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Overland Content Feedback Thread

  • ESO_player123
    ESO_player123
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    spartaxoxo wrote: »
    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.

    I think we can safely say that Bastion Nymic is not truly overland content regardless of how many times ZoS may say that it is.
  • spartaxoxo
    spartaxoxo
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    spartaxoxo wrote: »
    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.

    I think we can safely say that Bastion Nymic is not truly overland content regardless of how many times ZoS may say that it is.

    Honestly, I do feel the same. But, I'm trying to at least be fair to the idea that some people may have felt gatekept from overland content. It's just the only real scenario I could think of where someone could be purposefully excluded from something labeled overland content. IDK how it would even work otherwise.
    Edited by spartaxoxo on November 11, 2025 4:43AM
  • colossalvoids
    colossalvoids
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    spartaxoxo wrote: »
    spartaxoxo wrote: »
    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.

    I think we can safely say that Bastion Nymic is not truly overland content regardless of how many times ZoS may say that it is.

    Honestly, I do feel the same. But, I'm trying to at least be fair to the idea that some people may have felt gatekept from overland content. It's just the only real scenario I could think of where someone could be purposefully excluded from something labeled overland content. IDK how it would even work otherwise.

    Would imagine that disrupting/ive experience is what a lot of people do call gatekeeping no matter if that's the right term or not, same as in a group setting. At least coming from what the person had written previously, if I'm not mistaken, that's the case. One of the reasons people advocate for better instancing.
  • 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.

    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.

    With scribing being open to everyone we can have skills that do any type of damage imaginable. No need to subclass or haul tons of gear.
  • alpha_synuclein
    alpha_synuclein
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    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.

    shadoza 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.

    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.

    I'm one of the players who don't like to subclass. But there is a difference between not wanting to do something and not being able to. It's not the games fault that you choose things that put you in a disadvantage, while you have other options available.
  • Tariq9898
    Tariq9898
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    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.

    shadoza 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.

    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.

    I'm one of the players who don't like to subclass. But there is a difference between not wanting to do something and not being able to. It's not the games fault that you choose things that put you in a disadvantage, while you have other options available.

    If they can find a way to balance pure class into this, then sure 🤷🏻‍♂️. In the meantime, ZOS struggles to balance even the basics. I personally think it’s unwise to make further demands that would potentially complicate a system that’s already a mess. Just my two cents.

    For the record, I’ve been subclassing and I very much enjoy it now. But I’m speaking for those who are vehemently against it. The last thing I want is to potentially force players into a system they didn’t ask for.
    Edited by Tariq9898 on November 11, 2025 12:47PM
  • alpha_synuclein
    alpha_synuclein
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    Tariq9898 wrote: »
    If they can find a way to balance pure class into this, then sure 🤷🏻‍♂️. In the meantime, ZOS struggles to balance even the basics.

    Indeed. And it's getting even worse with time.
    Tariq9898 wrote: »
    I personally think it’s unwise to make further demands that would potentially complicate a system that’s already a mess. Just my two cents.

    It was a suggestion more than a demand.
    Anyway, I don't believe that this could actually happen.

    /offtopic mode off xd
  • Franchise408
    Franchise408
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    shadoza wrote: »
    shadoza wrote: »
    Other players are not interfering with YOUR experience. They are interfering with mine.

    A player questing or running through delves or public dungeons is just playing as intended. A player may prefer to not see other players when they play but that is a not how MMOs work. I don't want to see this game turned into a single player game.

    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.

    "The bad behavior makes every game day feel like black Friday.
    • 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.
    • Just doing the quests there were players that ran pass me and 1-hit what I was fighting. Why? Right here in these threads, I am told that players are farming, they have a right to farm, the game encourages farming . . . What about my 'right' to play the game I paid for? That seems to amount to nothing compared to those who want to farm.
    • Went into a dungeon to complete a quest. The dungeon was empty. Nothing to kill. I needed to collect items from the foes in the dungeon but had to wait for them to spawn. When the first foe spawned, it was a group of three. I started fighting. A CP 2700 jumped in with a AOE and all three were done. I got nothing. The dungeon took three times as long as it should have because two CP level players were making a circuit through the dungeon killing everything without even stopping. They were farming for leads.

