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Reddit AUA (Ask Us Anything) Tuesday, Sept. 9 at 2:00 PM ET/ 18:00 UTC

ZOS_Kevin
ZOS_Kevin
Community Manager
bj520gp0j9gl.png
Got questions for the devs? We’ve got answers!

Join us for a Reddit AUA* (Ask Us Anything) with our ESO dev and leadership team on Tuesday, Sept. 9 at 2:00 PM ET. Please keep in mind the main focus the AUA will be on the leadership team, including their vision and values.

Drop your questions by clicking here.

*We will not be answering specific questions about next year’s content at this time.
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • Punches_Below_Belt
    Punches_Below_Belt
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    You have twelve years of my feedback and questions that you haven’t responded to. Just stop. It’s embarrassing for both of us.

    Time to stop soliciting feedback and start acting on the commitments you’ve made and fixing the things you’ve already been told multiple times aren’t working.
    Edited by Punches_Below_Belt on September 9, 2025 2:11AM
  • React
    React
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    We've been waiting 9 months for part 3 of the PVP Q&A to be delivered.. Last update was over a month ago saying it was still in the pipeline.

    Why host new Q&A events when you still haven't delivered on the one that was promised?
    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
    Content
    Twitch.tv/reactfaster
    Youtube.com/@ReactFaster
  • disky
    disky
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    You know I'm asking about overland challenge. I hope it's actually addressed, with more than a "we have a team working on it". It's nearly mid-September guys, and this was supposed to happen in 2025.
  • Destai
    Destai
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    Thanks for getting this together. I'm not concerned about their values as this point. I'm interested in what they're actually planning on doing. There's a lot of concern for the studio and the game's future. Only concrete communication and delivery is going to help that.

    Anyways, I posted some questions. They're tough but fair.
    Edited by Destai on September 9, 2025 4:18PM
  • ShutUpitsRed
    ShutUpitsRed
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    Visions and values are essentially daydreaming. Playerbase has been giving y'all concrete feedback to no end for many years. What is the point of this AUA? Please just tell us what you're going to do and when.
  • Stamicka
    Stamicka
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    Looks like a lot of the questions I was actually interested in seeing answers to got ignored. One person asked what’s the end goal of hybridization, scribing, subclassing, etc. it was a pretty upvoted question that’s totally fair to ask.

    I’d love to know what the end goal for ESO’s combat is. Can we get an answer?
    PC NA and Xbox NA
  • twisttop138
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    While I think it's a nice thing, I feel the need to point out that ask me anything includes...anything. If you just want to talk about visions and values then you should call it ask us about our visions and values. I think players, and not just the players on these forums since we're a small portion, need to hear concrete plans. How we're gonna move forward? Saying you want the game to be a 30 year game is all well and good but how are we getting to 12?

    The amount of content has gone noticably down. How do you plan to keep people playing and paying. Since chapters aren't a thing anymore, that's when we get our trial every year, what's the plan for that? If we aren't doing big zones anymore, how do you plan to pump out enough quests and story content to keep people interested? To say nothing of the length of quest lines, peoples concerns about subclassing and the destruction of pure class play in group content. The continued lack of QOL that's left to unpaid mod authors. Sad lack of guild tools. I could go on.

    I don't say any of this to be negative. I love the game. I happily log in every day almost to play. My wife plays. My son plays sometimes. I have wonderful guilds. I want to see the game succeed, but those things I mention above? That's an ask me anything.

    Edit punctuation
    Edited by twisttop138 on September 9, 2025 7:20PM
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Just wanted to follow up here. We are holding the AMA/AUA because we got quite a bit of feedback after the Leadership Roundtable article, wanting to have more access to ask questions and follow up with leadership. The article was meant to give vision. The AMA is for you to ask questions directly to the folks you want answers from. So we are providing that through the AMA. While not everyone will get a response, we are working to get as many questions answered as we can. You are free to ask questions there and get a direct response from members of our leadership team.
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    ZOS_Kevin wrote: »
    Just wanted to follow up here. We are holding the AMA/AUA because we got quite a bit of feedback after the Leadership Roundtable article, wanting to have more access to ask questions and follow up with leadership. The article was meant to give vision. The AMA is for you to ask questions directly to the folks you want answers from. So we are providing that through the AMA. While not everyone will get a response, we are working to get as many questions answered as we can. You are free to ask questions there and get a direct response from members of our leadership team.

