One final point that I’m kicking myself for forgetting to talk about is based around the current meta comp. I really feel classes needs skills or passives that require them to be used as a dps spec in raid. Some sort of actual relevant unique buff that only that class provides. Having 6/8 dds be any one class (whether it’s Arc, Cro, DK, whatever) is just not healthy for getting new players who chose the wrong class into raiding.
Idk, although it would be nice of course, it's really not necessary for getting people interested in raiding. You're pretty free to come on whatever class you want until very late into the game, it only kinda starts to matter for planesbreaker and onwards imo and if you've been raiding long enough to get to that point you 100% have and are able to play multiple classes.
@@eco_2128 I don't know about other platforms, but Xbox NA is toxic enough that if you don't play an arcanist you better be on a support or buff b**** if you want a roster spot even in the mid-game. Good luck finding any guilds except social ones that will allow other classes, and let's face it... those guilds get a gryphon at 85% in SotN. You could stack 8 stamdens on Yandir and gryphon skip with competent players. Once you even get to doing hardmodes with groups that are actually capable of completing the content, you will be required to run an arc. That is well before the actual end-game.
best said, at least if ZOS won't buff magblade at least give a reason for it to be in group comps rather than being a completely dead spec until this patch (still with rare usage this patch)
@@eco_2128 problem with this is that most people are not even solid in one class or put the time , effort and reps to perfect even one class let alone be able to perfect multiple classes
the biggest problem by far with this game are the technical issues. constant disconnects and errors stalling raids and proggression, the game breaking bugs causing wipes such as synergies not working in cloudrest, desynced lines on xoryn, 2 reef gaurdians going to the same heart and causing a wipe, the circle in castle thorn not appearing for someone (i could go on for hours) and thats not even to mention the bugs that essentially became mechanics that players at this point just accept like dsr twins transparent teleport orbs/weapon waves, invisible blood pools on bottom floor falg hm, synergies in reefhearts & cloudrest portals requiring u to do dumb stuff like run away and go back to get the synergy to appear, bahsei getting stuck where most teams just have the ot taunt first to avoid it (again could go on for hours). its just tiring for most people and personally i never recommend this game to anyone ik because of those things. when the game works its one of the best / most fun games that ive ever played. the combat is super engaging rewarding high cpm and reaction/dynamic gameplay and rewarding higher skilled players and the ones that put the time and effort into getting better are all things that i absolutely love but are just overshadowed by the constant technical issues. frankly alot of people are just tired of it all. what they really need to do is just focus on fixing these issues or the game will just continue to die. personally i think these are WAY more important than any balancing/content/anything else if they fix the technical issues this game would be in a tremendously better state. my thoughts atleast.
I think it’s also easy to notice all these bugs with the current style of endgame. If you spend 100s of hours on any one boss fight in any mmo you’ll find these bugs. Another reason in my opinion trifectas need to go away. Chasing perfection gets exhausting
@@eigh1puppies will piggyback on this while the bugs and servers , tech issues have been getting worse and worse as endgamers we adapt to this and if we are several hours in any content we adapt and overcome this !! keep in mind im not saying that tech issues are not a problem yes they are but that should not be an excuse to clear any content as endgamers the highest level gamer of the game :)
Yeah could go for hours about the bugs, can list a few off the top of my head and just from my recent DM prog experience - ofc the barswap, then the invisible poison and - my favorite - invisible meteor on you after you finish the last boss portal and you don't get the visual cue it until the very moment it actually lands ❤ kaboom
Yes sir, you are right. I now does not have too much passion to go to where the hammer is in Cyrodiil, because i will booted from server. when a insanely huge zerg is coming to your keep, you rush to it, and kicked out from server. it is so frustrating, especially on weekend. My last weekend is the same. queue for 29, wait for 15 minute, enter cyro at the right moment my trikeep is attacked, then when i enter through side door boom, booted from server. waited for 10 minute to log back again, then back to queue 29 again. when i enter the keep is gone. total "playing" time is = 15 minute queue + 5 minute playing + 10 minute back to login + 15 minute queue. this is why i rather play solo on weekend in cyrodiil, and get my silly ass whopped many times. I dont know who i should afraid more - the boot from server or having 3 muscular DK whopped my ass because i play solo
Yeah it was kind of nice having different zones be different levels like how it was before one tamriel. Overland is so easy now, u dont even need to think. You are forced to go into delves, public dungeons, and world bosses not because it is difficult and the achievement is worth striving for, but they make you go in them as busy work to get a mythic or farming scribes. I have probably 10k hours collectively on this game across xbox and pc, and I haven't touched maybe around 80% of the game because it is pointless and not fun. They need to focus on the 10% more, or get closer to it. Not just keep adding useless delves and whatnot.
@@gangstah1x232 Just make a difficulty setting that nerfs us so we take more damage and hit like a noodle. Then we can use the same gear, rotation and playstyle and still get some enjoyment out of questing. You can even pair up with some newbies and you'll be about equal in strength, them playing at normal mode and you on hardcore.
It's undeniably falling off hard. This Saturday afternoon, on PCNA, Cyrodiil had one bar each. Builds are not shared and PvP in general has become a game where it's more important to build to not die and run away, over fighting. In short, it's frustrating and boring. End game raiding, even pugging, people are asking for link clears. It's not a welcoming environment. It's highly gatekept with less and less willing to teach.. It's really not a big mystery. It's just not fun, in either aspect. Add in the constant nerfs by the devs and you fear updates instead of looking forward to them.
I feel that. I am on xbox and ps. On xbox many guilds won't even accept my TH-cam povs and strictly want dvr. There are things as a community we can change too
@@ChibiCosmos Yeah, we as players are just as much at fault here. Easy to blame devs, but how we players interact with the community, from gatekeeping to looking for every exploit, is just as much to blame. In both PvP and PvE. The game needs to return to the fun power fantasy, not spread sheet balancing.
This is why trials for me stopped being fun. I had fun with randoms. Then they ruined Craglorn, that was RANDOM ZONE with 'link clear' demands that .. let me just say it straight: You have failed to find 12 trusted people for your trial in your own elitist guild. So you turn to Craglorn - the RANDOM zone. I am sorry but since you failed at your gatekept guild to fill your group, then you should drop the damanding like 'link clear' as you don't ask tryhards here. You ask randoms. And randoms don't belong to tryhard guilds to always have this specific clear. In fact many are there to get clears first time. And then ZOS added nail in the coffin with group finder. Now Craglorn is barely alive.
My biggest gripe is how alt unfriendly it is. Little things like wayshrines being account wide or unlocking companions for your whole account instead of having to do the quest every single damn time to unlock... Guild skill lines being shared would be amazing, or maybe even some way of getting an exp bonus/multiplier on your 2nd/3rd etc char.
The guild skill lines is so real. I do not wanna keep leveling fighters guild on my other characters. Running delves or around the map closing breaches or collecting lore books none of that is fun
Been said but separate pvp from pve. Both aspects seem to have a few sets that are used, without much crossover. Mention because it seems so many great skills or sets are nerfed due to an issue on one side not present in the other. Biggest issue over 10 years by far for me. Hate getting excited for something to then get it ripped away or ruin why I might have purchased content. Second, skins always motivated me, seems players agree, yet it's only in crown store now not a reward for completing content.
THIS. So much this. Im exhausted by having classes or skills nerfed or changed in a way that makes them unusable to suit either PvE or PvP. How many decades will it take for Zos to hear us on this? It only irritates BOTH player bases.
Yeah ZOS ruined my fun of making dumb builds and figuring out how to play them. What's the point of doing that, when due to mostly 'pvp demands' my build and gamestyle will be nuked to 'balance' pvp for billionth time ... ZOS just doesn't respect my time and effort.
Thank you for putting this out! I think what you and a few others have done/do for the community make big impacts. Your Lucent runs have been talked about on Xbox N.A. and EU. Players crossed platforms for a chance to run with an end gamer and content creator. Having information about opportunities like this included in the intro screens would be great. Highlighting community involvement and opportunities. The same worn out events could really use changes. Doing the same thing year after year with the same rewards is boring and lacks any challenge. (Even with small additions like we had with the most recent witch’s festival.)
What I liked about ESO before (launch to like Morrowind era) was how things were more focused on mechanics, than damage. I don't like how ESO now is all about your damage output, not your actual skills. Yes, you can argue that animation cancel and light attack weaving is a skill-- definitely is. But what I am talking about is, most PvE guilds now want you to have x amount of DPS, before they even consider training you. And the reason for that is because they want to be able to skip mechanics. Was not like this before back during Craglorn days. If you had like 20k dps, you're considered a top DPS. Healers and tanks were more important before. Actually doing mechanics was important before. And this was the time when you can group only with people on the same alliance as you and after the 72nd death, you have to redo the instance. It was difficult, but it was more fun, because it gave you incentive to do the content more. Me personally, I just like working with a team who wants to figure out how to complete a content. Also people were more patient before. What has turned me off in end-game PvE now is that when you do a dungeon for example, people will just breeze through content. No ONE bothers to do the content. This is very much apparent in base game dungeons, where someone will just go to the last boss and pull everyone there just so they finish. I think it's stupid. Before, people will actually stop if someone is doing the dungeon for the first time. People will actually teach you mechanics. Now no one even knows how to do FG II the proper way. No one understands it's a range fight. I mean, imagine someone new to the game and wanted to complete the achievements in that dungeon, they can't because someone just wants to speed through the dungeon. I wish ESO had that same community back in 20114-2016. Those were more helpful players. That's what got me into end game PvE.
What if someone is doing the quest and someone is doing speed pull through dungeon, while not being able to do quest boss gets angry and hits hard and enough to one shot. If there is no one doing quest then game on.
This is a well articulated point of view. For a player, who absolutely loves this game and primarily plays only this game but has limited time to play, it's impossible to keep up with leveling new toons and skill lines to compete or just experience a new play style. I have purchased skill lines simply because 8-10 hours per skill line is just not feasible, and that's not financially possible for more than one toon if money is not limitless for a person. Thanks for this perspective.
The community gets small, the further we get in endgame. Probably it would help to insert rewards for teaching, for leading? If there were an official function like "teamlead" that is rewarded with an apex mount or whatever after 6 months?
@@sahinku-8885 I’m not sure how realistic something like this would be though I like the idea, but what I will say is that for most leads, succeeding is motivation enough most of the time. Creating metas that aren’t toxic would help that a lot.
@@eigh1puppies I would agree make different tiers of trial teams make it more competitive and great training development becuz right now endgame so small that you have a mix of tiers who are not ready playing with high lvl simply becuz we have no choice of shortages and this doesnt make a good lvl of play expecially when every player thinks there good in the game so wont get any better and i see it everyday . nothing wrong with making mistakes but reps reps and experience of any content is crucial someone trying to clear on day 1 may sound sweet but probably getting carried becuz they never felt what it is to prog .
Removing the cool down from riding training would be cool. But changing the way we plan our endgame comps needs to happen, I know not every class should be on the same level but putting in hard lock mechs that some classes handle better could be a go to.
I really want to see more mini trials, preferably so we get 1 trial and 1 mini trial each year, i enjoyed day 1 vas and vcr, they were super difficult and vcr still is to a degree and i enjoyed the way depending on your group you could scale up the difficulty.
I think its the same as any game, theres only so much you can keep doing for 10 years. Even to make it to 10 years playing shows how impressive eso really is. But same as anything we will always run outof content faster than the devs can supply content. PS. Its nice to hear you in a stress free enviroment lol
Hybridization definitely cut the lifespan of the game content in half. It effectively cut the number of classes in half and homoginized everything. I think the idea of Hybridization was definitely a cool one the problem is it was so bare bones. This was meant to increase creativity by removing potential limitations in people's specs but in reality it only increased it. Now you just pick the morph that does the most damage. Pick the weapon that does the most damage. Sustain has never been easier. If they Maybe tuned other aspects of co.bat like adjusting skill morphs to be more different like crystal weapon and frags then the skills wouldn't just be identical with the only deciding factor being damage. I sort of liked what they did with stalking blast bones, the two morphs offer two completely different playstlyes and depending on what you wanna do there's a reason to choose one morph over the other but you can't have both. ESO in both pve and pvp just has the same sets and builds on the same classes doing the same thing, assuming the game doesn't break and kick you.
I returned recently and my biggest issue with ESO which already destroys the Fun for me is a combination of lacking Informations and Balance. Every Guide i found is Outdated, or are 3 Min Videos called "Builds" which shows a 3 min Dummy, but dont talk about how its different for actually Content, gives tips and tricks etc etc etc everything is about parsing a dummy nothing more and then we come to reason 2 Balance, a few min earlier i saw a video about the balance changes and what was said? Every Class will be not worth anymore to take in a raid besides arcanist, yea wow how will a new player or returnee enjoy the game and the class he likes when he hears stuff like that. ofc he will drop the game again then
Oh no. the thing players (like myself) have stated over the last 5 years is now so bad that the game is starting to die! Who would have thought? I've gone into depth on how this game is monetized, and how that monetization is both predatory, conflicting with the development of the actual game, and doesn't generate enough revenue for the devs all at the same time. I've gone over class and set balancing. Over stale content. Over and over. What did this get me in the end? Banned from the forums for bait (I've never baited). The devs have their heads buried in the sand. Maybe it's higher ups pressuring them to do it a certain way, maybe it's a company culture thing. But the game hasn't felt fun to me in years, and the devs do nothing but yell into their echo chamber and ban people that try to talk about real change.
@@eigh1puppies it's perfectly fair to be harsh when it comes to constructive criticism. I have no more criticism to give, though. Done that a ton over the years, only for it to fall upon deaf ears.
Tougher overworld. I want Craglorn 2.0. I would be down if they introduced 3 new trials where the Vet wasn't hard but fun. And the HM is significantly harder than just clearing vet. And then a mini trial for winter launch so we have break to work on it. Or if not 3 trials, 6man content. It's hard nowadays to get 12 people to agree on a time. But giving us options of 4 man arenas, IA, Solo and 6 man would mean we could have flexibility when schedules don't align. I think seasonal challenges would be great. Playing pokemon tcgp and I can def see what ur saying. Specific challenges. Like if it says next 2 months, complete Vmol hm under 5 pads with no Major Vulnerability active. Or kill Yohlnakriin on hm while having 3 nightblades in group. It would allow for group comp to spice it up. The reward could be unique recalls, skins, skill styles, furnishings etc. The harder the challenge the better reward
So, I have mixed feelings here. I think class identity is lacking in ESO for sure, but the issue with pre-hydridization was there wasn't really class identity either - it was "resource identity", which is just fundamentally really poor design and bad for the health of the game. When you had two DKs running different weapons/armor so they couldn't benefit from HALF of their class DPS skills, that's just really nonsensical to me. Take whip for example - a fundamental part of the DK's "power fantasy" insofar as Zos designed it. It took how long to get a whip that Stam-centric DKs could actually use? Warden is another good one. In the release trailer we see a Warden using a 2h sword and wielding both animal and ice-themed magic. But once you get in game, you had to pick one, particularly the animal side if you wanted the 2h "power fantasy" and you didn't get to use ice? One half of the fundamental design behind the class itself? I don't know. I think overall, hybridization was very good for the long-term health of ESO. I understand some folks don't like it and there's still some issues with it, but as a total sum game, I think it actually saved ESO in a lot of ways for quite a while. It made classes more viable in the short-term vacuum because they suddenly had access to literally everything in their kit. It damaged the variety of weapon options which is bad, but I personally would much rather have a bland, cookie cutter weapon meta than a class meta that leaves out literally half the classes.
