The new zone honestly sounds pretty awful, just a random mishmash of cultures and ideals from the literal opposite sides of the planet.
Subclasses and the Cyrodiil changes are interesting though.
Housing vault reveal and stiff dead silence about the furnishing limit. How many decades are we going to be waiting for an answers, regardless of it being positive or negative? And should we think in decades, EoS or the heat death of the universe?
Hi Everyone! Thanks for tuning in to the 2025 ESO Direct. If you missed the live show, the VOD is available to be viewed here.
Now that The Elder Scrolls Online: Seasons of the Worm Cult has been revealed, we want to hear from you! Let us know what you think of the upcoming 2025 content. The things you like, dislike, or have general questions about. This is your thread to communicate your initial thoughts about Seasons of the Worm Cult, Content Pass, Subclassing, Quality of Life changes, etc. with the forum community and ESO Dev team. We will use commentary posted here as a reference point for communication between now and Seasons of the Worm Cult Part One/ Update 46 release.
For more information on Content Pass, we have an FAQ available here.
Your constructive feedback* and questions will let us know what information we can better clarify leading up to launch and beyond. We look forward to hearing your thoughts on all of the 2025 content! Also feel free to participate in the poll as well!
*Friendly reminder to keep the Community Rules in mind when replying. Thank you!
PC Players, remember you will be able to check out Update 46 on PTS this coming Monday! We look forward to hearing your feedback there as well.
Housing vault reveal and stiff dead silence about the furnishing limit. How many decades are we going to be waiting for an answers, regardless of it being positive or negative? And should we think in decades, EoS or the heat death of the universe?
alternatelder wrote: »alternatelder wrote: »Seasonal storylines are not what we wanted. Why would you even think people want to be forced to go through even more fomo? Having to play at your pace is anti-consumer.
For the record, the content does not disappear for seasons of the worm cult. You just get the parts at different times. But the content you can still take at your pace once it is live.
But didn't they say in the stream that the stories do go away, but come back during a remix?
In the post show, they just confirmed that you will own the content for Seasons of the Worm Cult.
Hi Everyone! Thanks for tuning in to the 2025 ESO Direct. If you missed the live show, the VOD is available to be viewed here.
Now that The Elder Scrolls Online: Seasons of the Worm Cult has been revealed, we want to hear from you! Let us know what you think of the upcoming 2025 content. The things you like, dislike, or have general questions about. This is your thread to communicate your initial thoughts about Seasons of the Worm Cult, Content Pass, Subclassing, Quality of Life changes, etc. with the forum community and ESO Dev team. We will use commentary posted here as a reference point for communication between now and Seasons of the Worm Cult Part One/ Update 46 release.
For more information on Content Pass, we have an FAQ available here.
Your constructive feedback* and questions will let us know what information we can better clarify leading up to launch and beyond. We look forward to hearing your thoughts on all of the 2025 content! Also feel free to participate in the poll as well!
*Friendly reminder to keep the Community Rules in mind when replying. Thank you!
PC Players, remember you will be able to check out Update 46 on PTS this coming Monday! We look forward to hearing your feedback there as well.
StarOfElyon wrote: »These are some tweaks I would like to see made to the Redguards's passives. Hopefully, they will be seen as reasonable among the devs. They keep in mind the Redguards's reputation for endurance (stamina return) and discipline (reduced ability cost)."The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik'r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik'r as a test of endurance and discipline. Only the strongest survive." https://elderscrollsonline.wiki.fextralife.com/Redguard
PASSIVES:
Wayfarer - Increases your experience gain with the One Hand and Shield skill line by 15%. Increases the duration of any eaten food by 15 minutes.
*Martial Training - Reduces the stamina cost of your abilities by 6%. Reduces the effectiveness of snares applied to you by 15%.Redguards need help as a stamina sustain race. Reduced stamina cost across the board seems fitting.
Conditioning - Increases your Max Stamina by 2000.
*Adrenaline Rush - Increases your stamina recovery by 130. When you deal or take damage, you restore 248 Stamina. This effect can occur once every 3 seconds.A big problem with the old version of this passive is that it was way too active, requiring you to spend resources to get resources back. It causes problems when you're not in a position to deal damage. No damage; no sustain. This change makes the "adrenaline rush" passive more "passive" and is still tied to being in combat. This also reinforces their reputation for endurance, "the ability to withstand hardship or adversity."
StarOfElyon wrote: »This is an updated version of my Necro ideas thread from 2023 (https://forums.elderscrollsonline.com/en/discussion/633137/suggestions-for-necromancer-changes) with adjustments accounting for the Update 43 patch notes.
Death Scythe: (both morphs)
Deals more damage based on the enemy's missing health.
- Hungry Scythe: should also apply life steal to all enemies hit, in addition to healing the caster over time.
Shocking Siphon: The AOE should remain on the ground even if the tether breaks early. (Increase the radius size too)
- Mystic Siphon: the increased Health, Magicka, and Stamina Recovery persists even if the tether breaks early.
