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Overland Content Feedback Thread

  • BagOfBadgers
    BagOfBadgers
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    Moving on. I'm enjoying the extra challange of the event bosses in the delves/PDs, it take me a full 30 seconds rather that the normal 6'ish seconds to solo kill them.......

    Dolmens are still 45-50ish seconds for the 4 pinions and then about 8 for boss and minons.......

    Now remember to ask permision if it is OK to play the game how you want, when others are around.....

    (Tongue firmly in cheek)
    Proud member of the "One shot boss, wipe on trash" club.
    Believe in the KISS priceable "Keep It Simple Stupid".
    My Dyslexia makes the forum the true Vet HM for me.
  • twisttop138
    twisttop138
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    Moving on. I'm enjoying the extra challange of the event bosses in the delves/PDs, it take me a full 30 seconds rather that the normal 6'ish seconds to solo kill them.......

    Dolmens are still 45-50ish seconds for the 4 pinions and then about 8 for boss and minons.......

    Now remember to ask permision if it is OK to play the game how you want, when others are around.....

    (Tongue firmly in cheek)

    This made me smile. Moving on indeed.
  • shadoza
    shadoza
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    Moving on. I'm enjoying the extra challange of the event bosses in the delves/PDs, it take me a full 30 seconds rather that the normal 6'ish seconds to solo kill them.......

    Dolmens are still 45-50ish seconds for the 4 pinions and then about 8 for boss and minons.......

    Now remember to ask permision if it is OK to play the game how you want, when others are around.....

    (Tongue firmly in cheek)

    Being rude is not necessary.
    Expecting others to be respectful in a public environment is not asking too much and doesn't demand nasty remarks.
  • spartaxoxo
    spartaxoxo
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    Moving on. I'm enjoying the extra challange of the event bosses in the delves/PDs, it take me a full 30 seconds rather that the normal 6'ish seconds to solo kill them.......

    Dolmens are still 45-50ish seconds for the 4 pinions and then about 8 for boss and minons.......

    Now remember to ask permision if it is OK to play the game how you want, when others are around.....

    (Tongue firmly in cheek)

    I like that they also have something worth farming for once. I met a nice player while farming the delve boss. I gave them a worm cult brew because they weren't having much luck getting vitrified souls to drop. We killed the same boss together for a good 20 minutes or so. They also had added me a friend. It was pretty nice and wholesome experience. Dude was super nice. I think the extra HP of these made it easier to share although doing this event I did see a couple of people who couldn't solo them. I helped such people get the kill anyway. So, I guess I'm a hater.

    Anyway I'm digging the drop rate on these furnishings. It's not so high they feel worthless to try and collect. But it's not so low it feels impossible. I think I'll be able to get the lamp to drop before event ends (only one I'm still missing) and if not, I'll be able to buy it a reasonable price.
    Edited by spartaxoxo on November 2, 2025 10:47PM
  • ESO_player123
    ESO_player123
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    spartaxoxo wrote: »
    Moving on. I'm enjoying the extra challange of the event bosses in the delves/PDs, it take me a full 30 seconds rather that the normal 6'ish seconds to solo kill them.......

    Dolmens are still 45-50ish seconds for the 4 pinions and then about 8 for boss and minons.......

    Now remember to ask permision if it is OK to play the game how you want, when others are around.....

    (Tongue firmly in cheek)

    I like that they also have something worth farming for once. I met a nice player while farming the delve boss. I gave them a worm cult brew because they weren't having much luck getting vitrified souls to drop. We killed the same boss together for a good 20 minutes or so. They also had added me a friend. It was pretty nice and wholesome experience. Dude was super nice. I think the extra HP of these made it easier to share although doing this event I did see a couple of people who couldn't solo them. I helped such people get the kill anyway. So, I guess I'm a hater.

    Anyway I'm digging the drop rate on these furnishings. It's not so high they feel worthless to try and collect. But it's not so low it feels impossible. I think I'll be able to get the lamp to drop before event ends (only one I'm still missing) and if not, I'll be able to buy it a reasonable price.

    A bit off topic, but I think I read somewhere that they are planning to add some time in the future the furnishing plans for the furnishings that now are dropped from the Marshalls.