Unlucky for players like myself who just got startet with vet trials- despite of guilds Its hard to find Groups to Even get achievments to play vet Trials more often. Big goals Like Trifectas (also for older, easier trials) Are nearly undoable cause theres noone who wants to do that
In Cyrodiil, where I largely exist about 95% of my time in ESO: have an aspect where a bonus benefit or monster appears and fights with the side that gathers enough mats or completes some other task - it’s like the hammer, but it’s a: dragon or giant or gryphon or undead. Imagine rolling up to a keep with a crazy giant npc fighting for your side for a while. WOW did this for some space and it was fun. Cheers 🍻 (also, flying mounts) and I’m loving the Amazon title New World Aeternum 💗 😊
My input to help invigorate endgame content (not in any particular order): - Integrate trial and dungeon “hard modes” with unique trifecta rewards. This allows for a reason to go back to FG1 other than a random normal. - Dungeon leaderboards (and make them work) - More solo arenas vice two new dungeons a quarter. Maybe do two solo arenas a year with associated leaderboards and rewards. - Less farming for gear or reduce transmute costs - Add in elements from other popular games like souls like boss mechanics and I-frames to keep combat fresh (or other arpg elements. ESO has some of the most engaging combat but they do need to innovate else it feels like more of the same. -
Something that would be nice that WoW does is a lvl token so when you get a new character it instantly puts you to lvl 70 and gives you those points to spend in the trees. I think it would be great thing for those who are having to lvl alts! The vault system in wow is so nice as well during weekly reset to be able to get gear or trade them in for token to buy things! I also think the cap of cp160 should be changed as well it think it needs to be upped to like 320 and the sets would need to be re worked. Also something that wow does that I like for the content is the ilvl if your not a certain ilvl it won’t let you do things which makes you strive to get that push for stuff to get that ilvl higher! That is just my 2 cents thanks for putting this out pups! Much love man!
give something like a fun and challenging monthly trial challenge such as clear vAS with only werewolves and get some special WW skin on clear, heavy armor only trial with special stylepages on clear, crafted set only trial for special crafting station rewards and etc etc
The reason all classes feel the same to play is because of hybridization(daggers + 2h is the go to and maybe staff back bar). I think i speak for most players that when you select a magica class you want to use a staff and not close range weapons. Other issue for me is the constant crashing/dc, which resulted in me getting kicked out of a godslayer prog group, also prevents me from helping friends achieve no deaths for personalities etc
Horse racing. I'm telling you we need horse racing. Grand theft auto kind of element but on horses. Betting. Horse racing to objectives with a short combat and then race off again. Horse racing with obstacles. Horse racing.
Have official in game "betting" 5k gold to enter put in a kitty before the race starts. Or 10k or 100k races. People will come back for that!! Imagine a dozen people racing on every mount available in the game. Be creative! Make adept rider great again!!
My problems with ESO endgame: 1) How poor the performance is, nothing is more discouraging then having the entire raid group getting lag spikes at the exact same time for the same duration of time. If it was one or two people, you could always blame it on shitternet and continue from there, but when it is the entire group, that is an entirely different story. At that point, it has to be server side. 2) How bugs are never fixed for combat, skills, or a trial but are made into a new, sometimes randomized mechanic. For example, when my baby group was progging our first MM, the ice cages would almost always go to a healer/tank before 50%, then 2 healer/tank after. Another one for combat, (before anyone knew it was a thing) if you barswapped in portals, you would be stuck on that bar until you could leave instance. Then the final one for skills, our ec cro could not proc ec using mystic siphon for a long time, that along with the blast bones not jumping a target. The work arounds are incredibly tedious and time consuming especially if progging a trifecta. The worst part is being on console so you never know until you look it up or ask someone who can. 3) I dont know how it is for other roles, but on dps at least, it is very boring playing the same classes. For the longest time it was 1 ec cro, 1 zenkosh, 6 arcs. More recently groups have been adding maybe 1 mk sorc or 1 plar. (Save us next patch) Arc is so boring to play its insane. Only reason to have so many of them is for cleave, I miss the days where there were more classes you could play on, different skills to use, different weapons and specs, etc. The list goes on and on, but it seems like those days have passed. The only thing keeping me interested in this game is playing non arc dps, and finishing getting all my trifectas on off roles. 4) I am surprised that this one was not mentioned but I would also say some people in the endgame community are shady as hell. (some doing really sus/borderline illegal things) I used to be on a team where the raidlead was getting nudes from a girl so she could stay on the team. Apparently she did this because he threatened to replace her if she did not. The second I learned about that, I left. Once you have been around for years like me, you learn and know more lore about certain names. There are multiple teams that have done/are still doing that or sus shit thats even worse and its honestly terrible. The only advice I can give to anyone trying to get into endgame is be conscious of who you are surrounding yourself with. Also know that not everyone is that way and try to find people that are normal. I can not think of any more atm, but there's my two cents
Well done! Been playing since 2015 and I've thought so much about a ton of the things you've mentioned. There's so many things they can do to improve the situation.
I think your observation that other than Arc all of the classes play the same is spot on. Class sets did look like a great opportunity for ESO to change this, but sadly all of them other than Corpsebuster are either too weak or got nerfed just as people started to use them (Pyrebrand). The class concept could also be extended to scribing with some strong and really different class-specific skills
I think they should add sets that only work on a single class and will either change how some of those classes work or have some kind of synergy with that class. An example would be with a templar 5 piece set it would change Radial Sweep ultimate to a phalanx shield and spear giving you a damage mitigation/damage shield while changing your heavy/light attacks. If they want to take it a step further make a quest line and a mini dungeon that must be completed either solo or duo to get the Armour pieces. This gives a rng farmability factor to some potential good end game armour
Why i don't play much anymore, eso isn't viable option to play unless you basically have a group of 12 raidleads. There's no endgame community, very little people who are capable of teaching. I'm a support main, the biggest reason I don't play anymore is the lack of player skill endgame. Zos needs to make significantly life changes to the game.
I have been playing this game for several years now basically full time, but I still have no trifectas, and my hard mode DLC dungeons pithka record still has lots of holes in it. I have completed all base dungeons on hm and all trials on vet. I play both pve and pvp; I think I'm a pretty typical player. You make some good points, but what I see as a failure is the lack of good teachers for end game content. This is compounded by the fact that really good end game players pretty much just want to play with other really good end game players, not with people who want to learn and have fun. I'd love to be in a trial with Skinny Cheeks or Xynode, or event Eigh 1 puppies just for the experience of learning. Not going to happen. So I would support anything that gives people incentives to stay in game and teach others in a patient and considerate manner I also agree that class identity is basically non existent now. I used to be able to bring my warden to trials, but now, trials consist of mainly arcanists with a few exceptions. My warden is shelved as arcanists can bring brittle. However, I'll still continue to play ESO because my friends are here and I still have things in game to do.
i'm sorry to tell you this mate, but as an old readleader, i can say some people dont want to learn, or even go for some decent gear, but want to come to hard content, so i dont think its gonna work. Even explaining mech for some pugs who dont know what they are doing, "you talk to much", they feel like wipe 50times on a boss is try hard, so its a no for me.
You hit on so much, I lost two on my team over azureblight. I have always said the gap between normal/vet/hm is huge and it’s difficult for us to bring new end game trail players into the fold because the skill level required to close that gap and they feel over whelmed unless they are die hard. I love this game and the fact that even the old trails are relevant and it doesn’t get old because of the variety. But the rewards as you said could be improved.
A role-playing focus feature would be nice, especially for casual players; make a random player a Boss, a few randoms as his lackeys, in one of the many dungeons. As a handful of players to start at the beginning of the dungeon.
my biggest thing I belueve is holding endgame raiding back is how easy everything is. normal is easy mode vet is normal and HM is difficult but there is zero difficulty curve and power reward between vet and normal so players just kinda get stuck at the bump. base game mobs need to be harder. Delve bosses need to be harder. public dungeon bosses should not be soloable. and normal Dungeons should have some mechanics that wipe or kill players. After clearing normal dungeons and being familiar it should not be too far of a step to be able to clear vet.
@VengefulMaverick baby mode is quests and mobs and major enemies in overworld. public dungeons begin teaching people to group and normal dungeons can be a start to to teaching fail states outside hp bars. its not darksouls its about progressively improving players skills as they play without a large difficulty divide.
@@VengefulMaverick i dont think so. give new players a few zones to learn in. give some easy zones. point them there, or even lock them in there until they can clear X, Y or Z
I’ve played ESO since it came out. I’ve had to take multiple breaks from it. I’m actually on a break from it now. I’ve lost the passion for and it just don’t make me happy playing it right now, just bores me. But when I return that love and excitement always returns and I have to grind again to catch up on things I’ve missed. ESO will still always be one of my absolute favorite games to play. It has helped me through so much meeting people online and making good online friends in this fantastic community.
I just got back into the game after 6 years not playing and I agree with the mages and undaunted skill lines being issues. It takes way too long to unlock the mages skill line. Seeing as it is related to collecting books it should just be auto unlocked on other characters once you hit lvl 10 once
Well, new content is piss easy with arcanist, anyone managed to get the trifecta in a few months - scorepush is an arcanist stack in nearly any trial pressing 1 key per minute - healing got replaced by spamming barriers, because you can thanks to ultgen powercreep hihi - bad content creators like Nefas just pretended eso is dieing for 10 patches straight - NA was abusing bugs and glitches for 300 years while not needing to show a pov for a world record hihi - zos didnt manage to fix a single bug in less than half a year - the only good raiding event is freakin one more clash made by the community ITSELF XD - you need 500 addons to track you shit because the game is not ready for release - eso is perma dcing for people with bad connection which is apparently 50% of scorepush - scribing makes whole classes irrelevant - creators hate the endgame and actually just try to cash out - need more reasons? :D
Great Video! I thought you were bang on with the issues in the game. I was actually just thinking the other day that I wished there was a war to buy in game gold, and revamping their eso+ would be huge! Adding in a battle pass, and even doing seasons of some sorts would be huge. I've been playing this game since launch and I'm starting to feel like it's dying too, it's hard to get into dungeons, you go to farm dragons, no one is there...they need to revamp how players get dragon rehuem too cause if youre alone you spend 5 mins killing it and you're not even guaranteed the alchemy regiments. I hope they consider everything you said, cause there is nothing for end gamers
I love this game! I bought the game because Elder Scrolls Online was advertised as a PVP centric MMO. Cyrodiil was the main attraction. Fight people with my Skyrim esk character in cyrodill, massive seige battles and oh you can battle in imp city. Ok, my two biggest gripe is that there is that Cyrodiil has been completely abandoned. Instead of woking on combat to make it more dynamic, response and rewarding. Instead there are tons of sets that are no longer in use and the highest damage builds are generally PROC sets. It make no sense. You are no longer rewarded for playing your class. The sets being introduce in IA are a step in the right direction but not far enough. The game needs a complete combat system overhaul. Where proc sets are more nuanced and pertain to different class variations. In pvp everyone is a tank anymore. The combat system should use sets that reward the player with more execute scaling for keeping class buffs active while landing class damage abilities in succesion.
The end game community did themselves no favors either. So many guild "leaders" have sociopathic, arrogant, entitled personalities, and are just not a joy to be around. I mean just in general, not talking when they wig out from wipes which can be entertaining in itself when clips get posted online. Many have brought this up here in the video and other places when this topic comes up. I would rather have less achievements than to deal with toxic personalities.
Something else I dont think was touched on: locking essential Support Skills late into pvp skill lines, not Horn but more Barrier/Purge/Caltrops, puts me off leveling more Healers/Tonks (as someone with a strong dislike of PvP). Sure there are AP rewards from daily log in rewards but they are abysmally small ie 2-5k, there was a time when I got 20k/50k hell even 100k once at the end of the month and it felt like I was actually rewarded for simply playing the game and encouraged to level more.
No brother, I just found your channel, don’t leave! I’ve been playing since 2015 on Playstation and in 2019 I took a break for about a year and a half and in 2022 I took a year and a half break. For me, it’spices the game up tremendously. I can’t imagine what it’s like to be a content creator and not afford those breaks. Great channel.
To my knowledge, I have seen people trying to access the game recently, and I must admit that player acquisition (for PVE, and Trials mostly) is not ZoS's best suit. You need to reach a certain lvl of CPs (around 700 IRC) to be able to get 4 CP slots on each colour, that adds to the gear grind, mount grind, traits grind, skills grind etc. I would personally propose to reduce the max CP to 1200 instead of 3600. Each CP you gain gives you one point of each colour. This way, you are able to have 4 slottable CPs around CP 250 (accounting the passives), which will already be way more accessible for the new players. Making mount exp account wide is another one, or divide by 2 the amount of points we need to spend on it, same for traits farming. Either make it account wide or divide by 2 or 3 the time you need to farm it.
I took a massive hiatus last year to full swing on Bg3. I tended to finish achievements in less then 4 months after each chapter release. I used to have a decent guild same problem when the new dungeons come out. My guildmates and I would run them first run on vet. get all acheivements in less then 2 weeks. I went from that into housing and built alot of creative homes yet after spending 6 months on one thing mostly to wait on items to buy to finish. I just finished all of gold road/west weld and the newer content. Acheivements minus three from it. These days the game i find just isn't as enjoyable as it was years ago. which has caused alot of people like myself to leave. Thank you for your honest review that I felt my cons and pros to the game as a whole.
You exactly named the things that made me stop playing. I really fell in love with arcanist once it was released with necrom. Especially with the story being tied to this class and giving it some kind of identity that no class has anymore after hybridization changes. but after a while, it really becomes boring plus people constantly hating it in PvE and PvP because it’s „that easy“. That really killed it for me in the end. I played ESO for 7 years now and literally never did a single veteran trial. I used to love to tackle difficult content in video games but in ESO I never saw a reason to do so. Just getting your normal trial gear with random craglorn groups and your good to go. I never was that kind of guy that does stuff just for his personal record or whatever honorable reasons. I just want to get a f****** reward for doing it and investing my time in it. The missing reward structure is really the biggest issue for me in this beautiful game. For PvE and PvP.
I love the idea of revamping old trials to todays standards, as someone a bit newer to eso (4 years playing) Its hard to find a consitent group to do older trifectas such as VSS as its my ultimate goal to get Godslayer.
@@eco_2128 True, i dont know what it would entail but my thought is it would bring alot of players to older trials etc. Most good groups just want to do the latest as they have all other trifectas
What's up Puppies. It's Bjorn, I filled for that vLC HM prog you ran for Sasser and Co. a month or two back. Fundamentally, I agree with you. I raided for seven and a half years in EQ, another six and a half in WoW, spent a lot of time doing end-game in GW2 (at the time there were no raids, just the fractal grind, etc). I'm a veteran of MMOs. I've played or beta tested nearly every MMO that's hit the market. I've seen it all. The most depressing thing about ESO to me is how much they get right. There's a ton of quality content (though overland is too much of a joke), but it mostly exists for the bulk of the community, which has no interest in serious end-game raiding. Both EQ and WoW made tremendous effort to ensure large amounts of content for all players, content that was challenging, and content that rewarded work. I will grant to Zos that the newer trials are significantly more difficult in their HM forms - and that's a good thing! The issue is, at the scale of their trials, one trial a year just isn't cutting it. I go back to WoW during my favorite era, Wrath of the Lich King. During that year, they released a multitude of new trials, as well as reworked ones. Naxxramas Rework (15 bosses) Obsidian Sanctum (1 boss) Eye of Eternity (1 boss) Ulduar (14 bosses) Trials of the Grand Crusader (5 bosses) Icecrown Citadel (12 bosses) Even if we call that over a two-year span where the content was meaningful, that is still an ABSURD level of raiding content. In ESO, we get on average a handful of bosses. Often, they have rehashed/reused mechanics that aren't engaging. The trials are short. They don't often encourage meaningful teamwork and mechanics. Everything boils down to "How can I parse through this and not have to do the thing?" The commitment to end-game just isn't there from Zos, and it's a big part of the issue. I don't think, in the modern MMO landscape, 30-40 bosses a year makes sense. But we can't have 10? Spread over two trials and maybe a mini trial ala vAS and vCR? There's a ton of issues I have with how ESO models content, changes and *especially* balance. Jesus man, I remember the year-long dev-enforced Nightblade meta from Summerset. The year-long Necro meta from Elsweyr. And here we are again, heading toward a two-year dev-enforced Arc meta. Balance, honestly, isn't this hard. Step one is obviously splitting PVE from PVP, but that's an entirely different can of stupid. And that's not a shot at the devs, I know they can't do everything at once, and some of the recent changes are actively helping with class viability in end-game, but sometimes it seems like they lack the understanding of how the game actually works at the top end. As a Warden one-trick DPS (I can play other classes, I just hate them tbh) ESO sours me constantly. A nerf here for PVP, a nerf there for PVP, and then boom, here's a new grossly overtuned class we'll wait a year (or more) to properly balance out. I feel like to some extent, those of us still around love ESO enough that we've developed stockholm syndrome and just refuse to see the reality of the situation. I've taken extended breaks from ESO twice. I've always come back because I do genuinely love the game and I need an MMO in my life. But if Zos continues with the current design, balance and development path they're on, I can't see myself being here once a quality MMO actually releases to compete.
