The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
Maintenance for the week of April 22:
• [COMPLETE] Xbox: NA and EU megaservers for patch maintenance – April 24, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• [COMPLETE] PlayStation®: NA and EU megaservers for patch maintenance – April 24, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)

Things you don’t quite like about the game.

  • AzuraFan
    AzuraFan
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    I like a LOT about ESO, but since this is about what we don't like:

    - cookie-cutter design of every area, meaning every area has a number of towns with a quest chain to complete, always ending with fighting stronger mobs, 1-2 public dungeons, 6 delves, 6 WBs, etc. Can't they add a little variety? Same goes for the quest chains. They all lead to fighting a named mob. I wish they'd mix it up a bit. Would love to walk into a new area and see something new.

    - too much NPC dialogue in later installments. I don't need to know every NPC's history since birth. Sometimes it feels like there's more dialogue than content, meaning the dialogue takes 8 minutes to listen to, the quest 2 minutes to complete. Yes, I can skip it, but I don't like doing that, and if everyone skips it, what's the point of having it? Developers/writers should spend the time on something else.

    - major pet peeve: group areas that are inconvenient to get to. If you want people to spontaneously band together to take down a dragon or whatever, put a wayshrine next to those areas. Can't count the number of times I've seen something in chat, I try to get there, but oops, the wayshine that appeared close to the event on the map is actually on the edge of a cliff. I should actually go to that other wayshrine. Or, I have to ride quite a ways from the wayshrine to the harrowstorm or whatever. By the time I get there, it's over. If you want players to do something (group activities), make it EASY for them. In other games I've played, there have been ways to get to group events and areas FAST.

    - Too many trash mobs. Great when levelling, but why do I have to fight the same trash when I'm max level and beyond. In other games I've played, trash mobs don't aggro at max level unless the player initiates it.

    - Lack of tutorials, documentation, etc. I've been playing off and on for years, and there are still BASICS I'm discovering. I have stuff in my inventory I have to look up on the Internet to figure out what to do with it. I've never had to look up stuff so much outside a game before, but that's because beyond the absolute basics, nothing is explained in-game, or it's explained once and never again. I know about the in-game tutorials section, but it's severely lacking.

    Despite all this, I love playing the game. I'm amazed at how much there is to do and I can see how much care goes into it.
  • SilverBride
    SilverBride
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    I don't like that there are a bazillion skill lines and skills, yet only 10 slots for equipping them, and then you have to swap bars to access half of those.
    PCNA
  • Supreme_Atromancer
    Supreme_Atromancer
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    Rugby_hook wrote: »
    Rugby_hook wrote: »
    Finedaible wrote: »
    There is no longer any class identity, and your class skills don't make a difference because there are better options outside it.

    Coincidentally, the grindy skill lines which now have paid unlocks for have become essential to any build (Fighter's/Mages Guild, Undaunted orbs, Alliance Caltrops).

    This!! Imo class skills should always outperform the generic skill lines (and niche sets should always outperform generic ones - if using the right class/skills), which should be reworked as skills that may supplement your class, but will not be best in slot as standalone skills. One way I think this could be fixed would be having four skill morphs for every skill - a mag dps, stam dps, tank, and heal morph. This would allow you to play any class in any way you wanted without having to rely on the generic weapon and guild skill lines to do it.

    I know they want people to buy the skill lines, but they could buff the passives from them to still make them very helpful to have but preserve class identity.

    I think its too much burden for any particular skill to be responsible for class identity. If a skill is going to serve as the basis of four radically different tasks, why do they need to be tied to a base skill via morphs? What's the basis of that connection?

    Initially, with the way that the game was designed, the two morphs were reasonably similar, at least, and weapons (and guild skill lines) were meant to be the tools for diversifying into roles and specs. The trend has been further into classes taking on that burden to the point where, thematically (and lore-wise), they don't really make much sense and they're contrived beyond any real meaning and even then, at least for very challenging content, there are one or two meta combinations for roles, and the others wont get a look-in.

    Class identity, by default, is (or was) baked-in. We all know what a sorcerer is, for instance, and have some intuition about how it should behave, what strategies it might use within the framework of an MMO. Its not much of a stretch beyond that to imagine a sorcerer wielding a 2h weapon if they so chose, or using the techniques of a sword and shield to do tanky things. But what is a stamina sorcerer? You can say that its arbitrarily someone who generates whirlwinds with stamina but what's that got to do with the concept or identity of a sorcerer? We're contriving the concept so drastically that the classes don't make any sense, identity has been twisted into some bizarre, unrecognisable mess, and that's why we don't have it.

    I personally think that weapons should shoulder the burden of role identity, and class identity shouldn't have anything to do with it. Class identity should be tied to the core, intuitive concept of the class.