    Edit: from Update 47
    6 new furnishings are being dropped during the Battle for the Writhing Wall and in a future update recipes will be made available to craft duplicates.
    It does not specifically mentions the Marshalls, but what other 6 new furnishings related to the event we have?
    Edited by ESO_player123 on November 2, 2025 10:59PM
  • shadoza
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    shadoza wrote: »
    I'll repeat my statement because I think it was important. My post isn't about single play or even solo play. It is about some players not respecting other players.

    I understand what you are saying but I don't agree that turning public areas into private instances would be beneficial. I think it would destroy a social aspect of the game and I don't want to see it happen.

    A player needing resources could have gone to a different area to harvest.
    Someone hitting an enemy someone else is fighitng may think they are being helpful.
    Players farming for leads in a public dungeon is perfectly acceptable. How else are they supposed to get the leads they need?

    None of these things are disrespectful to other players.

    I don't know what server you are on, but if you play on PCNA I would be glad to help you do some of your public dungeon quests.

    I understand you do not want to degrade the social part of the game. I was really not referencing private instances but rather a number control. In Coldharbor that is a section where instances are used. There are still other players inside that instance but the population is limited so the area is not over-worked. I think this could be done in dungeons of the overland type (delves and public.)

    I disagree that the actions are not disrespectful.

    The player needing the resources was at low level and only needed a couple plants to craft what they needed. If it is always the lower levels that are expected to be tolerant and go elsewhere do you not think they eventually will choose a different game?

    If someone 1-hits the foe I am working to kill, that removes the thrill of the kill for me or any other low level character.
    If we are both the same level and putting forth a good fight, the thrill is still there and shareable. It really isn't difficult to move past that fight and engage the next foe/mob I do this all the time.

    (I seriously think the leads should be removed from dungeons. Put them in a place that can stand up to the traffic.)

    I appreciate your offering assistance. What I really want, however, is to be able to play the game without standing in a waiting queue. And, without having to wait for high leveled players to get whatever they are want and move out. I feel certain there are other players of low level characters that are feeling like second-class citizens as well. We all pay the same, yes? There has to be a solution for this that most people can agree with.
    If we move past those that want to attack and ridicule, I think we could find some useful suggestions.
  • BagOfBadgers
    BagOfBadgers
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    shadoza wrote: »
    Moving on. I'm enjoying the extra challange of the event bosses in the delves/PDs, it take me a full 30 seconds rather that the normal 6'ish seconds to solo kill them.......

    Dolmens are still 45-50ish seconds for the 4 pinions and then about 8 for boss and minons.......

    Now remember to ask permision if it is OK to play the game how you want, when others are around.....

    (Tongue firmly in cheek)

    Being rude is not necessary.
    Expecting others to be respectful in a public environment is not asking too much and doesn't demand nasty remarks.

    Just following your example &, you were dismissive of me &my disabilites. Maybe look in the mirror sometimes, what you see, you might not like.

    Edited by BagOfBadgers on November 2, 2025 11:13PM
    Proud member of the "One shot boss, wipe on trash" club.
    Believe in the KISS priceable "Keep It Simple Stupid".
    My Dyslexia makes the forum the true Vet HM for me.
  • spartaxoxo
    spartaxoxo
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    spartaxoxo wrote: »
    Moving on. I'm enjoying the extra challange of the event bosses in the delves/PDs, it take me a full 30 seconds rather that the normal 6'ish seconds to solo kill them.......

    Dolmens are still 45-50ish seconds for the 4 pinions and then about 8 for boss and minons.......

    Now remember to ask permision if it is OK to play the game how you want, when others are around.....

    (Tongue firmly in cheek)

    I like that they also have something worth farming for once. I met a nice player while farming the delve boss. I gave them a worm cult brew because they weren't having much luck getting vitrified souls to drop. We killed the same boss together for a good 20 minutes or so. They also had added me a friend. It was pretty nice and wholesome experience. Dude was super nice. I think the extra HP of these made it easier to share although doing this event I did see a couple of people who couldn't solo them. I helped such people get the kill anyway. So, I guess I'm a hater.

    Anyway I'm digging the drop rate on these furnishings. It's not so high they feel worthless to try and collect. But it's not so low it feels impossible. I think I'll be able to get the lamp to drop before event ends (only one I'm still missing) and if not, I'll be able to buy it a reasonable price.

    A bit off topic, but I think I read somewhere that they are planning to add some time in the future the furnishing plans for the furnishings that now are dropped from the Marshalls.