    As I stated, I just want to enjoy the game again. Farming players are an issue for those not playing that economy game because too many of those that are farming are disrespectful of other players. Not addressing these issues will lead to players who came for the story and questing to leave."

    MMO things happening in an MMO? Inconceivable
  • shadoza
    shadoza
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    shadoza wrote: »
    shadoza wrote: »
    Other players are not interfering with YOUR experience. They are interfering with mine.

    A player questing or running through delves or public dungeons is just playing as intended. A player may prefer to not see other players when they play but that is a not how MMOs work. I don't want to see this game turned into a single player game.

    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.

    "The bad behavior makes every game day feel like black Friday.
    • 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.
    • Just doing the quests there were players that ran pass me and 1-hit what I was fighting. Why? Right here in these threads, I am told that players are farming, they have a right to farm, the game encourages farming . . . What about my 'right' to play the game I paid for? That seems to amount to nothing compared to those who want to farm.
    • Went into a dungeon to complete a quest. The dungeon was empty. Nothing to kill. I needed to collect items from the foes in the dungeon but had to wait for them to spawn. When the first foe spawned, it was a group of three. I started fighting. A CP 2700 jumped in with a AOE and all three were done. I got nothing. The dungeon took three times as long as it should have because two CP level players were making a circuit through the dungeon killing everything without even stopping. They were farming for leads.

    As I stated, I just want to enjoy the game again. Farming players are an issue for those not playing that economy game because too many of those that are farming are disrespectful of other players. Not addressing these issues will lead to players who came for the story and questing to leave."

    MMO things happening in an MMO? Inconceivable

    Your comment makes me wonder if you had nothing else to do this day. We can say that it was ill-conceived.

    This day, a collection of lower level players (around level 1000 +/- 100s) were told to find a new playground until the event was over because a guild group of 12 owned the Clockwork City WB rights. Some of lower level players did leave the area, some did not leave, some continue to play a game they want to enjoy . . . until they realized that in the presence of 12 high level players dressed in group dungeon gear in the overland, they received zero award. I knew the situation came to this point when the chat lit up with confused questions of whys and what is happenings. Comments were exchanged and words like, this is not fair to low level players, this is wrong, what's the point . . . then a few other words that shouldn't be repeated.
    In your world, this kind of aggression might feel like a normal environment; however, in the very real world behind the game, it is the kind of aggression that encourages, if not forces, new players out the door. MMOs cannot be sustained by farming end-gamers.

    Anyone can explain away or drop excuses for bad behavior in a MMO (this is a MMO not a Co-Op) but at the end of the game, the Hoarding guild mates spawn-camping the WB will have no one to sell to. Then, they, too, will leave. I have experienced the bitter ending of two MMOs that were built around bad-behaving groups. I see what is coming even if no one else chooses to look. I like this game. If I didn't, I would have ran off years ago never to return.

    I feel confident that there will be more hate-filled, ill-conceived responses; review them, perhaps try to understand where the aggression comes from and what it is really aimed at.
  • spartaxoxo
    spartaxoxo
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    The problem with only the top 12 DPS getting loot is not a problem with the players. It's a problem with the world boss design.

    A guild should be able to hang out and kill an event boss together.

    ETA

    If they need that limit the majority of the time as an anti-bot measure, they could at least have event versions of the bosses with more HP and no loot limit so that the bosses can actually handle the number of players attacking them. You usually won't get 12 people attacking the boss repeatedly outside of events. But during events you can easily get significantly more than 12. This makes it difficult for many players to claim loot or even get event quest credit for tagging it since they die so fast.
    Edited by spartaxoxo on November 25, 2025 4:10AM
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