This is a topic my main team regularly discuss along side other people who have done everything trial complete wise, the EU server on Xbox has seen a significant decline in teams and members over the last 2 years. We often discuss the fact that the only trial that now has some sort of replay positive, taking the enjoyment of the game out, is vAS with the polymorph drop, which is crazy, I’m not sure why they would add an extremely rare drop to one trial and then never include it going forward. I have recently started playing throne and liberty with friends who play eso and even the change to the sticker book which is obviously nice, took away the excitement of drops on the game which we’ve all remembered since playing tal, I remember farming the mothers sorrow inferno staff purely for resell value which is now lost as well. I could never understand the whole point of antiquities either if once you’ve farmed it once you could just transmute it for the cost of 25. We’ve unlocked guild specific bosses in tal by doing overland quests that increase your guild rank, which you can only do with people in the guild which I think is a really cool feature, because on eso you don’t really need to be in a guild to do anything Skins are 100% missed from the game. I don’t think I’ve ever put a trial body marking on my characters😂 The old trials definitely need working on as well, vmol has such a nostalgic feeling and is one of my favourite trials. My friend did suggest that they keep the ‘normal, vet and hardmode’ style but add in a banner at the start of the trial which increases the difficulty and health throughout essentially turning it into a ‘super vet hardmode’ It’s an incredible game and those of us who still play it are very willing to see some changes that make it enjoyable and fun again, it would be really nice to HAVE to have one of every class in a group, to add variety and interest to players who have been around for years.
I agree that powerful gear should be rewarded from harder content. The perfected set bonus was a good change back when the sunspire trial dropped. Collecting the perfected pieces was exciting. Now the problem is most trial sets aren't worth using, so they aren't exciting anymore. That needs to change. The reward structure needs changes as well. Why join teams for getting trifecta's or hardmodes when you already have it? Why repeatedly join a trial group when you already have all the gear? I don't necessarily have the answer.... but I look at games I grew up playing like runescape and see people farming endgame bosses 10,000 times because of the super rare item drops or collectable pets you can obtain. Outside of the VAS+2 dropping a polymorph, this game doesn't really have super rare drops to go for. All we get is from vet trials right now is plunder. Wouldn't it be cool to exchange plunder for items from a trial rewards vendor or something like that? Maybe they could sell glyphs that are more powerful than we have now. 🤔 or ways to increase our gear sets even more with rare trial materials. We need more incentive to replay content over and over again.
the one thing that i feel could make eso better for content that would make even newer players feel welcome and not afraid to do endgame or easier content regardless of what it is would be a form of mock trails. This would work in twos ways, one you could go into a piece of content that would work like a trail dummy allowing you to reset without going into housing and trying to reconstruct a house to show a proxy setup. The mock would actually be in the trail and would work like an actual practice since you can reset what you need to help people with all forms of learning skills and practice specific so content seems easier to remember and retain. Two, it’s also so everyone has a chance to test actual build and skills that they want since not everyone wants meta. The amount of people who say they have barely ran a trail or vet dungeon content is insane.
I been listening on and off in this video, coming from someone who loves to solo pvp and getting a 1v5+ is insanely rewarding to me, I know i get less alliance points, Im playing the game guys, you guys alone in a group whatever you want, thats what i find fun in this game im done grinding "new meta sets". However there are currently like 20 sets working for me right now there are 400+ sets in the game that needs love, wanna add monster 1 piece weapons in dungeons fine, but stop adding more sets and buff the old ones make them more appealing again. Ballance issues is another topic to me someone can cry getting killed by a sorc in a big ballgroup, sometimes I get chased down by 11 people and die to them i just respawn its just a game.
My hot take would be not only to get ontop of the metas properly, but to also attach a buff to the mount from achieving the trifecta when it’s your active mount. Not only would you breath live back into the raiding scene with people chasing the mounts that give you a buff, but it would allow players to consider their mount into a build.
I started taking a break about a week ago, no intentions what so ever of quitting. Simply put, i have other games to play, BG3 among others. MMOs have a tendency to FOMO you to death and make you worried about missing a day of gameplay. I need a break from that.
They need to have the boss fights be BOSS fight not hit boss for 5 secs then kill bunch of lame trash adds, have the fight engage actual BOSS mechanics like last boss in vmol u felt like ur fighting the actual boss while doing mechanics instead of takin ur focus away from the fight to kill lame adds or teleport to hit some dumb switch. Also why does every single class weather mag or stam have to cast trap beast i wish i could delete that skill from existence, why cant one person cast it an the buff goes to everyone an then classes can use (if they buff them) there actual class skills to do damage. I got so sick of no matter what i played instead of class skills i had to run beast an camo hunter an cal trops im like why is there classes.
I have a couple of suggestions but combat diversity and feeling would be most important to me, so that’s what I want to suggest a change for before other stuff: Maybe there should be a rework on the major/minor buff system? (Tbd on whether this would be healthy for pvp, or would be better to be removed by battle spirit) -More nbs/sorcs increases crit chance given by the minor prophecy/savagery bonuses -More dks/templars increases weapon/spell damage given by the brutality/sorcery bonuses -More wardens/arcanists increases minor toughness/evasion modifier -adjust major vulnerability (or add some class functionality like group-wide reduced direct damage or DoT) to incentivize necro dps, since minor protection given by totem is already easily sourced elsewhere This could allow more freedom for encounter design/rework, or just allow for making harder encounters in general since lucent citadel was pretty easy. You could stack more “damage-oriented” class buffs (nb/sorc/dk/templar) against the already generally-overperforming arcanist to allow for safe clears to come from stacking wardens/arcanists/necromancers, and more damage-oriented clears coming from either a higher number of nb/sorc/dk/templar, or a combination of those with wardens/arcanists/necromancers (think final floor falgravn or xalvakka healing/dps checks) This could also allow for more nuanced group comps per trial as you try and balance those group-wide buffs against class-specific aoe/single target and trash/boss performance. Instead of stacking 5-6+ arcanists and making everything else a support role *might cause a weird thing with the player base around prejudice regarding safe clears and more skillful clears but I don’t really care for that nonsense *might want to have class-given group-wide buffs like savagery/prophecy and brutality/sorcery 100% consolidated to prevent splitting into stamina/weapon damage and magicka/spell damage comps again, but that in itself might be healthy for endgame group comps, idk *warden and necro dps specs would most likely need some more adjustments to fit into this scheme
There is soo much to unpack and to comment on but to ensure the most constructive feedback for the devs I think I want to address a couple things. Firstly nothing to do with endgame but something that will help bring back players is they HAVE TO listen to the feedback that overland difficulty or difficulty in general needs to be pumped up at least 5 or 6 octaves! Playing new world recently made me realise a more difficult overland makes for a more enjoyable gaming experience.. one shotting everything in eso without trying is 100% not helping the game in its current state generally speaking.. the vr16 difficulty back in the day was soo much fun!! I understand we can’t go back to old veteran rank system but surely there is a middle ground on their difficulty slider SURELY?!! Regarding trials I too have cleared most vet trials as I’m sure most ESO vets have too, but the issue is for someone like me with full a time job and family getting into and staying with groups who prog hard modes and trifectas etc it is just not accessible at all unless you make it a full time job, the group finder was great but still not utilised for those who want to get into hard modes and speed runs etc, I don’t have the answer but making this more accessible for casuals would be great! PVP.. new BGS cool, but definitely disappointing when I’m sure most of us thought that they would bring something new and fresh like they did with infinite archive, so NGL the new BGs is cool n all but they STILL need to being a NEW idea and concept to PvP or better yet bring an update that ensure for 100% that imperial city is fully populated at all times of the day.. one simple way of doing this add mounts, skins, dyes or new scribing skills that can only be obtained in imperial city and also takes a LONG time to grind!
now i got every motif,recipie all collection book complete, trifectas done and quests mostly done and the time it takes to find groups i find i play other games instead. just occasionally log in to help newer players if there are any
I basically played November 2023 to November 2024. It was enough. I did all the veteran trials, I didn't want to do hard modes. I got 150 million gold from trading. I don't need a billion. I saw every zone, I didn't need to 100% every zone. I PVP'd and did Cyrodiil enough, I didn't need to be Emperor. I did master crafter, I didn't need to have all the recipes in the game. It was enough.
I’m returning to this game after 5 years off. It’s fun to play through the new content, but the current meta is so homogenous it sucks. Yeah maybe there’s some gear switches for different content but I miss stam and mag differences. Range and melee comp differences. We had way less classes and still the raid groups were more diverse. I don’t want to wear medium armor and use a great sword in my mag characters.
Thing that got me into end game was being told I’d never get a trifecta, my path was born out of toxicity. Which I see a lot when joining hard mode trainers but not everyone takes it as well as I did and some just straight up leave I honestly think that also keeps this game from having a healthy endgame. But that would also breed more competition which I heard some teams don’t want to deal with but I just ask…what’s the point then? If you’re the best out of an extremely low pool of players that even care then how does that compare to WOW Just something I’ve noticed from the last 2 years of trifecta/score progging
Just to add my two cents here so bear with me im no longer an endgame player for trials cause of really bad experiences with two teams i was in but for me ESO is a game i absolutely love cause i have alot of freedom when it comes to creating builds i love (ive created 6 different builds thats not meta but hits hard) the endgame is and should be whatever you choose to play for me its questing,house decorating,dungeon runs and open world exploring so my advice in regards to endgame rebuilding is definitely be more friendly and welcoming to new players cause at this rate there will be no one to play ESO with if endgame teams keep being nasty
For me who mostly plays pvp there are a few things that would make it better. Merge console player bases, remove snare immunity from all major evasion skills and reduce constitution passive from heavy or nerf blocking.
I finally walked away after submitting a ticket for an issue with my gameplay after the release of gold road. The reply I got was it will be corrected when they release for console. I was a pc player at the time. I literally could not login because my player would trigger a non stop fall so i couldnt play. I was furious knowing I would have to wait even longer to play the game that ive spent alot of time on. Ive given up on eso
the craziest thing about this game is that currently the grahtwood main quest storyline isn't completable due to players getting stuck in a door to a room needed to finish a quest. This is an issue thats been going on for around 2 weeks and somehow its still not finished. I was just trying to do a completionist character and AD is my last base game questline so until hopefully tomorrows patch I'm just stuck and it deflated my will to play this game so much like how can you guys mess something up like this
So there are three reasons in my opinion as to why ESO endgame is on life support(possibly four). One, The community itself. A lot of trial teams out there require HM clears just to even join a team that will be progging the trifectas, as well as requiring crazy dps numbers, which thus makes it almost impossible to get people interested in raiding. Two, the developers. The devs balancing of the game is kinda bad, in the sense of them killing some classes for some roles(Warden dps are you there?). Remember when wardens were really strong, Pepperidge Farm remembers. Finally three, some content creators(as well as the tagline of the game itself). Some content creators continue to preach that there is no meta as well that there is no problem with ESO performance as a whole, which is just incorrect. You sadly cannot complete the hardest content in the game wearing adept rider and torugs pact(just an example). All this is to say that yes, ESO endgame is slowly dying.
I'm still not happy with the game going full hybrid even though I've just gotten used to it, I think it hurt the variety of builds like I was ok with utility and dot skills being hybrid like templar ritual Nigthblades shadow image ect but things like a stamplar J-beaming when it was the jabb jabb jabb class and thats all it needed be but now you feel forced to beam cause you're loosing damage it kinda sucks.
I used to be a tank that did all of the trial content till Sunspire where the group (Lux Dei) I ran with split as a couple in that group literally broke up. We were toe on toe with Beyond Infinity/Unchained Animals, Hodor or other try-hard groups and almost were able to do a trifactor run in various raids, if due to our speedy nature the one responsible for triggering the hardmode would not have constantly forgotten his job ... The issue back then was, ZOS changed the META so many times, most of the group was simply burned out at some point. They didn't want to farm yet another gear or change from stamina to magica or vice versa. Balance was ALWAYS one of ZOS main issue, besides server stability. Especially in Sunspire I was so frustrated with server performances as I constantly got one-hit by a dodgeable mechanic which wasn't broadcast in any form. As people more and more were claiming I try to shadow my failures, I even started streaming and clipping my deaths to proof my point. We then even swapped tanks and guess what, he suffered the same issues, even worse than on me. This frustrated other players and so over time we really struggled to get new people in and so the split of the couple was basically our last nail on the coffin. Since then I only took part in a PUG raid in Rockgrove but we didn't get past the second to last boss where people just threw insults like cozy words against others and 10 minutes later the groupd abandoned. I mean, the group didn't play well at all and the damage was subpar and as I didn't knew the raid they were literally dissatisfied with my positioning of mobs also. The one thing I heared all the time was that I should switch to a Necro tank (which I have as well) though I am a DK tank from the first hour. I even leveled as tank prior to One Tamriel and cleared most of Craglorn (back when it was a 4+ player zone) as DK Tank solo (except for like 4-5 quests which required multiple people). I therefore felt way more comfortable on the DK tank even after like a year of pausing. And the issue was definitely not me being on a DK tank instead of a Necro one. The issue I'm having currently is, people expect you to know dungeons and raids by heart and therefore don't accept any bad positioning or suboptimal gear any further and that unfortunately adds plenty of unneeded toxicity and normal trials feel like a waste of time. Rushing was always ESOs biggest weakness. How many bosses have we killed just by ignoring mechanics and instead focusing on bursting the boss down before the mechanic even kicks in. This just favors blunt DPS and people who can't really play the mechanics at all. ZOS should have tied mechanics to boss HP and therefore have added some challenge to it if you're high on DPS, but no matter how many times I've spoken to devs, they clearly never really understood my remarks. Now we have blunt and meaningless overworld content that feels like fastfood content where you can rush through a whole zone in a day or less. Trials are meaningless when you already have all the gear you can obtain from it and most people don't really care about a trifactor achievement anyway. Even housing runs out of "new things to do" after some time. And to be fair, I saw so many tanks and healers lose interest in raiding as they were literally the buff classes for the DPS. Everything was basically designed so that 2-3 people could parse and show their e-peen meter to the public. Usually these were the ones who were part of the group the longest or already made a name for themselves. Over time this rotated a bit to give others also a fair chance to shine but tanks and healers were always the buff b*tches to the group and as such, sets to wear were usually chosen by DDs so they get all the buffs they desire and tanks and healers had to coop with that design somehow. If you died to often you simply got repladed by someone other. Therefore we always had like 1-2 "new" people in the group to test and see whether they can do the roles noone else wanted to do. Sure, this is a group thing but on the other side when competitive people group up, which endgame raiding usually entails, egos are big and they want their numbers to be the biggest ones out there. edit after watching your video further: I don't agree that a more e-sports focused scene helps ESO. ZOS profits from casual gamers way (and I mean WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY) more than it does from hardcore players. Just look at Cyrodiil. Back in the days 50v50v50 battles were a thing. Try to do a 10v10 battle there now and see how some already freeze and get killed during those 30+ seconds. With every new DLS and zone ZOS added, server performance went down notably as the player model (the quests we completed, the stuff we unlocked and so forth) grew in size notably which counts unfortunately in when loading and calculating players and their actions. Back in the days with MoL i.e. guilds were competing on "world first hardmode" here as well, which Beyond Infinity actually took by bursting the boss to skip its lunar phase completely, which was the phase most players struggled with. But, no-one except for the probably 5-10 guilds that tried that boss even cared for. And honestly, I don't want ESO change to something like WoW. In WoW you have weekly lockouts meaning you can run a raid only once a week with a character and thus you have a whole week to complete the trial. ESO is much more active and rush oriented and you literally can run the same raid like 4-6 times a night without any issue. Obtaining "adequat" gear in ESO is therefore much more simpler compared to WoW. While ESO has like 200+ sets per class now, and most of the set isn't really used for PvE or PvP, WoW's itemization is something way, way different. Basically with each new raid all the old gear is invalidated and "top raids" literally abuse server transfer to buy out BIS items from black market auction houses to secure their advantage in their world-first race. That IS IMO the definition of STUPIDITY and Blizzard should have regulated that a long time ago. See, I used to be a hardcore raider in WoW from Vanilla to Warlords of Draenor (2nd raid tier) and raiding changed here significantly over the years and I honestly hate what raiding in WoW became. Back in the days you literally had one maybe two raid characters. Now you have pretty much all of your characters dedictated to raiding where one or two get equipped while the others are there for alt-runs to equip other players "main" characters to maximize the gear intake by players so that in week 2 or 3 almost everyone runs in full-bis gear through the raids. That's BS and literally requires like 2 months 24/7 grinding and preparation just for that "race". As mentioned, ESO is a more cozy and less competitive game and there were also plans in the past by other guilds/players to make it a bit more "spicy" by adding global and everlasting scores publicly including full logs of their runs. And guess what, soon after people "altered" those logs before uploading to "beautify" their numbers or "erase" some deaths and what not and end up in "fake scores". Long story short. I don't think that a more competitive orientation of ESO helps to attract more players. I think it ultimately leads more to casual players abandoning it because that competitiveness adds toxicity as a by-product.