    Edit: from Update 47
    6 new furnishings are being dropped during the Battle for the Writhing Wall and in a future update recipes will be made available to craft duplicates.
    It does not specifically mentions the Marshalls, but what other 6 new furnishings related to the event we have?

    Oh. Dang. They should have just let them drop the recipes to begin with then. Thanks for the heads up. 🫤
  • Deserrick
    Deserrick
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    shadoza wrote: »
    I was playing a level 16 character on a new player island map. One or two players (both CP levels) farming an area fast-running from resource to resource, leaving the area resource bare. I waited for the resources to start spawning. Before the first one spawned, the one of the two was back collecting again. I just needed a couple plays to craft with. It took more than an hour because of these two farming the area.

    This is a problem that doesn’t happen when stealing apples near Belkarth. 10 players can be stealing apples, and no player’s stealing interferes with any other player’s ability to steal, even if all the other players are built to zip from container to container and clear out all the apples. This is because the containers are instanced.

    Instancing is used to prevent interference, yet exists alongside being able to see and potentially interact with other players. Expanding this pre-existing solution would further reduce interference while not reducing the current levels of seeing and interacting with other players.
  • shadoza
    shadoza
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    Deserrick wrote: »
    shadoza wrote: »
    I was playing a level 16 character on a new player island map. One or two players (both CP levels) farming an area fast-running from resource to resource, leaving the area resource bare. I waited for the resources to start spawning. Before the first one spawned, the one of the two was back collecting again. I just needed a couple plays to craft with. It took more than an hour because of these two farming the area.

    This is a problem that doesn’t happen when stealing apples near Belkarth. 10 players can be stealing apples, and no player’s stealing interferes with any other player’s ability to steal, even if all the other players are built to zip from container to container and clear out all the apples. This is because the containers are instanced.

    Instancing is used to prevent interference, yet exists alongside being able to see and potentially interact with other players. Expanding this pre-existing solution would further reduce interference while not reducing the current levels of seeing and interacting with other players.

    I think maybe when players hear instance, they think solo instances like the harborage quests. There are other uses that they may not think about.
    Friend and I rode through a quest area. I completed the quest and was leading the ride. He had not completed the quest and was forced to fight hostile ghosts that were passive for me. I turned around when I heard the fighting and asked him "They are yellow why are you fighting them?" He replied, "They are not yellow for me."
    There are several locations that behave this way.
  • Tannus15
    Tannus15
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    I just killed a delve "boss" and this just cracks me up

    4lkd6o4l8er6.png

    2.8 seconds. no ult, just a few skills.

    c'mon guys, can't you see why it's so boring and lame to play this game right now?
  • twisttop138
    twisttop138
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    Tannus15 wrote: »
    I just killed a delve "boss" and this just cracks me up

    4lkd6o4l8er6.png

    2.8 seconds. no ult, just a few skills.

    c'mon guys, can't you see why it's so boring and lame to play this game right now?

    One thing I've noticed while this, ugh, wall event is active. A positive. Some of these field marshals they have in the delves replacing the delve bosses? Some of these dudes hit hard. They have high health, hit pretty good and have made farming the furnishings a little more fun. For my trials meta DPS, not terrible but for my off meta fun toons, healer and tank these guys posed a challenge, and I enjoyed it. If that's how they tune delve bosses and PD and quest bosses a bit harder if we hit the slider or whatever, that would be super cool. I think many of us know that they're not rebuilding the game here. Trash mobs are not going to all of sudden have mechanics you have to pay attention. Farming mats will not suddenly be something you need to plan and think about. A nice meet in the middle harder bosses would be cool I think. I killed darloc brea and the deadra bosses yesterday in the Rimmen necropolis with quick cloak, flames of oblivion, wall, caltrops and flail. By the time I started beaming, they were toast. For the group event boss, kind of a bummer.
  • shadoza
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    I would like the ability to skip over a suggestion in the map guide. Second time I hit a suggestion that I couldn't do and now the guide is useless.
  • spartaxoxo
    spartaxoxo
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    shadoza wrote: »
    I would like the ability to skip over a suggestion in the map guide. Second time I hit a suggestion that I couldn't do and now the guide is useless.

    I agree with this 1000%. And let us cycle back to stuff we skipped afterwards too. I would like to be able to do the side quests before the main quests using that tool. I like to do side quests first because the main quest often ends with some sort of gathering or party, and all of the characters you helped during the side quests will be there and sometimes even give conclusive dialogue to their stories. But I have to track it on my own because I'm forced to do the main quests first in order to be able to use the rest of the zone guide, limiting it's usefulness to me.