    @ZOS_Kevin any update on PVP Q&A 3?
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    ZOS_Kevin wrote: »
    Just wanted to follow up here. We are holding the AMA/AUA because we got quite a bit of feedback after the Leadership Roundtable article, wanting to have more access to ask questions and follow up with leadership. The article was meant to give vision. The AMA is for you to ask questions directly to the folks you want answers from. So we are providing that through the AMA. While not everyone will get a response, we are working to get as many questions answered as we can. You are free to ask questions there and get a direct response from members of our leadership team.

    @ZOS_Kevin any update on PVP Q&A 3?

    We had some folks tied up in trying to get everything answered for this (there are a lot of moving parts at the studio right now, gearing up for U48 and items for next year), so I have taken it over to try and get Q&A 3 done. I am hoping to get this done in the next several weeks. So hopefully by Mid-October at the latest.
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • Destai
    Destai
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    ZOS_Kevin wrote: »
    Just wanted to follow up here. We are holding the AMA/AUA because we got quite a bit of feedback after the Leadership Roundtable article, wanting to have more access to ask questions and follow up with leadership. The article was meant to give vision. The AMA is for you to ask questions directly to the folks you want answers from. So we are providing that through the AMA. While not everyone will get a response, we are working to get as many questions answered as we can. You are free to ask questions there and get a direct response from members of our leadership team.

    I appreciate you guys organizing this; hope more things like this happen!

    I still feel like the feedback of "we want more concrete details" isn't being heard. Maybe it is, and things are underway, who knows. But, it really does feel like most of the responses were vague. I don't want you guys to feel like you can't win, but that's something that really needs to be improved on.

    Susan had a good post where it sounds like there's more people being hired/assigned to talk with us, so that's one great concrete insight.
    Edited by Destai on September 9, 2025 7:39PM
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Destai wrote: »
    I appreciate you guys organizing this; hope more things like this happen!

    I still feel like the feedback of "we want more concrete details" isn't being heard. Maybe it is, and things are underway, who knows. But, it really does feel like most of the responses were vague. I don't want you guys to feel like you can't win, but that's something that really needs to be improved on.

    Susan had a good post where it sounds like there's more people being hired/assigned to talk with us, so that's one great concrete insight.

    First, thank you for praticipating in the AMA/AUA. Susan noted that you had some great questions and wished she could answer everything right now. But hopes to be able to answer everything more thoroughly later once we have more plans shared for next year.

    I do want to hit on the concrete details part. We are trying to provide everything we can at the moment. Some of this stuff is still in flight, so there isn't concrete information to give quite yet. For example, I believe Susan answered a questions about logistics of crossplay and what we are thinking, but it is actively being worked on and will be a lengthy process. So that is why she noted we are a long ways out. If we described what we have now as concrete and things changes later, then we are setting everyone up for disappointment. So we are trying to be careful with things that are in active but not concrete development.

    However, we are trying to provide all the information we have at the moment. Which is why we touched on things like crossplay, overland difficulty, character writing/development and general balance.

    We will have more of these planned, in addition to finishing off the PvP Q&A (I noted that above) and having additional surveys to get more feedback on changes we are making and additions to the game.

    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • twisttop138
    twisttop138
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    ZOS_Kevin wrote: »
    Just wanted to follow up here. We are holding the AMA/AUA because we got quite a bit of feedback after the Leadership Roundtable article, wanting to have more access to ask questions and follow up with leadership. The article was meant to give vision. The AMA is for you to ask questions directly to the folks you want answers from. So we are providing that through the AMA. While not everyone will get a response, we are working to get as many questions answered as we can. You are free to ask questions there and get a direct response from members of our leadership team.

    Hey bud, thanks for clearing that up. I appreciate the communication. I'm happy to admit that I may have misread your opening post. I took " please keep in mind the main focus of the AuA will be on the leadership team and their values and visions" to mean that the focus was gonna be on the leadership team and their visions and values.