Endgame PSNA just isn't worth it anymore. The community has become too small, and as a result, insanely toxic from inflated egos. I've seen people claim it's because "no end game players are willing to teach", but that simply isn't true. I've given countless "newb" players opportunities, teaching them and helping them get clears, and I know many leads on PSNA have done the same. There's just not enough players. If you need 1 sub it's difficult to find anyone who's experienced enough and available at that time, if you need several it's just not possible to even run. The only solution I see is combining server's, but I know that's incredibly unlikely. Our player base just isn't big enough anymore.
100 percent agree alot of people will say they want to get better but simply wont put in the time and want carries and i personally not doing it gamers got to put in the work . but becuz such shortages its difficult kinda have to get what you can get . it rough right now in eso endgame
Zos needs to add a achievement for completing a trifecta in first person and reward them with a cool outfit that matches the trifrcta mount... this might bring back a whole trifecta group lol
I’ve been playing ESO as my main game for years at this point and I agree the biggest issue it has is a stagnant sense of progression and a feeling of superficial accomplishment. As of late I feel it has become increasingly more noticeable their understandable bias to the enticement of newer players over a desire to keep the retention of the old. Recently they’ve been adding a whole host of features that I feel have breathed some life back into the game (champion point overhaul, rock-paper-scissor armour bonus and penalties, antiquities, skill tweaks, multi-bar bonuses, companions, Arcanist, scribing ect…) however I feel these additions feel relatively underwhelming as they rarely change gameplay significantly especially when considering you'll spend your time between harder content in the universally standardised overworld leaving most to be completely stale or forgettable. I feel this is a shame because ESOs unrivalled quantity of content makes it easily the most immersive addition to the franchise as a whole. With this in mind one thing that might make the game more interesting is playing a bit of catch-up with base game areas by adding more wandering bosses, chance encounters to the older areas and the use of Craglorn's group area concept to have zones that move as the day goes on making areas more challenging, fun and engaging with higher chances of dropping unique new loot so the overworld zones feels less static. Additionally, I feel item sets also play a heavy role in this problem as they do not give the sense of achievement that their grinds deserve. Especially with the constant addition of new sets that peak at first then inevitably get nerfed to oblivion. Personally I feel that the game might benefit if item set bonuses focused on adding more unique effects than just the 5 piece bonus to compliment builds and rotations as opposed to just min maxing your stats. Maybe make the type of item/armour determine the amount of resource/stat bonus they give and the items quality serve as a multiplier to provide the stat bonuses in a different way to promote a more expanded range of viable skills for rotations and potential builds that goes in theme with their rock-paper-scissors armour bonuses. While I can understand their goal I feel applying more challenges, rewards and expansive customisation over complete inclusivity in all things is one of the biggest issues plaguing ESO to date since when everything is dumbed down and attainable to anyone it loses any genuine worth. :)
Your point about Coral still being meta rings true with me because I left the game a bit after it dropped and just rejoined it only to find it's still the main set for so many dps specs. My hunch is this is Zos responding to the overwhelming chorus of "we're tired of chasing the meta only to have it change a week after we've been able to make our sets." That IS part of why I left the game, but I just wanted a few months to play a spec, not 3+ years 😂
Give each class a new skill tree for more diversity and versatility. Also weapon skill trees and guild skill trees needs a huge rework. Last vampirism and werewolf needs to be more impactful
19:02 bro cooked 24:27 this is why i don't play dd anymore besides if it's for testing. The only dps role that is enjoyable to me is zenkosh stagger, just because I have something different to do. 26:57 The game would legitimately be better if there was less grind, or if the grind didn't feel like it was just busy work. Also, I'm sure they know brp xp grind is a thing, but they just leave it in the game even when the xp gain is so vastly different compared to other content just for those that know about it so that they can get their characters ready sooner than normal. The grind is just too much rn. The cost for skill lines is outrageous too ngl. You can buy a job and story skip on ffxiv for like 40 or 80 bucks and skip hundreds of hours of grind if u just arent interested in the story for whatever reason. 28:40 I think eso can even do small things like when you log in for the first time during the day and you see the crown store popup. On that popup, you can maybe just list whatever the weekly trial or arena is. I'm sure when you go to a major city in the game like grahtwood or belkarth, half of the people in that area don't even know what dreadsail reef is.
I am new to ESO, so I may not have the answers you’re looking for. However, I have played WoW in the top ranks of both PvP and PvE for 10 years, so I wanted to address your comparison and hopefully reframe what you’re seeing to help you come up with a better solution than mirroring it. First off, ESO’s endgame structure will never reach the same level of difficulty as you see in WoW’s world-first races. This is because, in ESO, your gear essentially flatlines once you hit level 50. Some gear is better than other sets based on the buffs they provide, but it’s never a straight upgrade. In WoW, each tier of gear is astronomically better than the previous one. For example, imagine someone going from level 50 questing blues in ESO to a full set of dungeon gear of legendary quality. Now picture a raid group full of level 50 characters with questing blues attempting a trial. That’s why it took 400 attempts on a boss-they were so under-geared for the content that any mistake would lead to an instant wipe due to insufficient damage output or survivability. The disparity between their gear and the raid’s requirements is what caused this difficulty. The next thing you mentioned was the WoW token. While this can be a controversial topic, its impact on the economy has been very detrimental. It has essentially legalized pay-to-win, allowing players to buy gold to get carries, gear, consumables, or even mounts. The token creates a system where players can openly pay to win, which is problematic. Regarding monetization, ESO has a similar subscription model to WoW and also includes a cosmetic shop. While ESO’s subscription is technically optional, it’s nearly impossible to function in the game without access to the materials bag, which is locked behind the subscription. If there were a way to earn this bag through in-game content, I would do so and then cancel my subscription, and I believe this sentiment is shared by many players I’ve spoken to. As far as rewards go, I agree with your point about mounts. If the rewards for completing endgame content-particularly the most challenging activities-were unique, like best-in-slot visuals or mounts with special utility (e.g., running faster or jumping higher without breaking the game), it would incentivize more players to participate. Even something like a utility mount could add value without being detrimental to PvP, though it would require careful balancing. Love your content, and I apologize for the length of this response!
THE CHALLENGE IS THE REWARD. Playing is the reward. I don't get how hours of content is not the point, or worse, that it's the grindy cost, for a reward.
I remember moving from console to PC a few years ago and was so happy to see trial groups running and so many more players but recently it's been dead like console's population
I miss raiding pre morrowind. That was by far the best period of time for end game on console. I stuck around running Slow burn on Xbox NA for 6-7 years. Through endless bugs, endless meta changes. Some welcome, some very much unnecessary. I understand eso is an mmo and change is apart of the game. It keeps players playing. But too much change drove this old raider away. I’m very much nostalgic for eso and the community on Xbox Na. But the game isn’t what it once was unfortunately. Keep making great content Puppies.
Maybe try another mmo? I feel people hold on to mmos long past when they should naturally quit, often for status. Rather than explore the mmo genre in any meaningful way. Generally speaking, MMO Addiction is unhealthy. In my opinion ESOs endgame is spectacular with little need for revitalisation, but that's because I haven't grinded it to death. Once you have done the content, maybe consider moving on or taking a break?
Personally I don't agree with trifecter runs or timers in mmos. Achievement hunting in games should never be the goal, if anything it should be frowned upon. The game should be played the way you want to play it. Following a set structure that forces you to play the game in a certain way is nothing to be proud of; if anything it shows you're subservient to the mmo- it controls you. If you like raids, you shouldn't have to feel pressured into taking raids to the extreme. There's nothing wrong with stopping mid progression or taking a step back, rather than powering through and making yourself miserable in the process. Or worse yet, only clearing content to brag about the fact you can clear the content- which most anyone could clear with enough time and effort (or if they know the right people; Which if anything, should devalidate progression entirely but i digress.) TLDR: People need to change there realtionships with mmos and try out other games to find meaning. You shouldn't throw hours into a game just to complete it, overinvestiment and burnout is much more damaging to you as a person than having imaginary status in a video game 🙂
I’m not making this video because I’m burnt out, in fact, I’m excited to be getting into a lot of scorepushing in the near future. I’m making this video because player count and viewership is the lowest I’ve ever seen it in my time playing
@@eigh1puppies The way you present this video, especially with terms like dying, saying you've run out of things to do and that the game needs fixing; to me at least, comes across as burnt out. As a fresh player, who played for about three months. I am extremely fond of the game, I enjoyed gearing and prog but again I only played in moderation. Hearing someone say the game is in a bad place, after playing for a decade, seems more to me that you have just played it a lot. In my opinion ESO is fairly healthy, exspecially compared to other MMOs. For your average player who puts in a few dozen or even a few hundred hours; ESO is an exceptional gameplay experience. It certainly doesn't warrent a video like this (in my opinion). There is a lot of story content, with frequent updates and additions. The raids in ESO are phenomenal and enjoyable for people of any skill level. The game follows a standard time sink formula for clears and progression. There's a good daily grind, if that's your sort of thing. And pricing, considering the games size and scale, is all very reasonable. Of course there are ways you can overspend, but thats down to the consumer. It is by no means perfect. But by focusing on achievement rewards, title farming and replayability; you're make the case that your major gripe with the game is its replayability? Your issue with this game is that it has an end- basically? And you seemed upset by that fact. Even games that are infinitely replayable like Warframe and D2 have there limits. My point is, you shouldn't do anything endlessly- Einstein's definition of insanity. Burnout is a natrual part of any sport, be it: chess, swimming, gaming etc. It is healthy to ackolwedge endpoints for yourself in video games. Otherwise you become a victim of the sunk cost fallacy. As an impartial person, my advice is to explore the genre a little and consider what you value from these games. I would reccommend Throne and Liberty, it's an exceptional mmo with a really interesting endgame loop that synergises public dungeons with world bosses really well. If not that, World of Warcraft seems to be in a much better position then it was a few years ago. Or if you want to mix it up all together, SWTOR has a new raid boss as does Final Fantasy XIV. If you try these games out, I would also reccommend moving away from the completionist mentality and see how you feel afterwards. Hopefully my take provokes some thought, thank you for getting back to me!
As someone who played very close to when the beta was released and who had all the trifectas when I stopped bothering having ESO installed, ESO is an ultra-casual game. It has been since 2017, and it always will be. So comparing it to a legitimate game like WoW is almost entirely nonsensical. It's like Asian said, "It's not a question of if we can beat it; it's a question of if we want to anymore."
ESO til this day is the greatest game to play. A lot needs to improve because it’s 10 years old now. My goal now is to reach 3600 cp currently nearing 2900 cp and to 5 star my Nightblade and Warden after U44 drops on PSN. I currently have the colovian recipe and chef arquitius’s deteration book along with 50 mourning dew ready to grind bg in hopes of pulling chef arquitius’s lost thesis (been grinding for it since it came out and 0 pull still). I don’t own any trifecta. I want to play how I want if I am to progress in trifecta, not run current sets and being forced to run said meta sets. It’s hard now to get into raids cause ppl just keep on leaving. Everything you said in this video is very true enough said. I’d say more but I think this will do for now.
I think a reason I haven’t played eso much lately is cause there isn’t much variety of “meta” sets or end game rewards. This dlc specifically, besides the tank set from the trial, there is nothing else worth spending time to get that improves our builds. This new trial also showed me a lot of players do not like mechanic heavy content. For the future dlcs i think they need to have trials and overland content have more game changing sets that are worth grinding for and better rewards from achievements like skins and mounts that are easier to obtain.
Trials and Dungeons should offer Harder Content that Reward and offer a new type of Set called "Rare Perfected Sets. These are the same sets but with more buffs that Elite End Gamers can Win. I do not believe everyone should be able to acquire the same sets without be experienced and earned. Rewarding everyone imo is not the way to go. Cloudrest should have a set Called the "Elite Perfected Relequeen" adding a 6th Line or Buff. Power Creep should not be focused on because Stronger players usually try for harder content anyways. Also "Perfected Rare Elite Gear should not be curated causing players to play harder content for longer. This is just 1 example. End Game needs to be recognized and rewarded.
Haven’t played the game yet, but i think they should lock upgrade tokens behind completing zones. PVP arenas and dungeons should be balanced on the amount of upgrade token players have accumulated. So they keep releasing good story content and have things relevant for every skill level ? idk
One final point that I’m kicking myself for forgetting to talk about is based around the current meta comp.
I really feel classes needs skills or passives that require them to be used as a dps spec in raid. Some sort of actual relevant unique buff that only that class provides. Having 6/8 dds be any one class (whether it’s Arc, Cro, DK, whatever) is just not healthy for getting new players who chose the wrong class into raiding.
@@eigh1puppies 100% agree - like when warden brought minor brittle :) those were good times to be a warden :)
Idk, although it would be nice of course, it's really not necessary for getting people interested in raiding. You're pretty free to come on whatever class you want until very late into the game, it only kinda starts to matter for planesbreaker and onwards imo and if you've been raiding long enough to get to that point you 100% have and are able to play multiple classes.
@@eco_2128 I don't know about other platforms, but Xbox NA is toxic enough that if you don't play an arcanist you better be on a support or buff b**** if you want a roster spot even in the mid-game. Good luck finding any guilds except social ones that will allow other classes, and let's face it... those guilds get a gryphon at 85% in SotN. You could stack 8 stamdens on Yandir and gryphon skip with competent players. Once you even get to doing hardmodes with groups that are actually capable of completing the content, you will be required to run an arc. That is well before the actual end-game.
best said, at least if ZOS won't buff magblade at least give a reason for it to be in group comps rather than being a completely dead spec until this patch (still with rare usage this patch)
@@eco_2128 problem with this is that most people are not even solid in one class or put the time , effort and reps to perfect even one class let alone be able to perfect multiple classes
it takes 60 days for your mount to even be rideable.
@@minotaur818 LMAO I FORGOT ABOUT THIS 😭
Make it like GTA, the more you use the mount the more it levels up 😂
they should just make the assault passive the normal speed
Not really. It takes however long it take you to get to level 10 to make it ridable.