    So one example I can think of would be daedric curse. Both morphs are magic and the only difference is if you use pets or not. But the main essence of the skill is marking a target with a curse. Here either be a potential reworking of the skill to make viable for all roles: magic morph: keep deadric prey morph as is (this one feels more like a curse because it makes the target more susceptible to some other attack) Stamina morph: "Exsanguinating Curse" - Each melee attack you perform adds a stack of blood debt to the target. After ten seconds, the blood is viscously ripped out of the body dealing 500 bleed damage to the target per stack and 200 bleed damage to surrounding enemies. You can only have one curse active at any time. (This preserves the burst damage function of haunting curse, but would really augment an aggressive dual wield style) Heal Morph - "Confusion" you place a curse on a target for ten seconds. During that time the target has a 30% chance to misfire a skill healing their intended target for the amount of damage that would have been caused instead of damaging them. (Could be great as a PvP healer because it could help counter burst builds, or in PvE for long fights with lots of different forms of damage) Tank morph - "Enfeeblement" You place a curse on an enemy which inflicts the target with minor maim for ten seconds. At the end of ten seconds, the curse explodes, stunning the target.

    This preserves the basic notion of the curse for all roles, but adds in flexibility based on the role. It might not be slotted on every character, but the goal of the skills (in this envisioning) is that every skill should be seen as a viable skill for each role. This would help to make all classes equally viable for all roles and many different play styles. I could see fun variations for many different skills in all classes.

    @Rugby_hook These are some pretty creative ideas and in principle I agree: I think what's not great is that some roles simply don't work within the basic conceptual framework of certain classes. The Dragonknight healer's ground-based heal is a classic example. Wait... I'm healing people with an... ash cloud? Or echoing vigour that allows you to heal people nearby with the power of your stamina. Somehow. Not only have you lost the identity of the class, but also the actual magicka and stamina resources, which are both supposed to behave in a certain way which should be pretty intuitive. Magicka allowing you to achieve mystical, arcane tasks, while stamina powers your endurance and capacity for physical feats. Within most fantasy, and particularly within TES mythology in mind, you could ask people a long list of tasks and they could easily, intuitively assign each to either powered by mysticism or physical prowess. Everyone would agree healing fits firmly within the first, along with summoning swirling daedric daggers or sorrounding yourself with gusting, gale-force winds. You *could* get into strange conceptual arguments that turn things on their head but those sorts of arguments aren't the domain of TES, which has already set up the groundwork for this sort of stuff.

    Ask anyone (outside of ESO, obvs.) what they think a sorcerer is, or how it might play within an MMO, and no one is going to hit anywhere near what a stamina sorcerer is because the core, basic concept of a sorcerer is tied to its use of a particular resource. That's not to say someone shouldn't be able to build outside of that, go full stam and be a melee-ranged martial specialist, but that those extra elements can't easily be handled by the class itself, but by weapons. ZOS's direction amounts to an awkwardly contrived response for a mechanics inside a concept that isn't really robust enough to support it without losing its core identity.

    I think something like your exsanguinating curse is a great idea that doesn't conflict with the core identity of a sorcerer because it (presumably?) uses magicka even if it benefits or enhances martial/melee capabilities, and the character is still relying on melee weapons as the primary tools for the role.

    Perhaps its largely a matter of their class-based role concepts are really just half-arsed. I think that you could have something like a sorcerer tank, for instance, feel organic and keep its identity if the tanking skills felt like magical control. Mesmerising or charm for taunts, shields rather than resistances/blocking for damage mitigation, teleporting for chaining in are all examples of legit tanking tools that would not conflict at all with the core identity of what a sorcerer is, but fit so well within it that it would basically be a no-brainer.
    Edited by Supreme_Atromancer on May 31, 2021 5:19PM
  • EmperorRemanIV
    EmperorRemanIV
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    I don't like quite a few things in ESO but I will point out only the three main ones:

    1. You can't customize outfits. For example: the only part that I like in the Emperor costume is the head. There could be a way to customize an outfit where I only use the head part.

    2. Time doesn't go foward. We are stuck in 2E 582. C'mon, it's getting weirder everyday reading to wiki to see that everything that happened in ESO in seven years happened only in one in-game year.

    3. Can't choose Battegrounds mode. The update that removed that was seriously disappointing.
    His Imperial Majesty, Reman IV, Emperor of Cyrodiil, Sunspire Saint, Baron/Thane of Falkreath, Solitude and Morthal, Lord of the Daggerfall Covenant, Ophidian Overlord of Sanctum Ophidia, Councilor of the Ebonheart Pact, General of the Covenant Army, Clan Father, Guardian of the Reach, Elsweyr, Galen and owner of Fort Redwater and Fort Linchal.
  • fall0athboy
    fall0athboy
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    The RNG, farming specific gear in dungeons/arena's overal takes way to long due of the small drop rate.

    Good lord, do I agree with this. Torc Strand of Song is an insanely low drop rate, I'm nearing the 15th run and the damn thing won't drop.
  • SammyKhajit
    SammyKhajit
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    Storylines, NPCs and quests have become less creative. Greymoor was very dull compared to the other DLCs.
  • Cundu_Ertur
    Cundu_Ertur
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    BlueRaven wrote: »
    Bosmers lack of stealth.