    Also I wouldn't need add-ons to find the wayshrines if I could just skip to that part on characters I don't want to quest with.
  • AlexanderDeLarge
    AlexanderDeLarge
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    I assume there hasn't been any mention about this since that offhand remark at the end of the content reveal back in April? I know there's been a lot of turmoil in this industry lately but that's all the more reason to address the problem directly as it's one of the most common complaints you see on/outside these forums. Labeling and dismissing it as a vocal minority at this point is insane.

    Amazon just killed New World and the new LOTR MMO. NetEase just killed two MMO projects this week. There's little to nothing new on the horizon and the new game director wants The Elder Scrolls Online to be a 30 year lifespan MMO.

    The best time for this to be implemented was 11 years ago when the game released. Second best time to do it was when it became important enough to warrant a stickied thread. Next best time is now. This thread has been pinned for 4 years for god's sake. November 2021. ZOS should be begging lapsed players to come back and this is one of the biggest ways they can do that.
    Edited by AlexanderDeLarge on November 8, 2025 6:05PM
    Difficulty scaling is desperately needed. 11 years. 8 paid expansions. 29 dungeon and zone DLCs. 45 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. Just because Cadwell Silver&Gold failed doesn't mean the game should be brain dead easy forever.

    "ESO doesn't need a harder overland" on YouTube for a video of a naked level 3 character w/ no CP allocated AFKing in front of a bear for a minute and a half before dying if you don't believe me change is needed.
  • spartaxoxo
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    I assume there hasn't been any mention about this since that offhand remark at the end of the content reveal back in April?

    No, Gina came in here and gave us some updates just before the Q4 stream. Here's the most recent statements.
    Just to level set, while overland difficulty is in active development, it's not something that will be ready to be released before the end of the year. We're definitely excited to share more information on it as development progresses, though!
    We don't want to exclude anyone with this feature, and I'd like to reiterate the core values that Finn mentioned during the AMA:
    • This will be optional and no one will be forced into it
    • There will be varied levels of difficulty players can opt into
    • We will NOT be separating players
    Fair question. Caveat of "this is still in development" but part of this feature will include proper incentives to opting into more difficult content, without making it feel like you are being punished for not doing it.

    Edited by spartaxoxo on November 8, 2025 6:15PM
  • AlexanderDeLarge
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    Much appreciated. I wish it were already here but hopefully it'll be early in 2026.
    Difficulty scaling is desperately needed. 11 years. 8 paid expansions. 29 dungeon and zone DLCs. 45 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. Just because Cadwell Silver&Gold failed doesn't mean the game should be brain dead easy forever.

    "ESO doesn't need a harder overland" on YouTube for a video of a naked level 3 character w/ no CP allocated AFKing in front of a bear for a minute and a half before dying if you don't believe me change is needed.
  • shadoza
    shadoza
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    I assume there hasn't been any mention about this since that offhand remark at the end of the content reveal back in April? I know there's been a lot of turmoil in this industry lately but that's all the more reason to address the problem directly as it's one of the most common complaints you see on/outside these forums. Labeling and dismissing it as a vocal minority at this point is insane.

    Amazon just killed New World and the new LOTR MMO. NetEase just killed two MMO projects this week. There's little to nothing new on the horizon and the new game director wants The Elder Scrolls Online to be a 30 year lifespan MMO.

    The best time for this to be implemented was 11 years ago when the game released. Second best time to do it was when it became important enough to warrant a stickied thread. Next best time is now. This thread has been pinned for 4 years for god's sake. November 2021. ZOS should be begging lapsed players to come back and this is one of the biggest ways they can do that.

    What are you speaking on?
    ZOS_Kevin wrote: »
    Hi All. We have seen the multitude of threads related to Overland Content. The increase in weekly threads around this issue has caused some users to have a negative experience on the forum overall, leading to the threads being closed. However, we also recognize there are players who would like to discuss this topic. So, we have made a thread for players who would like to discuss the topic of Overland Content.
    ...
    Thanks for the continued feedback here.

  • soelslaev
    soelslaev
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    300+ pages. Wow. I feel bad for anyone soliciting player feedback. But...