@@scoreyj13 Yeah but at that point running is faster especially when wearing medium armor.
the biggest problem by far with this game are the technical issues. constant disconnects and errors stalling raids and proggression, the game breaking bugs causing wipes such as synergies not working in cloudrest, desynced lines on xoryn, 2 reef gaurdians going to the same heart and causing a wipe, the circle in castle thorn not appearing for someone (i could go on for hours) and thats not even to mention the bugs that essentially became mechanics that players at this point just accept like dsr twins transparent teleport orbs/weapon waves, invisible blood pools on bottom floor falg hm, synergies in reefhearts & cloudrest portals requiring u to do dumb stuff like run away and go back to get the synergy to appear, bahsei getting stuck where most teams just have the ot taunt first to avoid it (again could go on for hours). its just tiring for most people and personally i never recommend this game to anyone ik because of those things. when the game works its one of the best / most fun games that ive ever played. the combat is super engaging rewarding high cpm and reaction/dynamic gameplay and rewarding higher skilled players and the ones that put the time and effort into getting better are all things that i absolutely love but are just overshadowed by the constant technical issues. frankly alot of people are just tired of it all. what they really need to do is just focus on fixing these issues or the game will just continue to die. personally i think these are WAY more important than any balancing/content/anything else if they fix the technical issues this game would be in a tremendously better state. my thoughts atleast.
I think it’s also easy to notice all these bugs with the current style of endgame. If you spend 100s of hours on any one boss fight in any mmo you’ll find these bugs. Another reason in my opinion trifectas need to go away. Chasing perfection gets exhausting
This, times 💯
@@eigh1puppies will piggyback on this while the bugs and servers , tech issues have been getting worse and worse as endgamers we adapt to this and if we are several hours in any content we adapt and overcome this !! keep in mind im not saying that tech issues are not a problem yes they are but that should not be an excuse to clear any content as endgamers the highest level gamer of the game :)
Yeah could go for hours about the bugs, can list a few off the top of my head and just from my recent DM prog experience - ofc the barswap, then the invisible poison and - my favorite - invisible meteor on you after you finish the last boss portal and you don't get the visual cue it until the very moment it actually lands ❤ kaboom
Yes sir, you are right. I now does not have too much passion to go to where the hammer is in Cyrodiil, because i will booted from server. when a insanely huge zerg is coming to your keep, you rush to it, and kicked out from server. it is so frustrating, especially on weekend. My last weekend is the same. queue for 29, wait for 15 minute, enter cyro at the right moment my trikeep is attacked, then when i enter through side door boom, booted from server. waited for 10 minute to log back again, then back to queue 29 again. when i enter the keep is gone. total "playing" time is = 15 minute queue + 5 minute playing + 10 minute back to login + 15 minute queue. this is why i rather play solo on weekend in cyrodiil, and get my silly ass whopped many times. I dont know who i should afraid more - the boot from server or having 3 muscular DK whopped my ass because i play solo
My biggest gripe is the lack of difficulty options in Overland zones.
Yeah it was kind of nice having different zones be different levels like how it was before one tamriel. Overland is so easy now, u dont even need to think. You are forced to go into delves, public dungeons, and world bosses not because it is difficult and the achievement is worth striving for, but they make you go in them as busy work to get a mythic or farming scribes. I have probably 10k hours collectively on this game across xbox and pc, and I haven't touched maybe around 80% of the game because it is pointless and not fun. They need to focus on the 10% more, or get closer to it. Not just keep adding useless delves and whatnot.
Same for me. I never do overland content because of it. There's no challenge whatsoever.
@@gangstah1x232 Just make a difficulty setting that nerfs us so we take more damage and hit like a noodle. Then we can use the same gear, rotation and playstyle and still get some enjoyment out of questing. You can even pair up with some newbies and you'll be about equal in strength, them playing at normal mode and you on hardcore.
It's undeniably falling off hard.
This Saturday afternoon, on PCNA, Cyrodiil had one bar each. Builds are not shared and PvP in general has become a game where it's more important to build to not die and run away, over fighting. In short, it's frustrating and boring.
End game raiding, even pugging, people are asking for link clears. It's not a welcoming environment. It's highly gatekept with less and less willing to teach..
It's really not a big mystery. It's just not fun, in either aspect. Add in the constant nerfs by the devs and you fear updates instead of looking forward to them.
I feel that. I am on xbox and ps. On xbox many guilds won't even accept my TH-cam povs and strictly want dvr. There are things as a community we can change too
@@ChibiCosmos
Yeah, we as players are just as much at fault here. Easy to blame devs, but how we players interact with the community, from gatekeeping to looking for every exploit, is just as much to blame. In both PvP and PvE.
The game needs to return to the fun power fantasy, not spread sheet balancing.
This is why trials for me stopped being fun. I had fun with randoms. Then they ruined Craglorn, that was RANDOM ZONE with 'link clear' demands that .. let me just say it straight: You have failed to find 12 trusted people for your trial in your own elitist guild. So you turn to Craglorn - the RANDOM zone. I am sorry but since you failed at your gatekept guild to fill your group, then you should drop the damanding like 'link clear' as you don't ask tryhards here. You ask randoms. And randoms don't belong to tryhard guilds to always have this specific clear. In fact many are there to get clears first time.
And then ZOS added nail in the coffin with group finder. Now Craglorn is barely alive.
game feels fucking dead during oceanic hours , including cyro
I've been playing for 6 years and couldn't agree more. I can't stand how people gatekeep so hard and the pvp builds are toxic af
My biggest gripe is how alt unfriendly it is. Little things like wayshrines being account wide or unlocking companions for your whole account instead of having to do the quest every single damn time to unlock...
Guild skill lines being shared would be amazing, or maybe even some way of getting an exp bonus/multiplier on your 2nd/3rd etc char.
The guild skill lines is so real. I do not wanna keep leveling fighters guild on my other characters. Running delves or around the map closing breaches or collecting lore books none of that is fun
Been said but separate pvp from pve. Both aspects seem to have a few sets that are used, without much crossover. Mention because it seems so many great skills or sets are nerfed due to an issue on one side not present in the other. Biggest issue over 10 years by far for me. Hate getting excited for something to then get it ripped away or ruin why I might have purchased content. Second, skins always motivated me, seems players agree, yet it's only in crown store now not a reward for completing content.
THIS. So much this. Im exhausted by having classes or skills nerfed or changed in a way that makes them unusable to suit either PvE or PvP. How many decades will it take for Zos to hear us on this? It only irritates BOTH player bases.
Yeah ZOS ruined my fun of making dumb builds and figuring out how to play them. What's the point of doing that, when due to mostly 'pvp demands' my build and gamestyle will be nuked to 'balance' pvp for billionth time ... ZOS just doesn't respect my time and effort.
Thank you for putting this out! I think what you and a few others have done/do for the community make big impacts. Your Lucent runs have been talked about on Xbox N.A. and EU. Players crossed platforms for a chance to run with an end gamer and content creator. Having information about opportunities like this included in the intro screens would be great. Highlighting community involvement and opportunities. The same worn out events could really use changes. Doing the same thing year after year with the same rewards is boring and lacks any challenge. (Even with small additions like we had with the most recent witch’s festival.)
I 100% agree on the events. They need a revamp and upgrade
What I liked about ESO before (launch to like Morrowind era) was how things were more focused on mechanics, than damage. I don't like how ESO now is all about your damage output, not your actual skills. Yes, you can argue that animation cancel and light attack weaving is a skill-- definitely is. But what I am talking about is, most PvE guilds now want you to have x amount of DPS, before they even consider training you. And the reason for that is because they want to be able to skip mechanics. Was not like this before back during Craglorn days. If you had like 20k dps, you're considered a top DPS. Healers and tanks were more important before. Actually doing mechanics was important before. And this was the time when you can group only with people on the same alliance as you and after the 72nd death, you have to redo the instance. It was difficult, but it was more fun, because it gave you incentive to do the content more. Me personally, I just like working with a team who wants to figure out how to complete a content.
Also people were more patient before. What has turned me off in end-game PvE now is that when you do a dungeon for example, people will just breeze through content. No ONE bothers to do the content. This is very much apparent in base game dungeons, where someone will just go to the last boss and pull everyone there just so they finish. I think it's stupid. Before, people will actually stop if someone is doing the dungeon for the first time. People will actually teach you mechanics. Now no one even knows how to do FG II the proper way. No one understands it's a range fight. I mean, imagine someone new to the game and wanted to complete the achievements in that dungeon, they can't because someone just wants to speed through the dungeon. I wish ESO had that same community back in 20114-2016. Those were more helpful players. That's what got me into end game PvE.
So much this ^ I can't stand the speed runners in dungeons. I would actually like to understand the storyline of the associated mission.
What if someone is doing the quest and someone is doing speed pull through dungeon, while not being able to do quest boss gets angry and hits hard and enough to one shot. If there is no one doing quest then game on.
This is a well articulated point of view. For a player, who absolutely loves this game and primarily plays only this game but has limited time to play, it's impossible to keep up with leveling new toons and skill lines to compete or just experience a new play style. I have purchased skill lines simply because 8-10 hours per skill line is just not feasible, and that's not financially possible for more than one toon if money is not limitless for a person. Thanks for this perspective.
The community gets small, the further we get in endgame. Probably it would help to insert rewards for teaching, for leading? If there were an official function like "teamlead" that is rewarded with an apex mount or whatever after 6 months?
@@sahinku-8885 I’m not sure how realistic something like this would be though I like the idea, but what I will say is that for most leads, succeeding is motivation enough most of the time. Creating metas that aren’t toxic would help that a lot.
Been playing for years often try the crate gamble. 0 apex mounts.
@@eigh1puppies I would agree make different tiers of trial teams make it more competitive and great training development becuz right now endgame so small that you have a mix of tiers who are not ready playing with high lvl simply becuz we have no choice of shortages and this doesnt make a good lvl of play expecially when every player thinks there good in the game so wont get any better and i see it everyday . nothing wrong with making mistakes but reps reps and experience of any content is crucial someone trying to clear on day 1 may sound sweet but probably getting carried becuz they never felt what it is to prog .
Removing the cool down from riding training would be cool.
But changing the way we plan our endgame comps needs to happen, I know not every class should be on the same level but putting in hard lock mechs that some classes handle better could be a go to.
I really want to see more mini trials, preferably so we get 1 trial and 1 mini trial each year, i enjoyed day 1 vas and vcr, they were super difficult and vcr still is to a degree and i enjoyed the way depending on your group you could scale up the difficulty.
Yes exactly, we want more vcr/vas trials without tons of trash etc
I think its the same as any game, theres only so much you can keep doing for 10 years.
Even to make it to 10 years playing shows how impressive eso really is.
But same as anything we will always run outof content faster than the devs can supply content.
PS. Its nice to hear you in a stress free enviroment lol
More or less, I think WoW has proven that a games age is just a number with enough innovation.
Hybridization definitely cut the lifespan of the game content in half. It effectively cut the number of classes in half and homoginized everything. I think the idea of Hybridization was definitely a cool one the problem is it was so bare bones. This was meant to increase creativity by removing potential limitations in people's specs but in reality it only increased it. Now you just pick the morph that does the most damage. Pick the weapon that does the most damage. Sustain has never been easier. If they Maybe tuned other aspects of co.bat like adjusting skill morphs to be more different like crystal weapon and frags then the skills wouldn't just be identical with the only deciding factor being damage. I sort of liked what they did with stalking blast bones, the two morphs offer two completely different playstlyes and depending on what you wanna do there's a reason to choose one morph over the other but you can't have both.
ESO in both pve and pvp just has the same sets and builds on the same classes doing the same thing, assuming the game doesn't break and kick you.
I returned recently and my biggest issue with ESO which already destroys the Fun for me is a combination of lacking Informations and Balance. Every Guide i found is Outdated, or are 3 Min Videos called "Builds" which shows a 3 min Dummy, but dont talk about how its different for actually Content, gives tips and tricks etc etc etc everything is about parsing a dummy nothing more and then we come to reason 2 Balance, a few min earlier i saw a video about the balance changes and what was said? Every Class will be not worth anymore to take in a raid besides arcanist, yea wow how will a new player or returnee enjoy the game and the class he likes when he hears stuff like that. ofc he will drop the game again then
I don't even care about mounts or houses. I have too many to ever use.
Oh no. the thing players (like myself) have stated over the last 5 years is now so bad that the game is starting to die! Who would have thought? I've gone into depth on how this game is monetized, and how that monetization is both predatory, conflicting with the development of the actual game, and doesn't generate enough revenue for the devs all at the same time. I've gone over class and set balancing. Over stale content. Over and over. What did this get me in the end? Banned from the forums for bait (I've never baited). The devs have their heads buried in the sand. Maybe it's higher ups pressuring them to do it a certain way, maybe it's a company culture thing. But the game hasn't felt fun to me in years, and the devs do nothing but yell into their echo chamber and ban people that try to talk about real change.
@@merpins harsh but not entirely unfair
@@eigh1puppies it's perfectly fair to be harsh when it comes to constructive criticism. I have no more criticism to give, though. Done that a ton over the years, only for it to fall upon deaf ears.
Tougher overworld. I want Craglorn 2.0. I would be down if they introduced 3 new trials where the Vet wasn't hard but fun. And the HM is significantly harder than just clearing vet. And then a mini trial for winter launch so we have break to work on it.
Or if not 3 trials, 6man content. It's hard nowadays to get 12 people to agree on a time. But giving us options of 4 man arenas, IA, Solo and 6 man would mean we could have flexibility when schedules don't align.
I think seasonal challenges would be great. Playing pokemon tcgp and I can def see what ur saying. Specific challenges. Like if it says next 2 months, complete Vmol hm under 5 pads with no Major Vulnerability active. Or kill Yohlnakriin on hm while having 3 nightblades in group. It would allow for group comp to spice it up. The reward could be unique recalls, skins, skill styles, furnishings etc. The harder the challenge the better reward
Hybridization is what ruined the game for me. I often come back and play for a bit, but I can’t get over it.
@@AidanMcSweeney-rt7gh I think there’s some good that came from it but none of the negatives were ever addressed
@AidanMcSweeney-rt7gh i agree when you had to pick one or the other you had to put more thought into builds which was part of the fun
@@MrUnchris55biting jabs on magplars is weird indeed.
What's wrong with your spell casting wizard type using daggers? 😂
So, I have mixed feelings here. I think class identity is lacking in ESO for sure, but the issue with pre-hydridization was there wasn't really class identity either - it was "resource identity", which is just fundamentally really poor design and bad for the health of the game. When you had two DKs running different weapons/armor so they couldn't benefit from HALF of their class DPS skills, that's just really nonsensical to me.
Take whip for example - a fundamental part of the DK's "power fantasy" insofar as Zos designed it. It took how long to get a whip that Stam-centric DKs could actually use?
Warden is another good one. In the release trailer we see a Warden using a 2h sword and wielding both animal and ice-themed magic. But once you get in game, you had to pick one, particularly the animal side if you wanted the 2h "power fantasy" and you didn't get to use ice? One half of the fundamental design behind the class itself?
I don't know. I think overall, hybridization was very good for the long-term health of ESO. I understand some folks don't like it and there's still some issues with it, but as a total sum game, I think it actually saved ESO in a lot of ways for quite a while. It made classes more viable in the short-term vacuum because they suddenly had access to literally everything in their kit.
It damaged the variety of weapon options which is bad, but I personally would much rather have a bland, cookie cutter weapon meta than a class meta that leaves out literally half the classes.
Unlucky for players like myself who just got startet with vet trials- despite of guilds Its hard to find Groups to Even get achievments to play vet Trials more often. Big goals Like Trifectas (also for older, easier trials) Are nearly undoable cause theres noone who wants to do that
when a new pandemic starts the game will be saved
LMAO
That was how I started
Everyone start licking toilet seats! Let's see what we can cook up.
Nah, the ESO server will probably catch it first and die.
not with ESO becasue there is Throne and LIberty and soon Ashes of Creation.
In Cyrodiil, where I largely exist about 95% of my time in ESO: have an aspect where a bonus benefit or monster appears and fights with the side that gathers enough mats or completes some other task - it’s like the hammer, but it’s a: dragon or giant or gryphon or undead. Imagine rolling up to a keep with a crazy giant npc fighting for your side for a while. WOW did this for some space and it was fun. Cheers 🍻 (also, flying mounts) and I’m loving the Amazon title New World Aeternum 💗 😊
My input to help invigorate endgame content (not in any particular order):
- Integrate trial and dungeon “hard modes” with unique trifecta rewards. This allows for a reason to go back to FG1 other than a random normal.
- Dungeon leaderboards (and make them work)
- More solo arenas vice two new dungeons a quarter. Maybe do two solo arenas a year with associated leaderboards and rewards.
