Maintenance for the week of September 15:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – September 15, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
· Xbox: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
· PlayStation®: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
Feedback from a Returning Player – Gold Road, Season Pass, Subclassing, and Cyrodiil (Vengence)
Hi ZOS and fellow adventurers,
After stepping away from
The Elder Scrolls Online for a little over four years, I recently returned—and I have to say, it’s been an exciting, sometimes overwhelming experience. I wanted to take a moment to share some feedback as someone who’s played since launch, stepped away, and now returned to a very different Tamriel.
General Feedback- Gold Road was amazing. The new zone was beautifully designed, full of great storytelling, and felt like a natural and immersive extension of the world. The presentation and quest quality were impressive, and the exploration factor hit that nostalgic ESO sweet spot.
- The new Season Pass system, while offering structure and rewards, feels a bit cash grabby. I understand the desire to move toward a live service model with regular content, but I do worry about the potential loss of the more meaningful, meaty expansions we used to get. ESO’s strength has always been its depth—please don’t trade that in for quarterly engagement loops.
- Subclassing is a big addition—but honestly, it throws off one of the core pillars of the game. While it’s a neat idea, having two new skill lines tied to this system feels excessive. One skill line would preserve more balance and class identity. Right now, it feels like it's inching toward "everyone can do everything," which dilutes the uniqueness of each class.
Cyrodiil Feedback- Performance is noticeably improved compared to years past—thank you for the work here. Combat feels smoother, and lag has decreased significantly in normal conditions.
However, when more than 50 players are in the same area, the game lag and skill delay become unbearably bad. It leaves the experience feeling clunky, unresponsive, and frankly, not fun. These are exactly the moments where the game should shine—large-scale battles are the heart of Cyrodiil, but right now they feel like a technical struggle rather than an epic war.
- The population is noticeably lower. Cyrodiil doesn't feel as alive or active as it once did, which is a shame, because it's one of the most unique PvP experiences in any MMO.
- The stuck-in-combat bug still being around in 2025 is kind of shocking. This has been a frustration for years, and it’s incredibly disruptive to gameplay. Please prioritize a fix—it continues to suck the fun out of what should be dynamic engagements.
- Sejanus load screen issues are still a thing. They break immersion, ruin pacing, and make key fights and defenses feel sloppy and disconnected. This has been around for too long.
- Private or exploit-heavy addons are creating unfair advantages and causing lag. Some of these addons toe the line of cheating (and some might cross it). They should be more tightly regulated to protect fairness and server stability.
- Tanks vs. glass cannon balance is way off. Currently, tanks can sit on siege and laugh as 30+ players fail to kill them. There’s no risk, no counterplay. Meanwhile, glass cannon builds carry high risk with very little reward. This imbalance undermines diversity and makes certain playstyles nearly irrelevant.
- Siege pacing is too fast. Walls and doors go down too quickly, leading to zerg rushes rather than strategic fights. Increasing structure HP would allow for more thoughtful, sustained engagements and counterattacks, rather than whoever brings the most siege first wins.
- Where are the Daedric Artifacts? It’s been years since we got the hammer—and that’s it. What happened to the promise of more artifacts? Something like Azura’s Star, offering healing buffs or even an area resurrection, would add interesting variety and spice to the battlefield. These were such a cool concept and deserve more attention.
Vengeance Campaign Feedback- I appreciate the attempt to isolate performance issues in Cyrodiil and give players a “clean” environment, but Vengeance is not a reflection of the real game. The caps and settings make it feel detached from normal Cyrodiil and don’t test anything meaningful regarding large-scale PvP in its true form.
- Personally, I find Vengeance boring, slow, and too numbers-based. Everyone is running ranged setups. Fights boil down to giant zergs where individual skill and small-scale tactics are mostly irrelevant. It lacks the dynamism that made Cyrodiil engaging.
- The AOE limit is particularly frustrating. Most AoE skills become basically useless, which kills class identity and further pushes everyone into the same few meta builds.
- If this design makes its way to live permanently, please keep it in its own campaign. Let those who enjoy it have a place to play it without forcing it on the wider PvP community. The diversity of Cyrodiil’s campaigns is a strength—let’s not homogenize it.
Closing Thoughts
Despite my critiques, I’m genuinely happy to be back in ESO. There’s so much love and effort clearly still going into the game.
Gold Road was a triumph. But there are some big questions around the game’s future direction—especially with monetization models and PvP integrity. I hope these concerns are taken in the spirit of a long-time player who wants ESO to thrive.
Thanks for reading—and thanks to the developers for continuing to bring Tamriel to life.
@OccultOverload
Aerilon Starsider - Best Sorcerer NA
World Record Trial Team Member & Game Breaker of Days Past