    A thing I recommended further back came up again. About elemental resistances being so small as to be unnoticeable. That is a way to enhance overland difficultly. Bump up thematic resistances to 100%. And maybe even delve and world bosses get healed by using the wrong element.

    I have a 100% fire mage build, and I was in High Isle closing the volcanic vents, and I hardly noticed whatever fire damage resistance those creatures have. Really, my toon's attacks should have been a wet noodle to all the beasts involved. Or worse, my toon's fire attacks should have been a light refresher for them. Instead, I was fire whipping flame atronachs in the same number of hits as anything else of similar health. Ot at least is sure seemed like it.
  • shadoza
    shadoza
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    soelslaev wrote: »
    300+ pages. Wow. I feel bad for anyone soliciting player feedback. But...

    A thing I recommended further back came up again. About elemental resistances being so small as to be unnoticeable. That is a way to enhance overland difficultly. Bump up thematic resistances to 100%. And maybe even delve and world bosses get healed by using the wrong element.

    I have a 100% fire mage build, and I was in High Isle closing the volcanic vents, and I hardly noticed whatever fire damage resistance those creatures have. Really, my toon's attacks should have been a wet noodle to all the beasts involved. Or worse, my toon's fire attacks should have been a light refresher for them. Instead, I was fire whipping flame atronachs in the same number of hits as anything else of similar health. Ot at least is sure seemed like it.

    You are suggesting that magic users should keep several staves so they can use the correct one against foes that have elemental status?
  • disky
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    soelslaev wrote: »
    300+ pages. Wow. I feel bad for anyone soliciting player feedback. But...

    A thing I recommended further back came up again. About elemental resistances being so small as to be unnoticeable. That is a way to enhance overland difficultly. Bump up thematic resistances to 100%. And maybe even delve and world bosses get healed by using the wrong element.

    I have a 100% fire mage build, and I was in High Isle closing the volcanic vents, and I hardly noticed whatever fire damage resistance those creatures have. Really, my toon's attacks should have been a wet noodle to all the beasts involved. Or worse, my toon's fire attacks should have been a light refresher for them. Instead, I was fire whipping flame atronachs in the same number of hits as anything else of similar health. Ot at least is sure seemed like it.

    This is something I've always had a problem with...I understand why they do it this way, though. Because we're playing an MMO, in many cases you are going to be expected to have a viable build for most situations when you're doing group-level content. If we have enemies which have a noticeable resistance to the entirety of your chosen build, and that renders your build less effective because of it, then your build will not be seen as viable to the rest of the group for whatever scenario you're in, and so they may not want you there. This further isolates players who either don't want to or are incapable of utilizing builds for a variety of purposes. I wish it were different because I enjoy sensible resistances, but it makes sense to do it this way in an MMO context.

    In this case, it may be better to offer moderate bonuses to certain damage types and not worry so much about the resistances, which I think they might be doing, but I don't actually know for sure.
    Edited by disky on November 9, 2025 10:11PM
  • spartaxoxo
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    Fun Fact: Enemies did used to have various elemental resistances and elemental weaknesses! This was removed with Summerset.
    Monsters & NPCs
    Monsters are no longer vulnerable to elements.
    They will not proc Explosion, Disintegration, Deep Freeze, Pestilence, or Venom due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
    Likewise, monsters no longer have resistance values reduced against damage dealt by these elements.
    Monsters are no longer resistant to elements.
    They can now proc Burning, Concussion, Chill, Diseased, or Poison due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
    Likewise, monsters no longer have resistance values raised against damage dealt by these elements.
    Monsters that dodge roll no longer always move in the same direction.
    Injured soldiers in Eagle’s Strand can no longer be attacked.
    Attacking or killing a critter no longer takes you into combat.
    Skavenger critters will no longer grant Ultimate.

    https://forums.elderscrollsonline.com/en/discussion/comment/5145975#Comment_5145975

    It's been so many years that I no longer remember why. I think, if I am remembering correctly, it was because they wanted people to be able to play anything they wanted in content. So, as an example, they didn't want Magicka Dragon Knights to be at a disadvantage in content with a lot of fire monsters. But, I could be remembering that wrong because it's been a very long time.
    Edited by spartaxoxo on November 10, 2025 8:12AM
  • colossalvoids
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    soelslaev wrote: »
    300+ pages. Wow. I feel bad for anyone soliciting player feedback. But...