    I really do appreciate the communication, I'm not being smart about that. With your updated post in mind, do you see how your original post could give the impression that our questions wouldn't be answered if they were not about the team and their visions?
  • Destai
    Destai
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    ZOS_Kevin wrote: »
    Destai wrote: »
    I appreciate you guys organizing this; hope more things like this happen!

    I still feel like the feedback of "we want more concrete details" isn't being heard. Maybe it is, and things are underway, who knows. But, it really does feel like most of the responses were vague. I don't want you guys to feel like you can't win, but that's something that really needs to be improved on.

    Susan had a good post where it sounds like there's more people being hired/assigned to talk with us, so that's one great concrete insight.

    First, thank you for praticipating in the AMA/AUA. Susan noted that you had some great questions and wished she could answer everything right now. But hopes to be able to answer everything more thoroughly later once we have more plans shared for next year.

    I do want to hit on the concrete details part. We are trying to provide everything we can at the moment. Some of this stuff is still in flight, so there isn't concrete information to give quite yet. For example, I believe Susan answered a questions about logistics of crossplay and what we are thinking, but it is actively being worked on and will be a lengthy process. So that is why she noted we are a long ways out. If we described what we have now as concrete and things changes later, then we are setting everyone up for disappointment. So we are trying to be careful with things that are in active but not concrete development.

    However, we are trying to provide all the information we have at the moment. Which is why we touched on things like crossplay, overland difficulty, character writing/development and general balance.

    We will have more of these planned, in addition to finishing off the PvP Q&A (I noted that above) and having additional surveys to get more feedback on changes we are making and additions to the game.

    Thanks for the reply Kevin. I can appreciate where you're coming from; managing community sentiment is challenging at best. So I completely understand that you don't want to say you're baking a cake if you're just going to the store to get flour.

    Things like crossplay and overland difficulty - I get it, those are a way off. One of the areas that could use more details is the overall direction of combat. Like what changes are slotted to be made, what pieces want to be fixed. We've talked a few times about roadmaps - that's a big area where having one would be great.

    Credit where it's due though - this year's had much better communication and it's noticed and appreciated. It seems like the new leadership is eager to continue that growth.
  • diamondo
    diamondo
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    I was very glad to hear that players who want to stick to pure class builds will be getting some love soon.
    I’m Getting tired of being obliterated by players in PVP who have combined three different class skill lines….
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Destai wrote: »
    Thanks for the reply Kevin. I can appreciate where you're coming from; managing community sentiment is challenging at best. So I completely understand that you don't want to say you're baking a cake if you're just going to the store to get flour.

    Things like crossplay and overland difficulty - I get it, those are a way off. One of the areas that could use more details is the overall direction of combat. Like what changes are slotted to be made, what pieces want to be fixed. We've talked a few times about roadmaps - that's a big area where having one would be great.

    Credit where it's due though - this year's had much better communication and it's noticed and appreciated. It seems like the new leadership is eager to continue that growth.

    The leadership team is eager to get more communication going. They also know we need to get a few more things locked in so that the conversation is more meaningful. But this was to help answer what we can now. And reinforce that they want to have a communicative relationship with you, the players.

    As others have noted, they are tired of giving feedback and want to see action. Leadership is there too. They want to show you everything we have been working on, but want to make sure that information is solid and not changing drastically. We don't want to mislead anyone or have anyone feel that way.

    Just touching on the combat bit. There is a roadmap currently in the works so that we can give everyone the attention it deserves when talking about future changes and general philosophy going forward. It isn't ready quite yet, but it should outline the overall plan to address several core combat initiatives to create a better play experience. We've had smaller adjustments already happen this year, like the heavy attack animation work or the dodge roll work in our last update. But we have more to share. However, that is for Wheeler and his team to share once that roadmap is finished and approved. Again, one of those things that we are getting all of our ducks in a row first.

    This year has been one of transition as we noted in the end of year letter last year, so a lot of these things you won't see in game until next year. But between now and early next year, we are trying to share as much as we can with things we know are concrete. You should hear a bit more at the livestream on Thursday. And we plan to have a few more streams this year with more opportunities to chat about other items we are working on.

