Greetings.
I am here to provide my feedback on Elder Scrolls online and some changes that i think it should get and the direction the game should go in. This post will be rather long so i will present the changes in bullet point format to keep it simple for the development team.
Progression System
- Remove Champion Point System.
- In its place add a new "specializations" to each class. For example, Warden has a specialization called "Animal Companions".
- These new "specializations" will be called "masteries". Masteries will function like the current specializations do in ESO, however, With the condition of gaining "Mastery points" after level 50, and mastery specializations will only accept mastery points.
- Each Mastery specialization will have about 25 skill points (something similar to now), and the over-all mastery point collection process will cap at 50, effectively making your max level 100. (50 base level, + 50 mastery points).
- Additional Mastery sections may be added over time with future content updates.
- Masteries will be designed in a way to bridge the "Class Rainbow". Think of classes as being colors (Red, blue, green) and the traditional dnd classs concepts (wizard, druid, palading, etc) as the hues of colors (ie dark blue vs light blue). In this way we can expand the building of lose class design with out actually adding a significant amount of work to ESO (though this will consume a portion of development resources)
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- Some idea's for classes for new "specializations" we will call "masteries" are as follows:
- Warden gains "Druid" and "Bard" Masteries
- Sorcerer gains "Mage" and "Wizard" Masteries
- Dragon Knight gains "Barbarian" and "Warrior" masteries
- Templar gains "Monk" and "Brew Master" Masteries
- Nightblade gains "Ranger" and "Marauder"
Trade
As a new player learning how the trade system works in ESO is complicated, but i feel a lot of this problem is really down to a few simple changes to the system. I had to be hand held through the process but this is largely because of the way it is being presented and not the system itself.
- Rename "guild store" to "Guild Auction House" so that players know more intuitively where to trade.
- Rename the banner tool tips (the signs near the building) and icons on map to "Bank and Auction house"
- Change the "buy" "sell" "list" buttons in the guild star (auction house) to text based buttons marked as such (buy, sell, etc) as the current icons tends to "blend the sections" in to much to stand out enough to catch attention to know they are actually buttons. This will make it far more clear the intent of the buttons.
I would like to say i believe that enabling every guild to trade in some capacity, for example internally, would be a good move for the game. The traders should be there specifically to allow external guild trade, but i am not hard-stuck on this change and believe the above changes are enough for the game (though this change would really improve the game).
Multi-Guild System
I have never been a fan of this system in any game. It largely invalidates guilds and i would out right and unconditionally remove it, however, it is "weaved" into eso, for example trading is largely built around it as if you could not have multiple guilds then everyone would be forced into a trade guild effectively invalidating the guild system.
This being said i think the game should look at adding on a second large to the guild system to help empower guilds for their specific goal and purpose. some changes to this would be
- Remove the options for secondary guild focus, this focus's the guild on a single purpose.
- Consolidate Trials and Dungeons into one option marked "pve".
- Creation of a guild related talent tree or skill system to empower the second large guild system in some way. For example, trading with out a trader for trade guilds (at the max talent level), or bonus Alliance points for a pvp guild.
Housing
Ok guys, big serious annoyance here. The houses you call inns, i can only term as "luxury coffins". They need to go. Houses should start at the size of "lunar hall" (non-expanded) and work up from there. Seriously, your dropping the ball on this and it has huge income earning potential.
- Shift a larger amount of resources to development of houses, and systems to support them (See QoL for more info).
- Rework the prices of houses so they they convert Gold rates to crowns accurately. For example, A house of 2000 crowns costs 400,000 gold, but you can buy it for 80,000. This means crowns is massively more effective to "sell" for gold, then buy the house in gold. This effectively means an income lost for the studio. Balance these rates so they are equal.
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PvP
Battlegrounds
- Experience should no longer be granted based on kills, captures, etc. I have seen many people afking in pvp for this specific reason (ie farming experience) with absolutely no care for win/loss or the over all "pvp experience".
- Ending Win experience should now be increased by 80%, and loss by 50% of their current values (to off set the loss of above experience).
- All battlegrounds should be shifted to 3 man content.
- Gear has to significant an impact on BGS and should be changed, see "gear changes" below.
Rated Battlegrounds
- Now marked as "rated battlegrounds" in the activity screen (where you queue dungeons, pvp etc)
- Rated battlegrounds enable "group ques".
- Rated Battlegrounds will now grant you rank on a ladder and should be set up in a way that it has a cap (so the top players can keep inflating the ranking system by constant game play).
- Resets every season
Cyrodiil
Siege Weapon Reworks
- Siege variations (dominion, fire, ice, etc) removed.