    A thing I recommended further back came up again. About elemental resistances being so small as to be unnoticeable. That is a way to enhance overland difficultly. Bump up thematic resistances to 100%. And maybe even delve and world bosses get healed by using the wrong element.

    I have a 100% fire mage build, and I was in High Isle closing the volcanic vents, and I hardly noticed whatever fire damage resistance those creatures have. Really, my toon's attacks should have been a wet noodle to all the beasts involved. Or worse, my toon's fire attacks should have been a light refresher for them. Instead, I was fire whipping flame atronachs in the same number of hits as anything else of similar health. Ot at least is sure seemed like it.

    Oh I wish they went back on it at least for the overland rework if not base game. I see why they went with the change back then but small things like that are what makes the experience heavily diminished in the end. One closed door there, one non existent lore here, one less complexity layer less and we have what we have now.
  • alpha_synuclein
    alpha_synuclein
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    spartaxoxo wrote: »
    Fun Fact: Enemies did used to have various elemental resistances and elemental weaknesses! This was removed with Summerset.
    Monsters & NPCs
    Monsters are no longer vulnerable to elements.
    They will not proc Explosion, Disintegration, Deep Freeze, Pestilence, or Venom due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
    Likewise, monsters no longer have resistance values reduced against damage dealt by these elements.
    Monsters are no longer resistant to elements.
    They can now proc Burning, Concussion, Chill, Diseased, or Poison due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
    Likewise, monsters no longer have resistance values raised against damage dealt by these elements.
    Monsters that dodge roll no longer always move in the same direction.
    Injured soldiers in Eagle’s Strand can no longer be attacked.
    Attacking or killing a critter no longer takes you into combat.
    Skavenger critters will no longer grant Ultimate.

    https://forums.elderscrollsonline.com/en/discussion/comment/5145975#Comment_5145975

    It's been so many years that I no longer remember why. I think, if I am remembering correctly, it was because they wanted people to be able to play anything they wanted in content. So, as an example, they didn't want Magicka Dragon Knights to be at a disadvantage in content with a lot of fire monsters. But, I could be remembering that wrong because it's been a very long time.

    With subclassing in place maybe we could have that back? The disadvantage argument is not valid anymore and it would be an interesting refresher to have enemies actually interacting with builds.
  • ESO_player123
    ESO_player123
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    spartaxoxo wrote: »
    Fun Fact: Enemies did used to have various elemental resistances and elemental weaknesses! This was removed with Summerset.
    Monsters & NPCs
    Monsters are no longer vulnerable to elements.
    They will not proc Explosion, Disintegration, Deep Freeze, Pestilence, or Venom due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
    Likewise, monsters no longer have resistance values reduced against damage dealt by these elements.
    Monsters are no longer resistant to elements.
    They can now proc Burning, Concussion, Chill, Diseased, or Poison due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
    Likewise, monsters no longer have resistance values raised against damage dealt by these elements.
    Monsters that dodge roll no longer always move in the same direction.
    Injured soldiers in Eagle’s Strand can no longer be attacked.
    Attacking or killing a critter no longer takes you into combat.
    Skavenger critters will no longer grant Ultimate.

    https://forums.elderscrollsonline.com/en/discussion/comment/5145975#Comment_5145975

    It's been so many years that I no longer remember why. I think, if I am remembering correctly, it was because they wanted people to be able to play anything they wanted in content. So, as an example, they didn't want Magicka Dragon Knights to be at a disadvantage in content with a lot of fire monsters. But, I could be remembering that wrong because it's been a very long time.

    With subclassing in place maybe we could have that back? The disadvantage argument is not valid anymore and it would be an interesting refresher to have enemies actually interacting with builds.

    While it could be interesting, I would not want to haul several sets of equipment just to traverse the zone and do several activities one after another.
  • shadoza
    shadoza
    ✭✭✭✭
    spartaxoxo wrote: »
    Fun Fact: Enemies did used to have various elemental resistances and elemental weaknesses! This was removed with Summerset.
    Monsters & NPCs
    Monsters are no longer vulnerable to elements.
    They will not proc Explosion, Disintegration, Deep Freeze, Pestilence, or Venom due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
    Likewise, monsters no longer have resistance values reduced against damage dealt by these elements.
    Monsters are no longer resistant to elements.
    They can now proc Burning, Concussion, Chill, Diseased, or Poison due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
    Likewise, monsters no longer have resistance values raised against damage dealt by these elements.
    Monsters that dodge roll no longer always move in the same direction.
    Injured soldiers in Eagle’s Strand can no longer be attacked.
    Attacking or killing a critter no longer takes you into combat.
    Skavenger critters will no longer grant Ultimate.

    https://forums.elderscrollsonline.com/en/discussion/comment/5145975#Comment_5145975

    It's been so many years that I no longer remember why. I think, if I am remembering correctly, it was because they wanted people to be able to play anything they wanted in content. So, as an example, they didn't want Magicka Dragon Knights to be at a disadvantage in content with a lot of fire monsters. But, I could be remembering that wrong because it's been a very long time.