    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • Treeshka
    Treeshka
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    Is it possible to remake the main map in the game? It looks a little bit outdated with plain textures and wayshrines on it. Maybe they could make colored map that shows the terrain, mountains, rivers and even cities.
  • ESO_Nightingale
    ESO_Nightingale
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    ZOS_Kevin wrote: »
    Destai wrote: »
    Thanks for the reply Kevin. I can appreciate where you're coming from; managing community sentiment is challenging at best. So I completely understand that you don't want to say you're baking a cake if you're just going to the store to get flour.

    Things like crossplay and overland difficulty - I get it, those are a way off. One of the areas that could use more details is the overall direction of combat. Like what changes are slotted to be made, what pieces want to be fixed. We've talked a few times about roadmaps - that's a big area where having one would be great.

    Credit where it's due though - this year's had much better communication and it's noticed and appreciated. It seems like the new leadership is eager to continue that growth.

    The leadership team is eager to get more communication going. They also know we need to get a few more things locked in so that the conversation is more meaningful. But this was to help answer what we can now. And reinforce that they want to have a communicative relationship with you, the players.

    As others have noted, they are tired of giving feedback and want to see action. Leadership is there too. They want to show you everything we have been working on, but want to make sure that information is solid and not changing drastically. We don't want to mislead anyone or have anyone feel that way.

    Just touching on the combat bit. There is a roadmap currently in the works so that we can give everyone the attention it deserves when talking about future changes and general philosophy going forward. It isn't ready quite yet, but it should outline the overall plan to address several core combat initiatives to create a better play experience. We've had smaller adjustments already happen this year, like the heavy attack animation work or the dodge roll work in our last update. But we have more to share. However, that is for Wheeler and his team to share once that roadmap is finished and approved. Again, one of those things that we are getting all of our ducks in a row first.

    This year has been one of transition as we noted in the end of year letter last year, so a lot of these things you won't see in game until next year. But between now and early next year, we are trying to share as much as we can with things we know are concrete. You should hear a bit more at the livestream on Thursday. And we plan to have a few more streams this year with more opportunities to chat about other items we are working on.

    hey @ZOS_Kevin , i know this is sort of specific but i have to ask. Are there any plans to address contentious combat change topics that still hold ground today (like the gravelord's sacrifice rework that was pushed live despite a significant amount of negative feedback?)

    i know a lot of necromancer players are still unhappy about how that situation went down.

    on my end, 2 pts cycles ago you guys mentioned that you made a temporary change to piercing cold so that there could be a long term solution figured out for frost damage builds. given how many situations like the aforementioned GLS rework, have happened, i'm extremely worried that us frost damage dealer players will be left out to dry. is there some reassurance you can give us? or possibly an update?
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Tannus15
    Tannus15
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    This is a crazy statement

    vkxljzdhay5l.png

    Firstly on consumables and hybridization.

    I don't even know what to say to this.
    The spreadsheet and "balance" are arbitrary rules you guys have just made up.

    I don't know any other way to read the comments on consumables other than that you have a bunch of values for "balance" that you're trying to adhere to, but potions and food don't currently fit those values, so if you change them at all you'll be "forced" to nerf them which would suck for everyone, so you've decided to NOT change them at all.

    peslo1y17zoz.png

    I don't understand this statement. You've been building content around the level of power available according to your standards, but part of that is consumables which have been unchanged for years, but you haven't been building content around them so they should be nerfed? have you been building content around the power level in the game or the power level in the spreadsheet which doesn't match the game?

    What are you doing?
    If your "rules" are making the game less fun, CHANGE THE RULES.
    If changing something means it should be nerfed, keeping it the same is ALSO A CHOICE.
    Using "well it's old balance so we don't need to balance it now, but if we did it would need to be nerfed, so we're instead choosing to not change it" is the wildest, weirdest justification i've ever seen.

    Let me put it another way, from a player perspective:

    You can take every instance of "major brutality" and "major sorcerery" and combine them.
    You can take every instance of "major savagery" and "major prophecy" and combine them.
    This will have no negative effects on the game. It doesn't need to be balanced, it just needs to be done.
    If the reason you're not doing that is because "Unstoppable" potions are unbalanced then that's INSANE.

    Secondly, regarding gear, yes, some of it's subjective. But other things are objective. Pillar of nirn and flame blossom are subjective. they are both good in different circumstances.