- Less farming for gear or reduce transmute costs
- Add in elements from other popular games like souls like boss mechanics and I-frames to keep combat fresh (or other arpg elements.
ESO has some of the most engaging combat but they do need to innovate else it feels like more of the same.
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Something that would be nice that WoW does is a lvl token so when you get a new character it instantly puts you to lvl 70 and gives you those points to spend in the trees. I think it would be great thing for those who are having to lvl alts! The vault system in wow is so nice as well during weekly reset to be able to get gear or trade them in for token to buy things! I also think the cap of cp160 should be changed as well it think it needs to be upped to like 320 and the sets would need to be re worked. Also something that wow does that I like for the content is the ilvl if your not a certain ilvl it won’t let you do things which makes you strive to get that push for stuff to get that ilvl higher! That is just my 2 cents thanks for putting this out pups! Much love man!
@@gcash9372 I also enjoy these things about wow, and think eso should take some inspiration mainly for the power incentive!
give something like a fun and challenging monthly trial challenge such as clear vAS with only werewolves and get some special WW skin on clear, heavy armor only trial with special stylepages on clear, crafted set only trial for special crafting station rewards and etc etc
The reason all classes feel the same to play is because of hybridization(daggers + 2h is the go to and maybe staff back bar). I think i speak for most players that when you select a magica class you want to use a staff and not close range weapons. Other issue for me is the constant crashing/dc, which resulted in me getting kicked out of a godslayer prog group, also prevents me from helping friends achieve no deaths for personalities etc
Horse racing. I'm telling you we need horse racing. Grand theft auto kind of element but on horses. Betting. Horse racing to objectives with a short combat and then race off again. Horse racing with obstacles. Horse racing.
I'm beating you with a max move speed build
Have official in game "betting" 5k gold to enter put in a kitty before the race starts. Or 10k or 100k races. People will come back for that!! Imagine a dozen people racing on every mount available in the game. Be creative! Make adept rider great again!!
I don't think breeding gambling behaviour is a good thing for young people.
@jasonchui111 neither is car jacking or shooting people in the face. It's why we have video games.
@@nobodynothing1469 My friend, our race is determined by the sound of starting whistle 🤠
Amazing video and talk points. One thing I’d like to add is a revamp of the holiday events. Having over 50 of an old style page is super lame.
My problems with ESO endgame:
1) How poor the performance is, nothing is more discouraging then having the entire raid group getting lag spikes at the exact same time for the same duration of time. If it was one or two people, you could always blame it on shitternet and continue from there, but when it is the entire group, that is an entirely different story. At that point, it has to be server side.
2) How bugs are never fixed for combat, skills, or a trial but are made into a new, sometimes randomized mechanic. For example, when my baby group was progging our first MM, the ice cages would almost always go to a healer/tank before 50%, then 2 healer/tank after. Another one for combat, (before anyone knew it was a thing) if you barswapped in portals, you would be stuck on that bar until you could leave instance. Then the final one for skills, our ec cro could not proc ec using mystic siphon for a long time, that along with the blast bones not jumping a target. The work arounds are incredibly tedious and time consuming especially if progging a trifecta. The worst part is being on console so you never know until you look it up or ask someone who can.
3) I dont know how it is for other roles, but on dps at least, it is very boring playing the same classes. For the longest time it was 1 ec cro, 1 zenkosh, 6 arcs. More recently groups have been adding maybe 1 mk sorc or 1 plar. (Save us next patch) Arc is so boring to play its insane. Only reason to have so many of them is for cleave, I miss the days where there were more classes you could play on, different skills to use, different weapons and specs, etc. The list goes on and on, but it seems like those days have passed. The only thing keeping me interested in this game is playing non arc dps, and finishing getting all my trifectas on off roles.
4) I am surprised that this one was not mentioned but I would also say some people in the endgame community are shady as hell. (some doing really sus/borderline illegal things) I used to be on a team where the raidlead was getting nudes from a girl so she could stay on the team. Apparently she did this because he threatened to replace her if she did not. The second I learned about that, I left. Once you have been around for years like me, you learn and know more lore about certain names. There are multiple teams that have done/are still doing that or sus shit thats even worse and its honestly terrible. The only advice I can give to anyone trying to get into endgame is be conscious of who you are surrounding yourself with. Also know that not everyone is that way and try to find people that are normal.
I can not think of any more atm, but there's my two cents
Well done! Been playing since 2015 and I've thought so much about a ton of the things you've mentioned. There's so many things they can do to improve the situation.
I think your observation that other than Arc all of the classes play the same is spot on. Class sets did look like a great opportunity for ESO to change this, but sadly all of them other than Corpsebuster are either too weak or got nerfed just as people started to use them (Pyrebrand). The class concept could also be extended to scribing with some strong and really different class-specific skills
@@steveearnshaw I think class scripts still are a fantastic opportunity to reinvigorate class identity too.
I think they should add sets that only work on a single class and will either change how some of those classes work or have some kind of synergy with that class. An example would be with a templar 5 piece set it would change Radial Sweep ultimate to a phalanx shield and spear giving you a damage mitigation/damage shield while changing your heavy/light attacks. If they want to take it a step further make a quest line and a mini dungeon that must be completed either solo or duo to get the Armour pieces. This gives a rng farmability factor to some potential good end game armour
Why i don't play much anymore, eso isn't viable option to play unless you basically have a group of 12 raidleads. There's no endgame community, very little people who are capable of teaching. I'm a support main, the biggest reason I don't play anymore is the lack of player skill endgame. Zos needs to make significantly life changes to the game.
Such an amazing video puppies! Very well said Even tho I haven't played eso in years This is an very detailed and very amazing video! Keep it Up!!
Isn't the new golden pursuit thing going to be like a mini "season?"
@@TheRealDunkirk to some degree it could be, I just think it’s a bit too broad/generic
Hybridization and combat changes that came with U35 were two biggest mistakes that ESO ever made. It's been a downfall ever since.
I have been playing this game for several years now basically full time, but I still have no trifectas, and my hard mode DLC dungeons pithka record still has lots of holes in it. I have completed all base dungeons on hm and all trials on vet. I play both pve and pvp; I think I'm a pretty typical player.
You make some good points, but what I see as a failure is the lack of good teachers for end game content. This is compounded by the fact that really good end game players pretty much just want to play with other really good end game players, not with people who want to learn and have fun. I'd love to be in a trial with Skinny Cheeks or Xynode, or event Eigh 1 puppies just for the experience of learning. Not going to happen. So I would support anything that gives people incentives to stay in game and teach others in a patient and considerate manner
I also agree that class identity is basically non existent now. I used to be able to bring my warden to trials, but now, trials consist of mainly arcanists with a few exceptions. My warden is shelved as arcanists can bring brittle. However, I'll still continue to play ESO because my friends are here and I still have things in game to do.
i'm sorry to tell you this mate, but as an old readleader, i can say some people dont want to learn, or even go for some decent gear, but want to come to hard content, so i dont think its gonna work. Even explaining mech for some pugs who dont know what they are doing, "you talk to much", they feel like wipe 50times on a boss is try hard, so its a no for me.
It's almost impossible to find people capable or even willing to do dungeon trifectas. Can only imagine how hard it is to find 12 for trial tris.
You hit on so much, I lost two on my team over azureblight. I have always said the gap between normal/vet/hm is huge and it’s difficult for us to bring new end game trail players into the fold because the skill level required to close that gap and they feel over whelmed unless they are die hard. I love this game and the fact that even the old trails are relevant and it doesn’t get old because of the variety. But the rewards as you said could be improved.
They should make a fastival zone, with mini games, Pvp, gambling, races, Honestly a hide and seek mini game would be dope!
A role-playing focus feature would be nice, especially for casual players; make a random player a Boss, a few randoms as his lackeys, in one of the many dungeons. As a handful of players to start at the beginning of the dungeon.
my biggest thing I belueve is holding endgame raiding back is how easy everything is.
normal is easy mode
vet is normal
and HM is difficult
but there is zero difficulty curve and power reward between vet and normal so players just kinda get stuck at the bump.
base game mobs need to be harder. Delve bosses need to be harder. public dungeon bosses should not be soloable. and normal Dungeons should have some mechanics that wipe or kill players.
After clearing normal dungeons and being familiar it should not be too far of a step to be able to clear vet.
@@iceicejay9569 that's gonna drive noobs away. You can't make everything fkn dark souls dude. They gotta learn on baby mode and progress up.
@VengefulMaverick baby mode is quests and mobs and major enemies in overworld. public dungeons begin teaching people to group and normal dungeons can be a start to to teaching fail states outside hp bars.
its not darksouls its about progressively improving players skills as they play without a large difficulty divide.
@@VengefulMaverick i dont think so. give new players a few zones to learn in. give some easy zones. point them there, or even lock them in there until they can clear X, Y or Z
I’ve played ESO since it came out. I’ve had to take multiple breaks from it. I’m actually on a break from it now. I’ve lost the passion for and it just don’t make me happy playing it right now, just bores me. But when I return that love and excitement always returns and I have to grind again to catch up on things I’ve missed. ESO will still always be one of my absolute favorite games to play. It has helped me through so much meeting people online and making good online friends in this fantastic community.
I just got back into the game after 6 years not playing and I agree with the mages and undaunted skill lines being issues. It takes way too long to unlock the mages skill line. Seeing as it is related to collecting books it should just be auto unlocked on other characters once you hit lvl 10 once
@@traviszane5334or do something like scribing quest once finished on one character, you have a short followup on a newer character to get complete.
Well, new content is piss easy with arcanist, anyone managed to get the trifecta in a few months - scorepush is an arcanist stack in nearly any trial pressing 1 key per minute - healing got replaced by spamming barriers, because you can thanks to ultgen powercreep hihi - bad content creators like Nefas just pretended eso is dieing for 10 patches straight - NA was abusing bugs and glitches for 300 years while not needing to show a pov for a world record hihi - zos didnt manage to fix a single bug in less than half a year - the only good raiding event is freakin one more clash made by the community ITSELF XD - you need 500 addons to track you shit because the game is not ready for release - eso is perma dcing for people with bad connection which is apparently 50% of scorepush - scribing makes whole classes irrelevant - creators hate the endgame and actually just try to cash out - need more reasons? :D
Great Video! I thought you were bang on with the issues in the game. I was actually just thinking the other day that I wished there was a war to buy in game gold, and revamping their eso+ would be huge! Adding in a battle pass, and even doing seasons of some sorts would be huge. I've been playing this game since launch and I'm starting to feel like it's dying too, it's hard to get into dungeons, you go to farm dragons, no one is there...they need to revamp how players get dragon rehuem too cause if youre alone you spend 5 mins killing it and you're not even guaranteed the alchemy regiments. I hope they consider everything you said, cause there is nothing for end gamers
I love this game! I bought the game because Elder Scrolls Online was advertised as a PVP centric MMO. Cyrodiil was the main attraction. Fight people with my Skyrim esk character in cyrodill, massive seige battles and oh you can battle in imp city. Ok, my two biggest gripe is that there is that Cyrodiil has been completely abandoned. Instead of woking on combat to make it more dynamic, response and rewarding. Instead there are tons of sets that are no longer in use and the highest damage builds are generally PROC sets. It make no sense. You are no longer rewarded for playing your class. The sets being introduce in IA are a step in the right direction but not far enough. The game needs a complete combat system overhaul. Where proc sets are more nuanced and pertain to different class variations. In pvp everyone is a tank anymore. The combat system should use sets that reward the player with more execute scaling for keeping class buffs active while landing class damage abilities in succesion.
The end game community did themselves no favors either. So many guild "leaders" have sociopathic, arrogant, entitled personalities, and are just not a joy to be around. I mean just in general, not talking when they wig out from wipes which can be entertaining in itself when clips get posted online. Many have brought this up here in the video and other places when this topic comes up. I would rather have less achievements than to deal with toxic personalities.
Something else I dont think was touched on: locking essential Support Skills late into pvp skill lines, not Horn but more Barrier/Purge/Caltrops, puts me off leveling more Healers/Tonks (as someone with a strong dislike of PvP). Sure there are AP rewards from daily log in rewards but they are abysmally small ie 2-5k, there was a time when I got 20k/50k hell even 100k once at the end of the month and it felt like I was actually rewarded for simply playing the game and encouraged to level more.
No brother, I just found your channel, don’t leave! I’ve been playing since 2015 on Playstation and in 2019 I took a break for about a year and a half and in 2022 I took a year and a half break. For me, it’spices the game up tremendously. I can’t imagine what it’s like to be a content creator and not afford those breaks. Great channel.
Dw he never implied he is leaving
I’m not goin anywhere anytime soon. Thanks for the kind words man!
To my knowledge, I have seen people trying to access the game recently, and I must admit that player acquisition (for PVE, and Trials mostly) is not ZoS's best suit.
You need to reach a certain lvl of CPs (around 700 IRC) to be able to get 4 CP slots on each colour, that adds to the gear grind, mount grind, traits grind, skills grind etc.
I would personally propose to reduce the max CP to 1200 instead of 3600.
Each CP you gain gives you one point of each colour. This way, you are able to have 4 slottable CPs around CP 250 (accounting the passives), which will already be way more accessible for the new players. Making mount exp account wide is another one, or divide by 2 the amount of points we need to spend on it, same for traits farming. Either make it account wide or divide by 2 or 3 the time you need to farm it.
I took a massive hiatus last year to full swing on Bg3. I tended to finish achievements in less then 4 months after each chapter release. I used to have a decent guild same problem when the new dungeons come out. My guildmates and I would run them first run on vet. get all acheivements in less then 2 weeks. I went from that into housing and built alot of creative homes yet after spending 6 months on one thing mostly to wait on items to buy to finish. I just finished all of gold road/west weld and the newer content. Acheivements minus three from it. These days the game i find just isn't as enjoyable as it was years ago. which has caused alot of people like myself to leave.
Thank you for your honest review that I felt my cons and pros to the game as a whole.
You exactly named the things that made me stop playing.
I really fell in love with arcanist once it was released with necrom. Especially with the story being tied to this class and giving it some kind of identity that no class has anymore after hybridization changes.
but after a while, it really becomes boring plus people constantly hating it in PvE and PvP because it’s „that easy“. That really killed it for me in the end.
I played ESO for 7 years now and literally never did a single veteran trial. I used to love to tackle difficult content in video games but in ESO I never saw a reason to do so. Just getting your normal trial gear with random craglorn groups and your good to go.
I never was that kind of guy that does stuff just for his personal record or whatever honorable reasons. I just want to get a f****** reward for doing it and investing my time in it.
The missing reward structure is really the biggest issue for me in this beautiful game. For PvE and PvP.
I love the idea of revamping old trials to todays standards, as someone a bit newer to eso (4 years playing) Its hard to find a consitent group to do older trifectas such as VSS as its my ultimate goal to get Godslayer.
revamping would also mean that older trifectas are getting a lot harder though.
@@eco_2128 True, i dont know what it would entail but my thought is it would bring alot of players to older trials etc. Most good groups just want to do the latest as they have all other trifectas
imagine a 2024 Sanctum Ophidian.
What's up Puppies. It's Bjorn, I filled for that vLC HM prog you ran for Sasser and Co. a month or two back.
Fundamentally, I agree with you. I raided for seven and a half years in EQ, another six and a half in WoW, spent a lot of time doing end-game in GW2 (at the time there were no raids, just the fractal grind, etc). I'm a veteran of MMOs. I've played or beta tested nearly every MMO that's hit the market. I've seen it all. The most depressing thing about ESO to me is how much they get right. There's a ton of quality content (though overland is too much of a joke), but it mostly exists for the bulk of the community, which has no interest in serious end-game raiding.
Both EQ and WoW made tremendous effort to ensure large amounts of content for all players, content that was challenging, and content that rewarded work. I will grant to Zos that the newer trials are significantly more difficult in their HM forms - and that's a good thing! The issue is, at the scale of their trials, one trial a year just isn't cutting it. I go back to WoW during my favorite era, Wrath of the Lich King. During that year, they released a multitude of new trials, as well as reworked ones.