    With subclassing in place maybe we could have that back? The disadvantage argument is not valid anymore and it would be an interesting refresher to have enemies actually interacting with builds.

    The disadvantage is valid. I believe most players will not want to carry three weapons on their person. Most (monsters are already immune to poison so it little sense to put it one a class attack. The disadvantage is not only still valid, it still exists.
  • Tariq9898
    Tariq9898
    ✭✭✭✭
    spartaxoxo wrote: »
    Fun Fact: Enemies did used to have various elemental resistances and elemental weaknesses! This was removed with Summerset.
    Monsters & NPCs
    Monsters are no longer vulnerable to elements.
    They will not proc Explosion, Disintegration, Deep Freeze, Pestilence, or Venom due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
    Likewise, monsters no longer have resistance values reduced against damage dealt by these elements.
    Monsters are no longer resistant to elements.
    They can now proc Burning, Concussion, Chill, Diseased, or Poison due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
    Likewise, monsters no longer have resistance values raised against damage dealt by these elements.
    Monsters that dodge roll no longer always move in the same direction.
    Injured soldiers in Eagle’s Strand can no longer be attacked.
    Attacking or killing a critter no longer takes you into combat.
    Skavenger critters will no longer grant Ultimate.

    https://forums.elderscrollsonline.com/en/discussion/comment/5145975#Comment_5145975

    It's been so many years that I no longer remember why. I think, if I am remembering correctly, it was because they wanted people to be able to play anything they wanted in content. So, as an example, they didn't want Magicka Dragon Knights to be at a disadvantage in content with a lot of fire monsters. But, I could be remembering that wrong because it's been a very long time.

    With subclassing in place maybe we could have that back? The disadvantage argument is not valid anymore and it would be an interesting refresher to have enemies actually interacting with builds.

    To add what others have said, this would put pure class at an even further disadvantage. I’d rather ZOS balance pure and subclassing, making pure close to/on par with subclassing builds. Not everyone wants to subclass and it has caused a lot of gatekeeping in group content, but that’s a separate topic.
  • shadoza
    shadoza
    ✭✭✭✭
    Tariq9898 wrote: »
    spartaxoxo wrote: »
    Fun Fact: Enemies did used to have various elemental resistances and elemental weaknesses! This was removed with Summerset.
    Monsters & NPCs
    Monsters are no longer vulnerable to elements.
    They will not proc Explosion, Disintegration, Deep Freeze, Pestilence, or Venom due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
    Likewise, monsters no longer have resistance values reduced against damage dealt by these elements.
    Monsters are no longer resistant to elements.
    They can now proc Burning, Concussion, Chill, Diseased, or Poison due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
    Likewise, monsters no longer have resistance values raised against damage dealt by these elements.
    Monsters that dodge roll no longer always move in the same direction.
    Injured soldiers in Eagle’s Strand can no longer be attacked.
    Attacking or killing a critter no longer takes you into combat.
    Skavenger critters will no longer grant Ultimate.

    https://forums.elderscrollsonline.com/en/discussion/comment/5145975#Comment_5145975

    It's been so many years that I no longer remember why. I think, if I am remembering correctly, it was because they wanted people to be able to play anything they wanted in content. So, as an example, they didn't want Magicka Dragon Knights to be at a disadvantage in content with a lot of fire monsters. But, I could be remembering that wrong because it's been a very long time.

    With subclassing in place maybe we could have that back? The disadvantage argument is not valid anymore and it would be an interesting refresher to have enemies actually interacting with builds.

    To add what others have said, this would put pure class at an even further disadvantage. I’d rather ZOS balance pure and subclassing, making pure close to/on par with subclassing builds. Not everyone wants to subclass and it has caused a lot of gatekeeping in group content, but that’s a separate topic.