    Poisonous Serpent isn't subjectively bad, it's just garbage.
    Mothers Sorrow isn't subjectively weaker than Highland Sentinal, it's objectively worse. It's not like you'd go into some other situations and be like "you' know what this calls for? worse stats. I just want worse numbers."

    This, specifically this kind of communication is where you lose me. It's just wrong. And I don't mean "subjectively wrong". I mean, what on earth are you talking about, 2 is less than 5.
    Edited by Tannus15 on September 10, 2025 7:21AM
  • Tannus15
    Tannus15
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    The more I read and try to understand these comments the most confused and off base they are.

    here is the specific comment thread

    AMA @ZOS_BrianWheeler

    Can someone clear up for me what is going on here?

    As far as I can tell consumables are WAY over powered right now in the game, but the devs don't want to nerf them because it would be such a huge loss of power, but the content is created based on the values as they should be, not as they currently are.

    And that's why they can't finish hybridization.
  • Tannus15
    Tannus15
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    grsonq7xveit.png

    First off, go back and buff old sets.
    It's that simple.

    There are LOTS of sets which are just BAD. Run it through your spreadsheet and you'll be like "oh, that's a weak set"

    You can ignore all the proc sets even. Just focus on the pure number sets and you'll see that A LOT OF SETS ARE BAD.

    Secondly, take the things in the crown store and PUT THEM IN THE GAME.

    You know what I can't get from killing Valkyn Skoria or doing City of Ash 2, or collecting all the sets there?

    I'll give you a super subtle hint

    4k1sqn09bbhp.png

    Put it in the game. Let me get the thing specifically related to the dungeon by doing the dungeon.
    Edited by Tannus15 on September 10, 2025 8:09AM
  • Tannus15
    Tannus15
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    Here is subjective for you.

    Tideborn, doing nothing but force pulse

    ithyorjj5myv.png

    spider cultist, doing the same thing

    ardluouh4e9g.png

    the set that is DESIGNED to buff force pulse, is worse than the set which buffs direct damage.

    the CRAFTED set vastly out performs the DUNGEON set

    and it's not close.
  • MashmalloMan
    MashmalloMan
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    On the subject of hybridization, seems like there is a misunderstanding about what the playerbase actually wants and why we have such a big problem with leaving it 85% complete. We all understand you want to eventually simplify and combine "weapon" and "spell" categories for critical chance and damage, like how you did for "armor" and "offensive penetration".

    What players don't understand is why you can't make temporary adjustments that improve quality of life for everyone before you reach that end goal. Very simple changes that have 0 effect on balance.

    You're asking your playerbase to be patient for something that's been half baked for close to 4 years now. I don't know about you, but that seems too long. Why not meet us half way if you expect we're still another 1-3 years out?

    In fact you've done this before, you made weapon and spell damage jewelry enchants provide both stats, but in an effort to retain some sense of unique choice between them, added +10 Stam or Mag recovery. Did anyone request that? No. Was it an effective, temporary solution? Yes.

    What we want:
    1. All sources of Major Sorcery or Brutality should provide both.
    2. All sources of Major Prophecy or Savagery should provide both.
    3. Foods should not be better than drinks, they should be equal.
    4. All "for slotting" ability effects should work on both bars, eg. Inner Light, Camo Hunter, etc.

    Save the complicated stuff that has little effect on the average user. We all know consumables, Mundus stones, class minor buffs being redundant, and stats in the backend need to be updated due to your standardization in 2019, but we don't really care. We care about the day to day of the game.

    Over half of the "for slotting" ability effects in the game work on both bars, but a handful don't. Is it to make class skills appear stronger? That can't be the case because Necromancer's and Warden's would get 3% healing/damage done and Minor berserk/evasion on both bars respectively then.

    If you're scared those universal skill lines will overshadow class equivalents, than you're avoiding the actual issue which is your class equivalents need to be more rewarding to slot.

    Look at your own comments when updating Sorc's Crystal Frag's instant proc to work on both bars. Paraphrasing you said something like, we held off to not make it overpowered, but we believe it will be fine. Well you were right, it's been fine.

