an orc magicka night blade. Make a stamnina high elf dragon night. make a nord magicka dd necro. Do something that makes no sense and figure out how to make it work. If you really can play any way you want then go do that.
And do what with these new skills, exactly? Grind away at the brain dead easy overland, where the new skills will still end up demolishing anything and everything that comes into range? Repeat the same dungeons and trials you've already done to death? Waste time in PvP modes that have been neglected for years and are downright unplayable in some situations?
It's not just an issue with progression, it's an issue with content. In addition to there being a lack of new and long-term character building dimensions, there's a lack of real meat that our newly evolved characters can bite into. Overland is *** easy, end game PvE is living patch-to-patch, and PvP is an unplayable mess.
Something new has to happen in terms of content, in addition to progression. Something with a lot of content, that players can truly sink time into, and still want more.
I've said this elsewhere recently, but it feels like ZOS only adds two types of content:
- Group PvE for 4 or 12 players
- Casual questing
If you want to do group PvE outside that player range or something on your own that is more challenging than harvesting wormroot, you're out of luck. So what do they add? A new casual solo player system. I really don't get it.
16 fully equipped max level characters, and they just sit in my house and rot.
My dream would be higher difficulty settings tied into Daedric/Divine reputation systems that work somewhat like the Tel Var system, i.e. a notable death penalty.
I imagine something like using a memento to apply a debuff, get a group together to tackle now challenging public dungeons to slay enemy hordes in Malacath's name, gaining reputation for the staple rewards of titles, motifs, skins, costumes, furnishings, passive skills, mythic gear, etc.
Self-directed, open-ended, challenging content in an already built vast open world. All the pieces are already there, they'd just need the willingness to do it.
Honestly, this is what I wish they'd do:
Copy Battle Spirit, and have it only apply to players in overland zones or sub-zones (public dungeons, delves, quest instances, etc). Rework it so that it adjusts damage done, damage taken, healing received, maybe even magicka/stamina recovery. Add a difficulty option either in your settings menu or on your character sheet, and have this new version of Battle Spirit adjust all the listed stats based on your chosen difficulty. This way, newer players can turn the difficulty down a little bit if they're finding the game too hard, while vets can turn it up to make it a bit more unforgiving.
In addition to this new version of Battle Spirit, rework mob AI and mechanics to make them a bit smarter, and punish players for not following mechanics. If you let yourself be stunned and fail to break the stun in a timely manner, nearby mobs will notice and will start really hammering into you, while letting their own guard down. Surviving might be challenging for a newer player or a vet with the difficulty turned up, but if they can survive, they can turn the tables back on their opponent, since their opponent is more vulnerable.
Further, rebalance mob stats globally, introducing tougher variants of certain mobs. You might have a wolf pup that is hostile yet weak, that is protected by a stronger regular wolf, that is part of a pack led by an even stroner alpha wolf. You might even have a unique wolf that is even stronger still, that may act as a roaming area boss, of a sorts. As you progress further into "higher level" zones, these tougher variants of mobs become more common, giving an actual sense of progression to overland.
IMO, these three things together can offer a scalable yet challenging approach to revitalising overland, and will absolutely bring me back into questing. Despite the fact that I don't quest in ESO, I do enjoy it, and do quest in other games.
The reason why I don't in ESO is because overland caters entirely to the casuals of the casuals, making it brain dead easy, and hence boring, for anyone playing a semi-competent build who knows what they're doing.
I see all this hype surrounding Greymoor, and while it does look interesting from a questing perspective, I can't help but feel let down as I know it just won't be enjoyable for me, because of it being so god damn easy.
As for what new end game PvE content they could add, I honestly feel like a version of the IC Sewers, but specifically for PvE, could be good. Scale it up a bit, add even more content to it, add even more reasons to run it, and that'd scratch my PvE itch.