    This topic is overland feedback, so I think gatekeeping in group content is appropriate as there are group events in overland.
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    shadoza wrote: »
    Tariq9898 wrote: »
    spartaxoxo wrote: »
    Fun Fact: Enemies did used to have various elemental resistances and elemental weaknesses! This was removed with Summerset.
    Monsters & NPCs
    Monsters are no longer vulnerable to elements.
    They will not proc Explosion, Disintegration, Deep Freeze, Pestilence, or Venom due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
    Likewise, monsters no longer have resistance values reduced against damage dealt by these elements.
    Monsters are no longer resistant to elements.
    They can now proc Burning, Concussion, Chill, Diseased, or Poison due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
    Likewise, monsters no longer have resistance values raised against damage dealt by these elements.
    Monsters that dodge roll no longer always move in the same direction.
    Injured soldiers in Eagle’s Strand can no longer be attacked.
    Attacking or killing a critter no longer takes you into combat.
    Skavenger critters will no longer grant Ultimate.

    https://forums.elderscrollsonline.com/en/discussion/comment/5145975#Comment_5145975

    It's been so many years that I no longer remember why. I think, if I am remembering correctly, it was because they wanted people to be able to play anything they wanted in content. So, as an example, they didn't want Magicka Dragon Knights to be at a disadvantage in content with a lot of fire monsters. But, I could be remembering that wrong because it's been a very long time.

    With subclassing in place maybe we could have that back? The disadvantage argument is not valid anymore and it would be an interesting refresher to have enemies actually interacting with builds.

    To add what others have said, this would put pure class at an even further disadvantage. I’d rather ZOS balance pure and subclassing, making pure close to/on par with subclassing builds. Not everyone wants to subclass and it has caused a lot of gatekeeping in group content, but that’s a separate topic.

    This topic is overland feedback, so I think gatekeeping in group content is appropriate as there are group events in overland.

    It's almost impossible to gatekeep overland group events. Players have almost no influence over who attacks the world bosses/events. The only things is socialization e.g. please don't help I want to see if I can solo it. Or not inviting someone to a Bastian Nymic because for some reason they decided to make those private instances. Only the latter can be considered a form of gatekeeping.
    Edited by spartaxoxo on November 11, 2025 2:00AM
  • ESO_player123
    ESO_player123
    ✭✭✭✭✭
    ✭✭
    shadoza wrote: »
    Tariq9898 wrote: »
    spartaxoxo wrote: »
    Fun Fact: Enemies did used to have various elemental resistances and elemental weaknesses! This was removed with Summerset.
    Monsters & NPCs
    Monsters are no longer vulnerable to elements.
    They will not proc Explosion, Disintegration, Deep Freeze, Pestilence, or Venom due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
    Likewise, monsters no longer have resistance values reduced against damage dealt by these elements.
    Monsters are no longer resistant to elements.
    They can now proc Burning, Concussion, Chill, Diseased, or Poison due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
    Likewise, monsters no longer have resistance values raised against damage dealt by these elements.
    Monsters that dodge roll no longer always move in the same direction.
    Injured soldiers in Eagle’s Strand can no longer be attacked.
    Attacking or killing a critter no longer takes you into combat.
    Skavenger critters will no longer grant Ultimate.

    https://forums.elderscrollsonline.com/en/discussion/comment/5145975#Comment_5145975

    It's been so many years that I no longer remember why. I think, if I am remembering correctly, it was because they wanted people to be able to play anything they wanted in content. So, as an example, they didn't want Magicka Dragon Knights to be at a disadvantage in content with a lot of fire monsters. But, I could be remembering that wrong because it's been a very long time.

    With subclassing in place maybe we could have that back? The disadvantage argument is not valid anymore and it would be an interesting refresher to have enemies actually interacting with builds.

    To add what others have said, this would put pure class at an even further disadvantage. I’d rather ZOS balance pure and subclassing, making pure close to/on par with subclassing builds. Not everyone wants to subclass and it has caused a lot of gatekeeping in group content, but that’s a separate topic.

    This topic is overland feedback, so I think gatekeeping in group content is appropriate as there are group events in overland.

    No one gatekeeps anyone in overland. The gatekeeping that the poster above was talking about (not accepting into groups) happens in end-game content (vet trials, HM dungeons and such).
    Edited by ESO_player123 on November 11, 2025 1:52AM
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