    It would also be completly fine if you sent over some of the tech for "dynamic cost based on highest or lowest resource" to other classes, instead of just Arcanist, they have crux as a unique class mechanic. I'm sure Stam DK's would love that tech on whip instead of the split cost they have now.. Frankly, it should be applied to all class executes and spammables by default. A massive missed opportunity for skill expression and the play the way you want mantra. Shouldn't the choice for abilities like NB's Impale and Killer's Blade be based on a ranged vs melee playstyle instead of blue colour vs green colour? Why lock down players that way?

    Edited by MashmalloMan on September 10, 2025 11:16AM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • ESO_Nightingale
    ESO_Nightingale
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    On the subject of hybridization, seems like there is a misunderstanding about what the playerbase actually wants and why we have such a big problem with leaving it 85% complete. We all understand you want to eventually simplify and combine "weapon" and "spell" categories for critical chance and damage, like how you did for "armor" and "offensive penetration".

    What players don't understand is why you can't make temporary adjustments that improve quality of life for everyone before you reach that end goal. Very simple changes that have 0 effect on balance.

    You're asking your playerbase to be patient for something that's been half baked for close to 4 years now. I don't know about you, but that seems too long. Why not meet us half way if you expect we're still another 1-3 years out?

    In fact you've done this before, you made weapon and spell damage jewelry enchants provide both stats, but in an effort to retain some sense of unique choice between them, added +10 Stam or Mag recovery. Did anyone request that? No. Was it an effective, temporary solution? Yes.

    What we want:
    1. All sources of Major Sorcery or Brutality should provide both.
    2. All sources of Major Prophecy or Savagery should provide both.
    3. Foods should not be better than drinks, they should be equal.
    4. All "for slotting" ability effects should work on both bars, eg. Inner Light, Camo Hunter, etc.

    Save the complicated stuff that has little effect on the average user. We all know consumables, Mundus stones, class minor buffs being redundant, and stats in the backend need to be updated due to your standardization in 2019, but we don't really care. We care about the day to day of the game.

    Over half of the "for slotting" ability effects in the game work on both bars, but a handful don't. Is it to make class skills appear stronger? That can't be the case because Necromancer's and Warden's would get 3% healing/damage done and Minor berserk/evasion on both bars respectively then.

    If you're scared those universal skill lines will overshadow class equivalents, than you're avoiding the actual issue which is your class equivalents need to be more rewarding to slot.

    Look at your own comments when updating Sorc's Crystal Frag's instant proc to work on both bars. Paraphrasing you said something like, we held off to not make it overpowered, but we believe it will be fine. Well you were right, it's been fine.

    It would also be completly fine if you sent over some of the tech for "dynamic cost based on highest or lowest resource" to other classes, instead of just Arcanist, they have crux as a unique class mechanic. I'm sure Stam DK's would love that tech on whip instead of the split cost they have now.. Frankly, it should be applied to all class executes and spammables by default. A massive missed opportunity for skill expression and the play the way you want mantra. Shouldn't the choice for abilities like NB's Impale and Killer's Blade be based on a ranged vs melee playstyle instead of blue colour vs green colour? Why lock down players that way?

    there's not a single thing that i don't agree with in this post.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • tomofhyrule
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    I know that the team doesn't want to promise things to us too early in the event of unexpected roadblocks, but it would be nice if major Tamriel-shattering changes did have a few passes through feedback cycles earlier in the cycle to avoid the issues we had with things like Subclassing and Account-wide Achievements.

    Yes, both of those have positives. But they were also quite controversial when they were thrown on PTS because of the hamfisted way they were implemented, which completely destroyed a significant part of the game for a non-insignificant group of people. The PTS official feedback threads for both (AWA and Subclassing) were full of solutions that the team could have done that would allow the pro- and con- groups to both get what they wanted, but the fact was that the announcement of it coming was just too late for any changes to be made at a base level.

    The next big thing that's looming on the horizon is Crossplay, and that was even addressed in the AUA:
    We are actively in development on crossplay at this point. There's more levels of detail, but roughly, the plan is that it will be regional (EU/EU and NA/NA) with play spanning all platforms. It's going to take time though - the game wasn't fundamentally architected with this in mind, and there is a lot of design work going into making sure it remains balanced for all when we bring everyone together.
    I would hope that, since it is still early in the process, that the team considers issues that different playerbases would have, notably the issue of potential character name conflicts before it becomes too late to change things.