Flame Skull:
- Riccochet Skull/Venom Skull: applies burning/poisoned status effects. (Increase travel speed)
Bone Totem: summons an effigy of bones up to 28 meters away. After 1 second, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. (Changed to allow both morphs to be targeted)
Restoring Tether: the effects persist on the player character even if the tether breaks early.
Grave Grasp:
- Empowering Grasp: Summon three patches of skeletal claws from the ground in front of you dealing 898 frost damage. Enemies in the first area are stunned for 3 seconds, immobilized in the second area for 4 seconds, and snared in the final area by 50% for 5 seconds. Each patch applies Minor Maim to enemies hit for 10 seconds, reducing their damage done by 5%. Each area applies Minor Maim to enemies, Empower to your allies, and enhances the damage and healing of your summons by 1000. Each effect lasts 10 seconds.
- Ghostly Embrace: Summon three patches of skeletal claws from the ground in front of you, dealing 1742 Frost Damage and an additional 1635 Frost Damage over 5 seconds. The initial hit applies the Chilled status effect. The final area creates a corpse if at least one enemy was hit.
Expunge: reduces the cost of all your abilities by 3% while slotted on either bar.
Bitter Harvest: when slotted on either bar, reduces your damage taken by 3%.
Boneyard increase the radius to 8 meters.
PASSIVES:
Corpse Consumption: When you consume a corpse, you generate 10 Ultimate. This effect can occur once every 16 seconds. You also gain Major Savagery and Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
Undead Confederate: While you have a Sacrificial Bones, Skeletal Mage, or Spirit Mender active, your Health, Magicka, and Stamina Recovery is increased by 200. You also gain Major Brutality and Sorcery for 20 seconds, increasing your Weapon and Spell Damage by 20%.
ULTIMATES:
Frozen Colossus: Unleash a decayed Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds.
- Glacial Colossus: does frost damage and stuns enemies on the second hit instead of the third.
- Pestilent Colossus: smashes the ground only once and does disease damage. Afflicts enemies with a pestilence that does damage over time.
Icy_Waffles wrote: »I wish subclasses was just for PvP- for pve it creates absolute metas which is not fun at all
As my eso+ will end in around 43days i would like to know more about the changes in prices so i can make a good desision.
I am positively suprised by the announced content
Big drawback is the lack of information on the pass and monetisation:
how does it work with ESO + (iI guess its in addition to ESO+ but it wasn´t clarified) especially for the dungeons
what is with Seasonal content in the next season, will it be purchesable with crowns and/or included in ESO+
We have a FAQ for the Content Pass: https://forums.elderscrollsonline.com/en/discussion/675896/eso-2025-content-pass-faq/p1?new=1
If ESO+ subscribers who are already paying for the two dungeon packs don't get a rebate on the season pass, then that is a very good reason to cancel my subscription. That would be extremely sleazy.
And finally what's up with that Wall event? I did not get much of it other than it is a base-game addition, group like activity? is it like a dungeon? or what exactly?
I don't want to come off as entitled, and I know it's just a game, and I understand that game development is about time/resource/priority management, but Matt discussed this in his December letter and now it seems like it's still in early prototyping with no prospects of a release anytime soon. Meanwhile, we're seeing a lot of progress on a major new system that was not discussed publicly prior to today. it's just really frustrating to have been given hope for a change that would make the game fun to play, only to have it shoved aside for something that sounds fun but isn't nearly as important to a lot of us. It feels like a bait-and-switch.
I'm here because I love this game and I want it to be better. I'm saying this because ESO matters to me. Please, I'm begging you guys to give overland difficulty options priority. I know it's complicated and controversial but it's something that will, for a lot of people, make the overland game actually fun to play for the first time.
Edit: And I just want to say that I understand systems can be developed simultaneously and different teams may be assigned to different features, but I can't get over the feeling that subclassing is something we didn't know about until now, and overland difficulty is something the community has been demanding for years. And also that it's understood how important the feature is to players given the vastness and length of the discussion on this very forum.
Totally get it. Understand where you are coming from. Just want to clarify here that we have a team dedicated to overland, so it is getting the focus and time needed. This is an important feature and we want to make sure this is done correctly. So there is a team dedicated to this. Some of the features that you are seeing today have been in the works for a bit. So that is why you are seeing them today. We hope to have more info in the future to share about overland.
REALLY disappointed that, having subscribed since launch and just renewed my eso+ sub, we now find out that half the content of the year is available through ESO+ anyways, but we still have to pay for it *AGAIN* via a content pass if we want access to the zone. That's really telling your consumer base to F off. I'm sick of being fobbed off with "oh here's a pet for eso+ members" which is the usual case when we're dealt the short end of the stick, as if we're that gullible!
I genuinely think you'll have lost some of your most ardent supporters with this move.
lei.aili_ESO wrote: »For the multiclassing/subclassing thing coming up (which sounds awesome and I'm excited for, btw):
If I had previously made an arcanist character and leveled up all their class skills to 50, but I've already deleted that character, when the new update comes will I have access to those arcanist skills, or will I need to level those up again?