    Beat me to it.
    Taking stealth away from the Bosmer is like taking magic away from the Altmer, making Nords allergic to mead, or making Orcs pretty.
  • Darthsabreth
    Darthsabreth
    Soul Shriven
    For me i think its because all of the mount unlocks like speed / stamina / carry isnt account wide. I think it should be if you are a ESO plus member.
  • Gythral
    Gythral
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    Servers & netweork that is 100x to small!
    “Be as a tower, that, firmly set,
    Shakes not its top for any blast that blows!”
    Dante Alighieri, The Divine Comedy
  • Jofootballo
    Jofootballo
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    The abhorrent lack of end game viable PVE builds. No, I don't want to use mother's sorrow/medusa on my mag dps'. No, I don't want to use relequen's/Kinras' on my stam dps'. No, I don't want to use the *** maelstrom bow or inferno staff. There are so many sets in this game and a very very small percentage of them are even usable when attempting the harder content. Why isn't there a viable alternate build path with different sets and unique abilties?

    And in the same vein, I hate the lack of class distinction nowadays. Yes, some classes are better and different slightly but they all share very similar builds, in high end pve anyway. I want to be able to craft a build unique to me that's viable or even on par with the meta in the toughest dungeons and trials.
  • warg_derpin_gdf
    honestly, honestly, the shield blocking is sluggish in actual combat. I'll sit and practice blocking with no enemies around to get the rhythm and feel - it literally takes a split second to get that shield up - but in combat it literally takes whatever the exact smallest amount of time it is to delay raising the shield for a block to get hit right before the shield would be in position. To put it nicely, nerfed. I have to raise the shield in time and hope the foe never switches up.
    Karliah, when will you learn?!!
  • Dropstitch
    Dropstitch
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    Combat generally, particularly the button mashing requirement of weaving, the tediously repetitive nature of rotations, and the general sluggishness, but then I tend to play shooters so perhaps it is just not my idea of fun.
    Edited by Dropstitch on June 2, 2021 12:43PM
  • ADarklore
    ADarklore
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    RupzSkooma wrote: »
    Negative players who do nothing but complain... yet they are still here.
    Thanks to them their complains made the
    game from beta quality to what it is now.
    If all of them were silent you still be playing the ESO beta.
    Criticism of a product is what make progress.

    Perhaps what was meant was... those who say, "I quit this game..." but yet they are still fully active in the forums. I mean, if you quit... then QUIT... move on... but don't stick around trying to bring the rest of us down to your negativity level. Sure there are things to dislike and complain about, but talking about how you quit yet are still hanging around all the time, that's just not right. Checking back every so often, sure, but this desire to linger and try to bring other people down.. that's different.
    Edited by ADarklore on June 2, 2021 1:06PM
    CP: 1965 ** ESO+ Gold Road ** ~~ Stamina Arcanist ~~ Magicka Warden ~~ Magicka Templar ~~ ***** Strictly a solo PvE quester *****
  • Gythral
    Gythral
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    Elder Slugs Online

    or that's how the delay between arriving at a quest poitn/NPC & the server waking up to the fact!


    Always Unsummon Blackwood - too many random locations where mount, companion & combat pets just clear off - 2 yrads on you can resummon all 3!
    Edited by Gythral on June 2, 2021 3:30PM
    “Be as a tower, that, firmly set,
    Shakes not its top for any blast that blows!”
    Dante Alighieri, The Divine Comedy
  • Sevn
    Sevn
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    Melee combat in ESO is so meh. Playing as a magic character? Pretty awesome. Shame melee combat feels floaty, unimpactful and uninspiring.

    Light attack- simple swing of your weapon back and forth, with heavies being just as basic. It could be overlooked if the weapon abilities were awesome, but they're not.

    From spinning around like a ballerina while dual wielding to a simple straight forward poke while wielding a sword and board the animations are just bland and unsatisfying.
    Edited by Sevn on June 2, 2021 5:28PM
    There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
    -Hemingway
  • amm7sb14_ESO
    amm7sb14_ESO
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    The abhorrent lack of end game viable PVE builds. No, I don't want to use mother's sorrow/medusa on my mag dps'. No, I don't want to use relequen's/Kinras' on my stam dps'. No, I don't want to use the *** maelstrom bow or inferno staff. There are so many sets in this game and a very very small percentage of them are even usable when attempting the harder content. Why isn't there a viable alternate build path with different sets and unique abilties?

    And in the same vein, I hate the lack of class distinction nowadays. Yes, some classes are better and different slightly but they all share very similar builds, in high end pve anyway. I want to be able to craft a build unique to me that's viable or even on par with the meta in the toughest dungeons and trials.

    I agree with the idea of this post, and it's why I absolutely loathe meta and will never play it.

    That being said, the non-meta sets absolutely are usable in end game content. I know, because I use it. There is a range between "meta" and "useless". Just because something isn't meta doesn't mean it's useless.
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