    In all, I'm just hoping to see more interaction with the PTS and testers and feedback consdiered. The reversions to the Week 1 U47 nerfs were were nice, even if that did leave U47 light on combat changes. I hope that more interaction with (unpaid!) testers and players is consdered, before the players decide to walk off.
  • Destai
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    ZOS_Kevin wrote: »
    Just touching on the combat bit. There is a roadmap currently in the works so that we can give everyone the attention it deserves when talking about future changes and general philosophy going forward. It isn't ready quite yet, but it should outline the overall plan to address several core combat initiatives to create a better play experience. We've had smaller adjustments already happen this year, like the heavy attack animation work or the dodge roll work in our last update. But we have more to share. However, that is for Wheeler and his team to share once that roadmap is finished and approved. Again, one of those things that we are getting all of our ducks in a row first.

    I'm both excited and nervous to see what the roadmap looks like. I just hope that Wheeler et. al. are willing to iterate on the roadmap format. My concern is that we could all have different definitions/expectations of what a roadmap is. I've seen this before on the "deep dives", where some felt like overviews.

    I think it's a topic you should open to the community - what do you want from a combat roadmap. Hopefully that discussion stays available so we can reference it in the future. It should be a living discussion.

    IMO, I don't think there's much interest in "general philosophy" , "mission statements", "values" or anything like that - especially with combat. Those are great early on, but I don't think it's value-added at this point. There's many longstanding, pointed concerns about specific combat changes and pain points. IMO, a combat roadmap should align to addressing those.

    Just within this thread, someone already posted very detailed combat feedback. I believe that's what the roadmap should be addressing.
    ZOS_Kevin wrote: »
    This year has been one of transition as we noted in the end of year letter last year, so a lot of these things you won't see in game until next year. But between now and early next year, we are trying to share as much as we can with things we know are concrete. You should hear a bit more at the livestream on Thursday. And we plan to have a few more streams this year with more opportunities to chat about other items we are working on.

    Thanks for setting expectations on that, that's entirely reasonable. Appreciate all the efforts you guys are putting into this. Looking forward to the stream!
    Edited by Destai on September 10, 2025 4:13PM
  • Freelancer_ESO
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    It was nice to see more communication and some questions being answered.

    Tannus15 wrote: »
    This is a crazy statement

    vkxljzdhay5l.png

    Firstly on consumables and hybridization.

    I don't even know what to say to this.
    The spreadsheet and "balance" are arbitrary rules you guys have just made up.

    I don't know any other way to read the comments on consumables other than that you have a bunch of values for "balance" that you're trying to adhere to, but potions and food don't currently fit those values, so if you change them at all you'll be "forced" to nerf them which would suck for everyone, so you've decided to NOT change them at all.

    peslo1y17zoz.png

    I don't understand this statement. You've been building content around the level of power available according to your standards, but part of that is consumables which have been unchanged for years, but you haven't been building content around them so they should be nerfed? have you been building content around the power level in the game or the power level in the spreadsheet which doesn't match the game?

    What are you doing?
    If your "rules" are making the game less fun, CHANGE THE RULES.
    If changing something means it should be nerfed, keeping it the same is ALSO A CHOICE.
    Using "well it's old balance so we don't need to balance it now, but if we did it would need to be nerfed, so we're instead choosing to not change it" is the wildest, weirdest justification i've ever seen.

    Let me put it another way, from a player perspective:

    You can take every instance of "major brutality" and "major sorcerery" and combine them.
    You can take every instance of "major savagery" and "major prophecy" and combine them.
    This will have no negative effects on the game. It doesn't need to be balanced, it just needs to be done.
    If the reason you're not doing that is because "Unstoppable" potions are unbalanced then that's INSANE.

    Secondly, regarding gear, yes, some of it's subjective. But other things are objective. Pillar of nirn and flame blossom are subjective. they are both good in different circumstances.

    Poisonous Serpent isn't subjectively bad, it's just garbage.
    Mothers Sorrow isn't subjectively weaker than Highland Sentinal, it's objectively worse. It's not like you'd go into some other situations and be like "you' know what this calls for? worse stats. I just want worse numbers."

    This, specifically this kind of communication is where you lose me. It's just wrong. And I don't mean "subjectively wrong". I mean, what on earth are you talking about, 2 is less than 5.