- Siege have undergone a massive rework resulting in specific uses for each siege type and are as follows
- Ballista's are designed to fire quickly, have direct (forward) attacks, and moderate rate of fire (2 seconds) and moderate damage (10,000 per hit)
- Trebuchet's are now the only siege that damages walls, and are now designed for slow (3 second including gcd) rate of fire and high damage (25,000) per hit with no turning options.
- Catapults are now designed to be anti-siege damaging weapons the only one dealing damage to other siege weapons, and are now designed with slightly higher range (+10 yards) and fast attack speed (1 second)
- A new type of siege has been created called "siege towers" they enable players to drive the siege to the wall and a draw bridge drops to enable them to get in the keep with out having to destroy its walls.
- Pitch will no longer drop an aoe ground effect but will damage all people with a dot in the circle upon release (this is to improve the stability / lag).
- Battering Rams will now deal insanely high damage to doors only.
- Rebuilding walls, doors, etc will now have a 1 minute build time.
- Camps will now enable anyone to teleport to them with out charges, and will now last until destroyed, however, rival players may be able to destroy them by walking up and holding down the interaction key for 10 seconds (channel breaks on damage).
-Keep Reworks
- Keeps walls will now have 50% less health
- Periodically a keep will become marked for "increased point gains" by a specific faction. For example a blue keep may be marked for red to take it, granting bonus alliance points of done with in a specific time frame (10 minutes)
- Attacks on a keep will no longer be able to be tracked by add-ons
- Map Markers for Attacks (the attack icon on map) on a keep will now update 3 minutes after a keep is attacked.
Guild Halls
- A new type of House is added to the game, known as guild halls. They will have their own "sections" in the gui (graphic user interface) in the game, and in the store.
- Guild halls will have various sizes like houses, and various costs
- Guild halls will now functionally work like houses, with the exception there there will be a limit 1 per a guild.
- Various halls can be "activated" by a guild leader or officer to set the "active hall".
Gear Changes
- Champion Points level removed from gear.
- Gear will now base its stat values on quality, and "equip" level.
- The variance between white, and gold will be about 20% in stats.
Quality of Life improvements
- Character stats for Physical and Magical Penetration, Physical and Magic Resistance, and similar stats will no longer reflect integer values in the character info screen.
- Instead all Integer values will now display as percentages.
- On the back end of the game the current conversion rate is around 700 points to 1% (about 680). This rate will be used to convert the current character info screen and all gear in game to reflect percentages. As a result players will now see +3% physical resistance on gear instead of +2000 physical resistance, and in the character screen will now see the total percentage gained from all sources.
- Skills will now reflect the above change by presenting percentages instead of integer values.
Class Balance
Ability Resistance Stacking
- Various Types of Resistances given will no longer overlap.
- This means that players cannot stack multiple abilities to gain insanely high damage reduction. Some exceptions may apply to this, like the abilities in sword and shield being able to be stacked with other abilities. This is kept in an effort to improve build diversity but not greatly impact the current tanking performance.
Absorption Effects
- Various types of Absorb effects will no longer overlap
In an effort to help improve the variance some abilities will need to be redesigned to give validity over others. For example mage bubble will return magicka at higher values, where as sorcerer self bubble (wind) will have larger absorption.
Sorcerer
- Encase Removed
- Added new spell "Crystal Shower" a spell that rains down crystals on the target every second for 3 seconds, dealing damage each shard.
- morph 1: Removes the magicka cost, adds a 8 second cool down and causes each shard to deal 800 damage but generate 1200 magicka.
- morph 2: Now drops a single large shard after 3 seconds that deals significantly more damage. Increases cost of Crystal shower.
- Rune prison now (instantly) stuns the target for 3 seconds and deals damage over its duration
- morph 1: Deals more damage over time
- morph 2: stun increased to 5 seconds
Warden
- Fetcher infection will now cause all enemies with in 20 yards of the target to gain the damage of time effect.
Weapon Balance
Light and heavy attacks have been redesigned.
- Weapons will now naively be counted as either a light or heavy attack. Light attacks will have only a GCC cool down but heavy attacks will have a 2 second cool down and will functionally work like current light attacks (having the charge mechanic removed)
- One handed weapons, Duel Weild, Bows will count as light attacks.
- Staffs and two handed weapons, Shield and sword will count as heavy attacks, and will generate smaller amounts of resources
- Heavy attacks will deal significantly more damage per a click then light attacks and will generate more resource
- Light Weapon damage increased by 28%
- Heavy weapon damage increased by 42%
Blocks
Blocking will now consume Magicka when having a staff equipped and will display a sort of "magic shield" Around the caster.
Consumables
- The cool down for all resource potions or consumables that grant instant class resource is increased to 1 minute 15 seconds.