I’ve been playing The Elder Scrolls Online on and off for about 10 years, and just came back after a couple years break.
First thing I log into? Jester’s Festival. Fair enough — some things don’t change.
Unfortunately, neither do the underlying problems.
1) Inventory management is still the dominant gameplay loop
Within the first session:
Characters full
Bank full
Constant item triage
This isn’t a minor annoyance — it’s the main activity.
The craft bag removes the problem instantly, which makes the intent obvious:
friction is being used as a monetisation lever
For a returning player, this is a terrible re-entry experience. Before I can even enjoy the game, I’m being funneled into a subscription just to make it playable.
2) “Competitive” PvP still isn’t competitive
Tried Battlegrounds.
4v4 is great rather than the bizarre nonsensical 3 teams.
Sets are still enabled. That alone invalidates any serious competitive claim.
Gear advantage > skill expression
Proc effects muddy outcomes
Balance becomes inherently unstable
For context, I went roughly 9–0 in a match — so this isn’t frustration talking. If anything, it highlights the problem: performance doesn’t even feel meaningful.
A competitive mode without standardisation is just PvE builds colliding.
3) More systems, more clutter, same underlying issue
Coming back in, there are even more reward tracks, currencies, and progression layers.
None of this improves the experience. It just adds cognitive load.
It feels like:
systems are being added faster than they’re being refined
The result is a game that’s harder to re-enter and less intuitive than it should be after this many years.
4) PvE and PvP are still being forced into the same design space
Min-maxing gear is great for PvE — that’s where it belongs.
Trying to carry that into PvP continues to create:
artificial power gaps
unclear skill signals
constant balance churn
These should have been separated years ago.
Closing
This isn’t a new-player complaint — it’s a long-term player returning and seeing the same structural problems still front and centre.
Inventory friction still dominates early experience
Monetisation still bleeds into core systems
Competitive PvP still lacks actual competitive integrity
Systems continue to stack instead of simplify
There’s clearly a strong foundation here — that’s why people keep coming back.
But right now, it feels like the game is optimised more for retention mechanics and monetisation than for clean, playable design.