I started playing again a few months ago to get a character ready for the Morrowind expansion and it's a lot of fun.
They've made a lot of quality-of-life improvements, and I've been genuinely impressed by the way they've adapted the game to player feedback. It's hard to explain succinctly (as if I'm ever succinct), but they've made changes that I never knew I wanted in games and now want to see in other titles.
Just a short list:
1. Subscribers now get a "crafting bag" feature shared among all characters. Basically, you pick up a crafting reagent anywhere in the world on any character, and it immediately warps into the shared "bag." When you go to a crafting station with any of your avatars, you can use the ingredients in the bag to make stuff. No fuss. No running to a crafting station, figuring out what you need, running to the reagent bank, pulling out the stuff you need, running back to the crafting station, realizing you forgot the bloodstone, and trudging back to the bank feeling peeved. Oh, and the bag has unlimited storage capacity. It's crafting heaven.
2. Crafted-sets are actually useful and viable, which is surprising and great. In most MMOs, crafted armor is stop-gap gear until you can do heroic dungeons to start the end-game gear grind. I'm very happy that Elder Scrolls Online adheres more to the formula of its single player siblings.
3. Speaking of end-game gear grind, it's very subdued and... I'm not sure there even is one. The game has a Diablo 3 paragon system called "Champion Points" that are shared by all your characters and give you passive bonuses with each point spent. The best gear in the game requires Champion Point 160, which is really easy to obtain. Once you're at that rank... you can just craft CP 160 gear and then improve it up the Diablo-esque rarity ranks (grey to green to blue to purple to yellow).
Come to think of it, this system is probably what makes crafting sets so viable. You're not going to be getting CP 180 gear for veteran dungeons, CP 200 gear for raids, CP 220 for heroic raids, and so on... the cap is CP 160 for all max level gear. What you're running dungeons or trials for are to get either crafting motifs (appearances for your crafted gear) or gear sets exclusive to these places that have set bonuses pertinent to your particular build.
But... you can also build a perfectly awesome character with a great end-game suit and never step foot in a dungeon. ESO isn't tiered like World of Warcraft, where I was never anything more than a "Looking For Raid scrub" because I wasn't willing to regiment my life around a guild's raid schedule. I can play ESO whenever I want and still be an equal, which is such an odd thing to be grateful for. MMOs are weird.
4. The game world is level scaled, but in a very smart and elegant way. Effectively, all zones and enemies in the game are CP 160. When you make a level 1 character, it is scaled to CP 160 and set loose. You can do any zone you want whenever you want and get relevant XP and rewards. You won't have the armor set bonuses or abilities of an actual CP 160, of course... but you're no slouch. As you gain levels, the scaling on you diminishes until you're CP 160 and don't need it anymore. The whole system is kind of fun. I normally hate level scaling, but they strike a really nice balance here.
The system also means that if a zone has a particular gear set you like the bonuses on... you can come back at CP 160, run some repeatable dolmens, and get that set. I love it, and again... this is probably one of the things that has opened up the end game. Like that spriggan set from Bangkorai that gives you stamina bonuses, weapon damage, and a five piece set bonus that dramatically increases your weapon penetration stat? Go back to Bangkorai at CP 160, run some dolmens, and eventually you'll have five purple pieces of that suit to wear once more (and if those pieces are armor, you can use crafting items to improve them to yellow legendary status. I wish you could do the same for rings and amulets, but no there's no jewel-crafting system yet).
Oh, and crafting reagent nodes in the world scale to your crafting skills... which I never knew I wanted until this game. In World of Warcraft, I'd have to go back to level 10 to 20 zones to find suitable alchemy ingredients on my level 100 druid (he switched to potion making late in life). It... sucked. In this game, every zone has alchemical reagents I can use. It's liberating in a very nerdy way. :-P
I could go on and on. I really like this game. I think it's my favorite MMO that I've ever played. They've really done a great job here.
Log in to comment