Naxxramas Rework (15 bosses)
Obsidian Sanctum (1 boss)
Eye of Eternity (1 boss)
Ulduar (14 bosses)
Trials of the Grand Crusader (5 bosses)
Icecrown Citadel (12 bosses)
Even if we call that over a two-year span where the content was meaningful, that is still an ABSURD level of raiding content. In ESO, we get on average a handful of bosses. Often, they have rehashed/reused mechanics that aren't engaging. The trials are short. They don't often encourage meaningful teamwork and mechanics. Everything boils down to "How can I parse through this and not have to do the thing?" The commitment to end-game just isn't there from Zos, and it's a big part of the issue. I don't think, in the modern MMO landscape, 30-40 bosses a year makes sense. But we can't have 10? Spread over two trials and maybe a mini trial ala vAS and vCR?
There's a ton of issues I have with how ESO models content, changes and *especially* balance. Jesus man, I remember the year-long dev-enforced Nightblade meta from Summerset. The year-long Necro meta from Elsweyr. And here we are again, heading toward a two-year dev-enforced Arc meta. Balance, honestly, isn't this hard. Step one is obviously splitting PVE from PVP, but that's an entirely different can of stupid. And that's not a shot at the devs, I know they can't do everything at once, and some of the recent changes are actively helping with class viability in end-game, but sometimes it seems like they lack the understanding of how the game actually works at the top end.
As a Warden one-trick DPS (I can play other classes, I just hate them tbh) ESO sours me constantly. A nerf here for PVP, a nerf there for PVP, and then boom, here's a new grossly overtuned class we'll wait a year (or more) to properly balance out. I feel like to some extent, those of us still around love ESO enough that we've developed stockholm syndrome and just refuse to see the reality of the situation. I've taken extended breaks from ESO twice. I've always come back because I do genuinely love the game and I need an MMO in my life.
But if Zos continues with the current design, balance and development path they're on, I can't see myself being here once a quality MMO actually releases to compete.
So well said man it was fun raiding with you!
This is a topic my main team regularly discuss along side other people who have done everything trial complete wise, the EU server on Xbox has seen a significant decline in teams and members over the last 2 years.
We often discuss the fact that the only trial that now has some sort of replay positive, taking the enjoyment of the game out, is vAS with the polymorph drop, which is crazy, I’m not sure why they would add an extremely rare drop to one trial and then never include it going forward.
I have recently started playing throne and liberty with friends who play eso and even the change to the sticker book which is obviously nice, took away the excitement of drops on the game which we’ve all remembered since playing tal, I remember farming the mothers sorrow inferno staff purely for resell value which is now lost as well. I could never understand the whole point of antiquities either if once you’ve farmed it once you could just transmute it for the cost of 25.
We’ve unlocked guild specific bosses in tal by doing overland quests that increase your guild rank, which you can only do with people in the guild which I think is a really cool feature, because on eso you don’t really need to be in a guild to do anything
Skins are 100% missed from the game. I don’t think I’ve ever put a trial body marking on my characters😂
The old trials definitely need working on as well, vmol has such a nostalgic feeling and is one of my favourite trials. My friend did suggest that they keep the ‘normal, vet and hardmode’ style but add in a banner at the start of the trial which increases the difficulty and health throughout essentially turning it into a ‘super vet hardmode’
It’s an incredible game and those of us who still play it are very willing to see some changes that make it enjoyable and fun again, it would be really nice to HAVE to have one of every class in a group, to add variety and interest to players who have been around for years.
I agree that powerful gear should be rewarded from harder content. The perfected set bonus was a good change back when the sunspire trial dropped. Collecting the perfected pieces was exciting. Now the problem is most trial sets aren't worth using, so they aren't exciting anymore. That needs to change.
The reward structure needs changes as well. Why join teams for getting trifecta's or hardmodes when you already have it? Why repeatedly join a trial group when you already have all the gear? I don't necessarily have the answer.... but I look at games I grew up playing like runescape and see people farming endgame bosses 10,000 times because of the super rare item drops or collectable pets you can obtain. Outside of the VAS+2 dropping a polymorph, this game doesn't really have super rare drops to go for.
All we get is from vet trials right now is plunder. Wouldn't it be cool to exchange plunder for items from a trial rewards vendor or something like that? Maybe they could sell glyphs that are more powerful than we have now. 🤔 or ways to increase our gear sets even more with rare trial materials. We need more incentive to replay content over and over again.
Your stinky and bald
the one thing that i feel could make eso better for content that would make even newer players feel welcome and not afraid to do endgame or easier content regardless of what it is would be a form of mock trails.
This would work in twos ways,
one you could go into a piece of content that would work like a trail dummy allowing you to reset without going into housing and trying to reconstruct a house to show a proxy setup. The mock would actually be in the trail and would work like an actual practice since you can reset what you need to help people with all forms of learning skills and practice specific so content seems easier to remember and retain.
Two, it’s also so everyone has a chance to test actual build and skills that they want since not everyone wants meta. The amount of people who say they have barely ran a trail or vet dungeon content is insane.
I been listening on and off in this video, coming from someone who loves to solo pvp and getting a 1v5+ is insanely rewarding to me, I know i get less alliance points, Im playing the game guys, you guys alone in a group whatever you want, thats what i find fun in this game im done grinding "new meta sets".
However there are currently like 20 sets working for me right now there are 400+ sets in the game that needs love, wanna add monster 1 piece weapons in dungeons fine, but stop adding more sets and buff the old ones make them more appealing again.
Ballance issues is another topic to me someone can cry getting killed by a sorc in a big ballgroup, sometimes I get chased down by 11 people and die to them i just respawn its just a game.
My hot take would be not only to get ontop of the metas properly, but to also attach a buff to the mount from achieving the trifecta when it’s your active mount.
Not only would you breath live back into the raiding scene with people chasing the mounts that give you a buff, but it would allow players to consider their mount into a build.
I started taking a break about a week ago, no intentions what so ever of quitting. Simply put, i have other games to play, BG3 among others.
MMOs have a tendency to FOMO you to death and make you worried about missing a day of gameplay. I need a break from that.
One Tamriel killed ESO. I miss going into imp city and those guards were worse than bosses in trials.
They need to have the boss fights be BOSS fight not hit boss for 5 secs then kill bunch of lame trash adds, have the fight engage actual BOSS mechanics like last boss in vmol u felt like ur fighting the actual boss while doing mechanics instead of takin ur focus away from the fight to kill lame adds or teleport to hit some dumb switch. Also why does every single class weather mag or stam have to cast trap beast i wish i could delete that skill from existence, why cant one person cast it an the buff goes to everyone an then classes can use (if they buff them) there actual class skills to do damage. I got so sick of no matter what i played instead of class skills i had to run beast an camo hunter an cal trops im like why is there classes.
I have a couple of suggestions but combat diversity and feeling would be most important to me, so that’s what I want to suggest a change for before other stuff:
Maybe there should be a rework on the major/minor buff system?
(Tbd on whether this would be healthy for pvp, or would be better to be removed by battle spirit)
-More nbs/sorcs increases crit chance given by the minor prophecy/savagery bonuses
-More dks/templars increases weapon/spell damage given by the brutality/sorcery bonuses
-More wardens/arcanists increases minor toughness/evasion modifier
-adjust major vulnerability (or add some class functionality like group-wide reduced direct damage or DoT) to incentivize necro dps, since minor protection given by totem is already easily sourced elsewhere
This could allow more freedom for encounter design/rework, or just allow for making harder encounters in general since lucent citadel was pretty easy. You could stack more “damage-oriented” class buffs (nb/sorc/dk/templar) against the already generally-overperforming arcanist to allow for safe clears to come from stacking wardens/arcanists/necromancers, and more damage-oriented clears coming from either a higher number of nb/sorc/dk/templar, or a combination of those with wardens/arcanists/necromancers (think final floor falgravn or xalvakka healing/dps checks)
This could also allow for more nuanced group comps per trial as you try and balance those group-wide buffs against class-specific aoe/single target and trash/boss performance. Instead of stacking 5-6+ arcanists and making everything else a support role
*might cause a weird thing with the player base around prejudice regarding safe clears and more skillful clears but I don’t really care for that nonsense
*might want to have class-given group-wide buffs like savagery/prophecy and brutality/sorcery 100% consolidated to prevent splitting into stamina/weapon damage and magicka/spell damage comps again, but that in itself might be healthy for endgame group comps, idk
*warden and necro dps specs would most likely need some more adjustments to fit into this scheme
There is soo much to unpack and to comment on but to ensure the most constructive feedback for the devs I think I want to address a couple things.
Firstly nothing to do with endgame but something that will help bring back players is they HAVE TO listen to the feedback that overland difficulty or difficulty in general needs to be pumped up at least 5 or 6 octaves! Playing new world recently made me realise a more difficult overland makes for a more enjoyable gaming experience.. one shotting everything in eso without trying is 100% not helping the game in its current state generally speaking.. the vr16 difficulty back in the day was soo much fun!! I understand we can’t go back to old veteran rank system but surely there is a middle ground on their difficulty slider SURELY?!!
Regarding trials I too have cleared most vet trials as I’m sure most ESO vets have too, but the issue is for someone like me with full a time job and family getting into and staying with groups who prog hard modes and trifectas etc it is just not accessible at all unless you make it a full time job, the group finder was great but still not utilised for those who want to get into hard modes and speed runs etc, I don’t have the answer but making this more accessible for casuals would be great!
PVP.. new BGS cool, but definitely disappointing when I’m sure most of us thought that they would bring something new and fresh like they did with infinite archive, so NGL the new BGs is cool n all but they STILL need to being a NEW idea and concept to PvP or better yet bring an update that ensure for 100% that imperial city is fully populated at all times of the day.. one simple way of doing this add mounts, skins, dyes or new scribing skills that can only be obtained in imperial city and also takes a LONG time to grind!
Withe less people playing there is hardly anyone to help new players so the population will continue to go down
now i got every motif,recipie all collection book complete, trifectas done and quests mostly done and the time it takes to find groups i find i play other games instead.
just occasionally log in to help newer players if there are any
I basically played November 2023 to November 2024. It was enough. I did all the veteran trials, I didn't want to do hard modes. I got 150 million gold from trading. I don't need a billion. I saw every zone, I didn't need to 100% every zone. I PVP'd and did Cyrodiil enough, I didn't need to be Emperor. I did master crafter, I didn't need to have all the recipes in the game. It was enough.
There are plenty of things to do. It’s all the nerfs. People are sick of it.
I’m returning to this game after 5 years off. It’s fun to play through the new content, but the current meta is so homogenous it sucks. Yeah maybe there’s some gear switches for different content but I miss stam and mag differences. Range and melee comp differences. We had way less classes and still the raid groups were more diverse. I don’t want to wear medium armor and use a great sword in my mag characters.
Thing that got me into end game was being told I’d never get a trifecta, my path was born out of toxicity. Which I see a lot when joining hard mode trainers but not everyone takes it as well as I did and some just straight up leave
I honestly think that also keeps this game from having a healthy endgame. But that would also breed more competition which I heard some teams don’t want to deal with but I just ask…what’s the point then? If you’re the best out of an extremely low pool of players that even care then how does that compare to WOW
Just something I’ve noticed from the last 2 years of trifecta/score progging
Just to add my two cents here so bear with me im no longer an endgame player for trials cause of really bad experiences with two teams i was in but for me ESO is a game i absolutely love cause i have alot of freedom when it comes to creating builds i love (ive created 6 different builds thats not meta but hits hard) the endgame is and should be whatever you choose to play for me its questing,house decorating,dungeon runs and open world exploring so my advice in regards to endgame rebuilding is definitely be more friendly and welcoming to new players cause at this rate there will be no one to play ESO with if endgame teams keep being nasty
For me who mostly plays pvp there are a few things that would make it better. Merge console player bases, remove snare immunity from all major evasion skills and reduce constitution passive from heavy or nerf blocking.
Nah, let the game die 🔥
I finally walked away after submitting a ticket for an issue with my gameplay after the release of gold road. The reply I got was it will be corrected when they release for console. I was a pc player at the time. I literally could not login because my player would trigger a non stop fall so i couldnt play. I was furious knowing I would have to wait even longer to play the game that ive spent alot of time on. Ive given up on eso
That sucks
They released the golden pursuit update only to still not have their first golden pursuit active. Completely killed my hype for the update.
The Elder Scrolls online is a dead game. Pack up before its too late.
Lmao
the craziest thing about this game is that currently the grahtwood main quest storyline isn't completable due to players getting stuck in a door to a room needed to finish a quest. This is an issue thats been going on for around 2 weeks and somehow its still not finished. I was just trying to do a completionist character and AD is my last base game questline so until hopefully tomorrows patch I'm just stuck and it deflated my will to play this game so much like how can you guys mess something up like this
Leave your comments on the ESO famous more devs will see it over leaving a comment on this random YT vid
New players need a progression system that is challenging.
So there are three reasons in my opinion as to why ESO endgame is on life support(possibly four). One, The community itself. A lot of trial teams out there require HM clears just to even join a team that will be progging the trifectas, as well as requiring crazy dps numbers, which thus makes it almost impossible to get people interested in raiding. Two, the developers. The devs balancing of the game is kinda bad, in the sense of them killing some classes for some roles(Warden dps are you there?). Remember when wardens were really strong, Pepperidge Farm remembers. Finally three, some content creators(as well as the tagline of the game itself). Some content creators continue to preach that there is no meta as well that there is no problem with ESO performance as a whole, which is just incorrect. You sadly cannot complete the hardest content in the game wearing adept rider and torugs pact(just an example). All this is to say that yes, ESO endgame is slowly dying.
Vet Sunspire is always a great time :D
(Edit: When you have a good team)
I'm still not happy with the game going full hybrid even though I've just gotten used to it, I think it hurt the variety of builds like I was ok with utility and dot skills being hybrid like templar ritual Nigthblades shadow image ect but things like a stamplar J-beaming when it was the jabb jabb jabb class and thats all it needed be but now you feel forced to beam cause you're loosing damage it kinda sucks.
I used to be a tank that did all of the trial content till Sunspire where the group (Lux Dei) I ran with split as a couple in that group literally broke up. We were toe on toe with Beyond Infinity/Unchained Animals, Hodor or other try-hard groups and almost were able to do a trifactor run in various raids, if due to our speedy nature the one responsible for triggering the hardmode would not have constantly forgotten his job ... The issue back then was, ZOS changed the META so many times, most of the group was simply burned out at some point. They didn't want to farm yet another gear or change from stamina to magica or vice versa. Balance was ALWAYS one of ZOS main issue, besides server stability. Especially in Sunspire I was so frustrated with server performances as I constantly got one-hit by a dodgeable mechanic which wasn't broadcast in any form. As people more and more were claiming I try to shadow my failures, I even started streaming and clipping my deaths to proof my point. We then even swapped tanks and guess what, he suffered the same issues, even worse than on me. This frustrated other players and so over time we really struggled to get new people in and so the split of the couple was basically our last nail on the coffin.
Since then I only took part in a PUG raid in Rockgrove but we didn't get past the second to last boss where people just threw insults like cozy words against others and 10 minutes later the groupd abandoned. I mean, the group didn't play well at all and the damage was subpar and as I didn't knew the raid they were literally dissatisfied with my positioning of mobs also. The one thing I heared all the time was that I should switch to a Necro tank (which I have as well) though I am a DK tank from the first hour. I even leveled as tank prior to One Tamriel and cleared most of Craglorn (back when it was a 4+ player zone) as DK Tank solo (except for like 4-5 quests which required multiple people). I therefore felt way more comfortable on the DK tank even after like a year of pausing. And the issue was definitely not me being on a DK tank instead of a Necro one. The issue I'm having currently is, people expect you to know dungeons and raids by heart and therefore don't accept any bad positioning or suboptimal gear any further and that unfortunately adds plenty of unneeded toxicity and normal trials feel like a waste of time.