    My interpretation was ZOS has several options regarding consumables:

    ZOS can spend resources to nerf consumables which will make the people using them upset but make things more balanced.

    ZOS can spend resources to buff consumables to match the overpowered consumables which will make the people using them happier but will make things less balanced in an overall sense and annoy people that aren't fans of the existing consumables power level.

    ZOS can do nothing and spend no resources doing so.

    All of those options will lead to people being upset but, only two of the three cost resources.

    With regards to sets, ESO has hundreds of them. If you are aiming for everything to be usable in a totally optimized build the odds are quite good you'll just end up with endless power creep as some of your attempts to balance things will miss the mark and make things more powerful than you intend and every time you try to bring the other items up to the best stuff you'll end up missing on some.

    I would argue that for older sets you'd want to aim for sets to be at a point where to the eye of someone that isn't parsing the set looks like it might work out in situations that favored them that could reasonably occur.

    To me, the issue would be less stuff like Mother's Sorrow vs Highland Sentinel where you could plausibly hit a situation where you move enough that Highland Sentinel's five piece is a downgrade vs Mother's Sorrow and more like Brands of Imperium, Vampire Lord, or Salvation where the sets do a thing that has a very narrow use case with the way other things in the game behave at the present time.

    Brands of Imperium five piece hits the issue that with Scribing people can toss comparable or superior damage shields with a high frequency so getting one every 12 seconds when you take damage isn't all that special on it's own at this point.

    Salvation's five piece hits the issue that it does nothing at all for players that are not WW's which can feel a bit bad as it's an Overland set. For people that are WW the set provides a rather minor buff for when you are in WW form so that the people that spend most of their time in WW form would likely rather run something else. As the transformation to WW just provides a Fear and comes at a relatively high Ultimate cost the set really isn't delivering that much effective power for a five piece.

    The Vampire Lord set hits the same issue as Salvation when it comes to being an Overland set that has a five piece bonus that just applies to a tiny section of diseased players. At lower Vampire stages the set offers small enough benefits that other cost reduction sets are potentially more effective than running the Vampire set. For people at higher stages, the set does offer better cost reduction for Vampire abilities than other sets but, not by enough to necessarily justify the costs. Part of this is because the Vampire Ultimate is both ridiculously expensive and somewhat conflicting with the Vampire abilities. Your spammable for instance does damage based on the amount of HP you are missing but, since your Ultimate heals you to full health it's not going to be doing extra. Vampiric Drain isn't going to be healing you for much while it's active because it heals based on your missing health and the Ultimate heals you to full health. Since Ultimate gain is blocked during the Vampire ultimate Exhilarating Drain isn't going to be providing you with Ultimate. Even with subcalssing potentially bringing the Perfect Scion cost down to 106 it still is an awkward and ineffective build.
    Edited by Freelancer_ESO on September 10, 2025 8:21PM
  • Tannus15
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    Mothers sorrow is a crit set. The reason you wear mothers sorrow is for crit rating.

    Total crit rating for Sorrow : 2842

    Total crit rating for Highland Sentinel WITH NO STACKS : 2957

    Highland has more crit with no stacks. Even if you have no stacks, it's better than sorrow and you can have it in any armour weight.

    Leviathan is the same set as Sorrow, so it's ALSO bad. No one should use these sets now that Highland exists.

    I've already made the point that Spider cultist is worse at buffing force pulse than Tide-Born. 600 spell damage is not as good as 12% damage done to monsters, and spider cult only buffs destro staff skills.

    These old sets are very easy to compare, because they are just straight up numbers. It's not some fancy proc or condition or whatever where you need to compare something.

    one set has bigger numbers and that set is better.

    further more, both sets are crafted sets, the easiest set to obtain. I'll make anyone a set of purple tide-born or highland in any weight with any non-nirn trait they want.

    The old sets need to be looked at.
    Spider Cult should be STOMPING tide-born for damage done with force pulse. It does one thing and it does it poorly.

    This is gas lighting

    j4bz0nde7guz.png

    This statement is demonstrably false.

    There is no situation where anyone should use Spider Cult. Not PvP, not overland, not dungeons, not trials.

    This is not the only set in the game where we can point to the fact that no one should use it. Ever. It's just the first example that came to mind.
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