Maybe the real reason balance feels like it’s collapsing is simply because ZOS has low standards. Maybe it’s not a coincidence that “normal” content is literally called “normal,” rather than “simplified mode” or just “easy mode.” In ZOS’s view, veteran difficulty might already count as something truly challenging, which is why they’re fine with the idea that it should require restrictions - in other words, meta builds. Put more simply - as long as skills or sets perform well enough in normal and overland content, ZOS is satisfied.
Most likely, they’re relying on statistics that show normal content is incredibly popular. But those numbers ignore the fact that a significant portion of normal runs are only done for filling out the stickerbook, farming transmute crystals, or grinding XP - not because the content is genuinely fun. Honestly, I don’t see how raw data alone can give a real picture of whether players actually enjoy certain content. That’s where live gameplay experience matters. And maybe that’s why it’s hard for ZOS to understand the laser-focused meta - the data tells them that plenty of other setups are “good enough.”
Of course, I’m not saying ZOS should ignore the experience of new or casual players. Definitely not. But there should be some kind of threshold - below which balance simply doesn’t matter as much as it does at higher difficulties. If my theory is right, it seems like ZOS doesn’t recognize such a threshold.
Let’s be honest: even veteran content has always been fairly easy - basically normal, just a bit longer. Only hard modes provide any meaningful challenge for PvE. The truth is, there are a lot of players in this game who play very poorly, for many reasons. Some just don’t want to improve their build or practice their skills. But another reason is the steep learning curve of the combat system. ZOS knew this and tried to “raise the floor” by making DoTs longer and weaker, shifting the focus to direct damage. But in practice, that change made things even worse. If they had more hands-on gameplay experience, they might have realized that weaker players mainly struggle with low APM - and for them, inconsistent uptime on short DoTs was still better than a heavy reliance on direct damage.
The popularity of heavy attack builds proves this, and I thought the Arcanist, with its more flexible rotation, was meant to be an answer for those players. But again, ZOS seems to lack real gameplay experience to understand that people want to play different classes regardless of their personal skill level. And ZOS just ignores that, because at the most popular difficulty levels, it doesn’t matter.
In the end, this is only my theory. For a long time, I thought ZOS was simply too focused on cranking out new content and didn’t have time for balance. But the developers’ responses on Reddit - and that infamous stream we don’t talk about - were honestly shocking. Many players keep calling for “better feedback,” not realizing that feedback by itself isn’t a cure-all. Without direct gameplay experience, feedback is useless, because ZOS doesn’t even understand the problems players are talking about. That Reddit thread made that painfully clear.