Rushing was always ESOs biggest weakness. How many bosses have we killed just by ignoring mechanics and instead focusing on bursting the boss down before the mechanic even kicks in. This just favors blunt DPS and people who can't really play the mechanics at all. ZOS should have tied mechanics to boss HP and therefore have added some challenge to it if you're high on DPS, but no matter how many times I've spoken to devs, they clearly never really understood my remarks. Now we have blunt and meaningless overworld content that feels like fastfood content where you can rush through a whole zone in a day or less. Trials are meaningless when you already have all the gear you can obtain from it and most people don't really care about a trifactor achievement anyway. Even housing runs out of "new things to do" after some time.
And to be fair, I saw so many tanks and healers lose interest in raiding as they were literally the buff classes for the DPS. Everything was basically designed so that 2-3 people could parse and show their e-peen meter to the public. Usually these were the ones who were part of the group the longest or already made a name for themselves. Over time this rotated a bit to give others also a fair chance to shine but tanks and healers were always the buff b*tches to the group and as such, sets to wear were usually chosen by DDs so they get all the buffs they desire and tanks and healers had to coop with that design somehow. If you died to often you simply got repladed by someone other. Therefore we always had like 1-2 "new" people in the group to test and see whether they can do the roles noone else wanted to do. Sure, this is a group thing but on the other side when competitive people group up, which endgame raiding usually entails, egos are big and they want their numbers to be the biggest ones out there.
edit after watching your video further: I don't agree that a more e-sports focused scene helps ESO. ZOS profits from casual gamers way (and I mean WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY) more than it does from hardcore players. Just look at Cyrodiil. Back in the days 50v50v50 battles were a thing. Try to do a 10v10 battle there now and see how some already freeze and get killed during those 30+ seconds. With every new DLS and zone ZOS added, server performance went down notably as the player model (the quests we completed, the stuff we unlocked and so forth) grew in size notably which counts unfortunately in when loading and calculating players and their actions. Back in the days with MoL i.e. guilds were competing on "world first hardmode" here as well, which Beyond Infinity actually took by bursting the boss to skip its lunar phase completely, which was the phase most players struggled with. But, no-one except for the probably 5-10 guilds that tried that boss even cared for. And honestly, I don't want ESO change to something like WoW. In WoW you have weekly lockouts meaning you can run a raid only once a week with a character and thus you have a whole week to complete the trial. ESO is much more active and rush oriented and you literally can run the same raid like 4-6 times a night without any issue. Obtaining "adequat" gear in ESO is therefore much more simpler compared to WoW. While ESO has like 200+ sets per class now, and most of the set isn't really used for PvE or PvP, WoW's itemization is something way, way different. Basically with each new raid all the old gear is invalidated and "top raids" literally abuse server transfer to buy out BIS items from black market auction houses to secure their advantage in their world-first race. That IS IMO the definition of STUPIDITY and Blizzard should have regulated that a long time ago. See, I used to be a hardcore raider in WoW from Vanilla to Warlords of Draenor (2nd raid tier) and raiding changed here significantly over the years and I honestly hate what raiding in WoW became. Back in the days you literally had one maybe two raid characters. Now you have pretty much all of your characters dedictated to raiding where one or two get equipped while the others are there for alt-runs to equip other players "main" characters to maximize the gear intake by players so that in week 2 or 3 almost everyone runs in full-bis gear through the raids. That's BS and literally requires like 2 months 24/7 grinding and preparation just for that "race". As mentioned, ESO is a more cozy and less competitive game and there were also plans in the past by other guilds/players to make it a bit more "spicy" by adding global and everlasting scores publicly including full logs of their runs. And guess what, soon after people "altered" those logs before uploading to "beautify" their numbers or "erase" some deaths and what not and end up in "fake scores". Long story short. I don't think that a more competitive orientation of ESO helps to attract more players. I think it ultimately leads more to casual players abandoning it because that competitiveness adds toxicity as a by-product.
S-tier explanation and break down
Endgame PSNA just isn't worth it anymore. The community has become too small, and as a result, insanely toxic from inflated egos.
I've seen people claim it's because "no end game players are willing to teach", but that simply isn't true. I've given countless "newb" players opportunities, teaching them and helping them get clears, and I know many leads on PSNA have done the same. There's just not enough players. If you need 1 sub it's difficult to find anyone who's experienced enough and available at that time, if you need several it's just not possible to even run.
The only solution I see is combining server's, but I know that's incredibly unlikely. Our player base just isn't big enough anymore.
100 percent agree alot of people will say they want to get better but simply wont put in the time and want carries and i personally not doing it gamers got to put in the work . but becuz such shortages its difficult kinda have to get what you can get . it rough right now in eso endgame
Same in Xbox EU
Zos needs to add a achievement for completing a trifecta in first person and reward them with a cool outfit that matches the trifrcta mount... this might bring back a whole trifecta group lol
I’ve been playing ESO as my main game for years at this point and I agree the biggest issue it has is a stagnant sense of progression and a feeling of superficial accomplishment. As of late I feel it has become increasingly more noticeable their understandable bias to the enticement of newer players over a desire to keep the retention of the old.
Recently they’ve been adding a whole host of features that I feel have breathed some life back into the game (champion point overhaul, rock-paper-scissor armour bonus and penalties, antiquities, skill tweaks, multi-bar bonuses, companions, Arcanist, scribing ect…) however I feel these additions feel relatively underwhelming as they rarely change gameplay significantly especially when considering you'll spend your time between harder content in the universally standardised overworld leaving most to be completely stale or forgettable. I feel this is a shame because ESOs unrivalled quantity of content makes it easily the most immersive addition to the franchise as a whole. With this in mind one thing that might make the game more interesting is playing a bit of catch-up with base game areas by adding more wandering bosses, chance encounters to the older areas and the use of Craglorn's group area concept to have zones that move as the day goes on making areas more challenging, fun and engaging with higher chances of dropping unique new loot so the overworld zones feels less static.
Additionally, I feel item sets also play a heavy role in this problem as they do not give the sense of achievement that their grinds deserve. Especially with the constant addition of new sets that peak at first then inevitably get nerfed to oblivion. Personally I feel that the game might benefit if item set bonuses focused on adding more unique effects than just the 5 piece bonus to compliment builds and rotations as opposed to just min maxing your stats. Maybe make the type of item/armour determine the amount of resource/stat bonus they give and the items quality serve as a multiplier to provide the stat bonuses in a different way to promote a more expanded range of viable skills for rotations and potential builds that goes in theme with their rock-paper-scissors armour bonuses.
While I can understand their goal I feel applying more challenges, rewards and expansive customisation over complete inclusivity in all things is one of the biggest issues plaguing ESO to date since when everything is dumbed down and attainable to anyone it loses any genuine worth. :)
Your point about Coral still being meta rings true with me because I left the game a bit after it dropped and just rejoined it only to find it's still the main set for so many dps specs. My hunch is this is Zos responding to the overwhelming chorus of "we're tired of chasing the meta only to have it change a week after we've been able to make our sets." That IS part of why I left the game, but I just wanted a few months to play a spec, not 3+ years 😂
@@eviejameson4706 Totally agree
Give each class a new skill tree for more diversity and versatility. Also weapon skill trees and guild skill trees needs a huge rework. Last vampirism and werewolf needs to be more impactful
Calling any game dev lazy whether ESO or any other game is the best sign to show how little you know about game dev. Glad u called these people out 👍
19:02 bro cooked
24:27 this is why i don't play dd anymore besides if it's for testing. The only dps role that is enjoyable to me is zenkosh stagger, just because I have something different to do.
26:57 The game would legitimately be better if there was less grind, or if the grind didn't feel like it was just busy work. Also, I'm sure they know brp xp grind is a thing, but they just leave it in the game even when the xp gain is so vastly different compared to other content just for those that know about it so that they can get their characters ready sooner than normal. The grind is just too much rn. The cost for skill lines is outrageous too ngl. You can buy a job and story skip on ffxiv for like 40 or 80 bucks and skip hundreds of hours of grind if u just arent interested in the story for whatever reason.
28:40 I think eso can even do small things like when you log in for the first time during the day and you see the crown store popup. On that popup, you can maybe just list whatever the weekly trial or arena is. I'm sure when you go to a major city in the game like grahtwood or belkarth, half of the people in that area don't even know what dreadsail reef is.
I am new to ESO, so I may not have the answers you’re looking for. However, I have played WoW in the top ranks of both PvP and PvE for 10 years, so I wanted to address your comparison and hopefully reframe what you’re seeing to help you come up with a better solution than mirroring it.
First off, ESO’s endgame structure will never reach the same level of difficulty as you see in WoW’s world-first races. This is because, in ESO, your gear essentially flatlines once you hit level 50. Some gear is better than other sets based on the buffs they provide, but it’s never a straight upgrade. In WoW, each tier of gear is astronomically better than the previous one. For example, imagine someone going from level 50 questing blues in ESO to a full set of dungeon gear of legendary quality. Now picture a raid group full of level 50 characters with questing blues attempting a trial. That’s why it took 400 attempts on a boss-they were so under-geared for the content that any mistake would lead to an instant wipe due to insufficient damage output or survivability. The disparity between their gear and the raid’s requirements is what caused this difficulty.
The next thing you mentioned was the WoW token. While this can be a controversial topic, its impact on the economy has been very detrimental. It has essentially legalized pay-to-win, allowing players to buy gold to get carries, gear, consumables, or even mounts. The token creates a system where players can openly pay to win, which is problematic.
Regarding monetization, ESO has a similar subscription model to WoW and also includes a cosmetic shop. While ESO’s subscription is technically optional, it’s nearly impossible to function in the game without access to the materials bag, which is locked behind the subscription. If there were a way to earn this bag through in-game content, I would do so and then cancel my subscription, and I believe this sentiment is shared by many players I’ve spoken to.
As far as rewards go, I agree with your point about mounts. If the rewards for completing endgame content-particularly the most challenging activities-were unique, like best-in-slot visuals or mounts with special utility (e.g., running faster or jumping higher without breaking the game), it would incentivize more players to participate. Even something like a utility mount could add value without being detrimental to PvP, though it would require careful balancing.
Love your content, and I apologize for the length of this response!
That’s great insight thank you very much!
THE CHALLENGE IS THE REWARD. Playing is the reward.
I don't get how hours of content is not the point, or worse, that it's the grindy cost, for a reward.
I remember moving from console to PC a few years ago and was so happy to see trial groups running and so many more players but recently it's been dead like console's population
Give us more guild purpose and make the werewolf and vampire looks, look better give us appearances
I miss raiding pre morrowind. That was by far the best period of time for end game on console. I stuck around running Slow burn on Xbox NA for 6-7 years. Through endless bugs, endless meta changes. Some welcome, some very much unnecessary. I understand eso is an mmo and change is apart of the game. It keeps players playing. But too much change drove this old raider away. I’m very much nostalgic for eso and the community on Xbox Na. But the game isn’t what it once was unfortunately. Keep making great content Puppies.
Maybe try another mmo? I feel people hold on to mmos long past when they should naturally quit, often for status. Rather than explore the mmo genre in any meaningful way. Generally speaking, MMO Addiction is unhealthy. In my opinion ESOs endgame is spectacular with little need for revitalisation, but that's because I haven't grinded it to death. Once you have done the content, maybe consider moving on or taking a break?
Personally I don't agree with trifecter runs or timers in mmos. Achievement hunting in games should never be the goal, if anything it should be frowned upon. The game should be played the way you want to play it. Following a set structure that forces you to play the game in a certain way is nothing to be proud of; if anything it shows you're subservient to the mmo- it controls you.
If you like raids, you shouldn't have to feel pressured into taking raids to the extreme. There's nothing wrong with stopping mid progression or taking a step back, rather than powering through and making yourself miserable in the process. Or worse yet, only clearing content to brag about the fact you can clear the content- which most anyone could clear with enough time and effort (or if they know the right people; Which if anything, should devalidate progression entirely but i digress.)
TLDR: People need to change there realtionships with mmos and try out other games to find meaning. You shouldn't throw hours into a game just to complete it, overinvestiment and burnout is much more damaging to you as a person than having imaginary status in a video game 🙂
I’m not making this video because I’m burnt out, in fact, I’m excited to be getting into a lot of scorepushing in the near future.
I’m making this video because player count and viewership is the lowest I’ve ever seen it in my time playing
@@eigh1puppies The way you present this video, especially with terms like dying, saying you've run out of things to do and that the game needs fixing; to me at least, comes across as burnt out. As a fresh player, who played for about three months. I am extremely fond of the game, I enjoyed gearing and prog but again I only played in moderation. Hearing someone say the game is in a bad place, after playing for a decade, seems more to me that you have just played it a lot. In my opinion ESO is fairly healthy, exspecially compared to other MMOs. For your average player who puts in a few dozen or even a few hundred hours; ESO is an exceptional gameplay experience. It certainly doesn't warrent a video like this (in my opinion).
There is a lot of story content, with frequent updates and additions. The raids in ESO are phenomenal and enjoyable for people of any skill level. The game follows a standard time sink formula for clears and progression. There's a good daily grind, if that's your sort of thing. And pricing, considering the games size and scale, is all very reasonable. Of course there are ways you can overspend, but thats down to the consumer.
It is by no means perfect. But by focusing on achievement rewards, title farming and replayability; you're make the case that your major gripe with the game is its replayability? Your issue with this game is that it has an end- basically? And you seemed upset by that fact. Even games that are infinitely replayable like Warframe and D2 have there limits. My point is, you shouldn't do anything endlessly- Einstein's definition of insanity. Burnout is a natrual part of any sport, be it: chess, swimming, gaming etc. It is healthy to ackolwedge endpoints for yourself in video games. Otherwise you become a victim of the sunk cost fallacy.
As an impartial person, my advice is to explore the genre a little and consider what you value from these games. I would reccommend Throne and Liberty, it's an exceptional mmo with a really interesting endgame loop that synergises public dungeons with world bosses really well. If not that, World of Warcraft seems to be in a much better position then it was a few years ago. Or if you want to mix it up all together, SWTOR has a new raid boss as does Final Fantasy XIV. If you try these games out, I would also reccommend moving away from the completionist mentality and see how you feel afterwards.
Hopefully my take provokes some thought, thank you for getting back to me!
As someone who played very close to when the beta was released and who had all the trifectas when I stopped bothering having ESO installed, ESO is an ultra-casual game. It has been since 2017, and it always will be. So comparing it to a legitimate game like WoW is almost entirely nonsensical. It's like Asian said, "It's not a question of if we can beat it; it's a question of if we want to anymore."
ESO til this day is the greatest game to play. A lot needs to improve because it’s 10 years old now. My goal now is to reach 3600 cp currently nearing 2900 cp and to 5 star my Nightblade and Warden after U44 drops on PSN. I currently have the colovian recipe and chef arquitius’s deteration book along with 50 mourning dew ready to grind bg in hopes of pulling chef arquitius’s lost thesis (been grinding for it since it came out and 0 pull still). I don’t own any trifecta. I want to play how I want if I am to progress in trifecta, not run current sets and being forced to run said meta sets. It’s hard now to get into raids cause ppl just keep on leaving. Everything you said in this video is very true enough said. I’d say more but I think this will do for now.
I think a reason I haven’t played eso much lately is cause there isn’t much variety of “meta” sets or end game rewards. This dlc specifically, besides the tank set from the trial, there is nothing else worth spending time to get that improves our builds. This new trial also showed me a lot of players do not like mechanic heavy content. For the future dlcs i think they need to have trials and overland content have more game changing sets that are worth grinding for and better rewards from achievements like skins and mounts that are easier to obtain.
Trials and Dungeons should offer Harder Content that Reward and offer a new type of Set called "Rare Perfected Sets. These are the same sets but with more buffs that Elite End Gamers can Win. I do not believe everyone should be able to acquire the same sets without be experienced and earned. Rewarding everyone imo is not the way to go. Cloudrest should have a set Called the "Elite Perfected Relequeen" adding a 6th Line or Buff. Power Creep should not be focused on because Stronger players usually try for harder content anyways. Also "Perfected Rare Elite Gear should not be curated causing players to play harder content for longer. This is just 1 example. End Game needs to be recognized and rewarded.
Haven’t played the game yet, but i think they should lock upgrade tokens behind completing zones. PVP arenas and dungeons should be balanced on the amount of upgrade token players have accumulated. So they keep releasing good story content and have things relevant for every skill level ? idk