What would a "seasonal" version of ESO be like.
Some examples of Seasons in Games is League of legends had a season that changed the maps according to theme of the season
Another example is how Seasons operate in Diablo 4 and Path of Exile 2. The way seasons work in Diablo-like ARPGs is basically the "base/core" game still exist, but a season will come out to add a seasonal mechanic to have the game feel fresh and at the end of the season this mechanic will retire to retain power creep and some really beloved seasonal mechanics will actually join the base game in a "
balanced" form.
So let's try to brainstorm an Elder Scrolls Online Season. First, I think it's important that a season becomes a quarterly thing similar to POE 2, to give it a LONG window for people to enjoy but not overstay its welcome by being like half the year.
Season of the Dawnguard (Optional Seasonal Characters)
The Dawnguard wage a renewed war against an evolving strain of vampirism born from Molag Bal’s forgotten covenants. This isn’t just a resurgence—it’s a mutation, forcing mortals and vampires alike to adapt.
The season explores light vs corruption, hunter vs hunted, and moral choices without forcing players into vampirism.
- Players can create a Seasonal Character
- Seasonal characters:
- Start fresh at level 1
- Have access to season-exclusive systems, skills, and rewards
- Convert to normal characters at season end
- Non-seasonal characters can still play the story, but won’t access the seasonal mechanics
Core Seasonal Mechanic
Players collect dawn guard relics reminiscent of famous Dawnguard operatives of the pass.
These relics they can equip 3 at a time and they simply will help them aid vs the new vampire enemies (making undead explode with light magic, Dodging creates blinding flare, light attacks burn enemies, Bosses can be light marked and this helps your allies deal more damage) basically subtle ideas but you get the picture.
Seasonal Activity
Dawnguard mapping, you can pick a zone and like in POE2 fashion you are meant to play the "zone" like the base version but it is full of these new vampire enemies and the modifiers like Vampires gaining new abilities, Sunless zones that give vampires permanent health regain( you will need heal cut or simply displacements to move them out of dark spots), Enemies resistant to normal attacks but weak to "Holy attacks"(seasonal relics can convert some of your iconic spells to Holy damage)
The ascended Vampires are also on the map but patrol the whole zone aggressively, will hunt for the players, new abilities weekly and simply being a more engaging type of enemy.
Temporary skill line
Just giving a dawnguard skill line that you will level through the season and simply give you a good grounding to tackle the vampire enemies.
Cyrodil twist
Players load into a version of Cyrodil where they can play for The Dawnguard, Werewolves or Vampires. These loadouts have unique abilities exclusive to PVP letting people really get some unique PVP experience. (Maybe making Vampires stronger solo but needing health to drain, Werewolves better in a pack and Dawnguard the middle ground) Vampire players are more spread out so requires more individual skill but not blowing up groups simply harder to kill but needs to trip up people to kill them since its damage is more based around sudden surges of damage.
Put some big seasonal boss in a dungeon with a seasonal version of that dungeon you can play.
This is obviously just a rough example of how I think ESO could tackle seasons but it has a lot of potential if done right and can really take advantage of the whole world on top of giving us a twist on Cyrodil.