You're just never going to be able to balance sets/skills/etc for both PvE
and PvP... I've been playing close to three years now, and although I occasionally PvP, I'm primarily a PvE player, and I have lost track of how many times a set or build that I invested a TON of time, effort and in-game resources building was completely destroyed... not because it was overperforming in PvE, but because of PvP. You already HAVE Battle Spirit and the 'against monsters' modifier... USE THEM... The Azureblight changes really don't make sense for either game as far as I can tell, there's nothing that's going to be able to fill the void for a lot of PvE encounters and this will be a huge detriment for a LOT of players trying to complete endgame content (I lead a vDSR HM run in one of my guilds, and we've been working on that trial for a *year* now, and we are just getting to where we think we might be getting close to being able to prog towards Swash, but the timelimit/dps requirements are my biggest concern for this group, the Azure nerf would be a
HUGE blow) -
and- based on what I've read here on the forum, it's basically the only real counter to ball groups (one of the major reasons I don't really PvP btw). But how about some other examples: the recent removal of the heal from arcanist flail if the ability doesn't do damage; this was done because flail did to many things in one barslot...
in PvP. This was in no way an issue for PvE, but this skill change is a *big* deal for PvE trifectas, for instance the bridge team in my Swash group lose a dps skill (a big deal when time is tight, both for the achievement and hitting dps checks for mechs) so they can have a heal for about 5 seconds in a 4+ minute fight, just in case they get attacked by matrons as they are crossing the bridge (the only time they don't have something to damage with flail). This is also an issue in a lot of other places... Bal Sunnar first boss manipulate mech or third room of last boss in Scriviner's Hall jump to mind. Or just look at nightblade PvE dps... it
doesn't exist (in endgame anyways) because the class overperforms in PvP, and has been nerfed into oblivion in PvE. I could go on (and on and on) but this post has already gotten rather long and I'm sure others will add examples in reply, but
@ZOS_GinaBruno and
@ZOS_Kevin please pass this along to the higher ups: Do you really want to further alienate your playerbase by erasing the hours upon hours that they have spent farming to collect and gold out gear and practice builds/rotations/strategies for fights, when they are already extremely frustrated with a collapsed economy and server performance that's so poor that's its a coin flip on whether it's even possible to raid between disconnects and 5+ second lag spikes?