I think the downfall of ESO's combat has been an unfortunate mixture of things from the start. It's not nearly as simple as a leadership position change. You also seem to be forgetting that hybridization and the standardized values that led to homogenization were largely part of Gilliam's design philosophy.
So first, I think part of the issue is an identity crisis. There's ESO as an MMORPG and ESO as an Elder Scrolls game. It seems like at some point the developers decided to lean more into the Elder Scrolls part. Over the years ESO has shifted into a more casual solo focused game that just happens to be in a shared world with others. They've really taken a step back from ESO's original MMORPG elements and embraced the "play as you want/you belong here" mantra. I think that scribing, subclassing, and hybridization were done in an attempt to make the game feel more like an Elder Scrolls game. Balance seems like a secondary concern or an afterthought to just getting those features added.
Another big part of all of this is accessibility gone wrong. ESO was in a pretty difficult position in terms of it's combat system. On one hand it had a faithful player base who loved the fast no cooldown combat with animation canceling and bar swapping. On the other hand there's a group of people who are used to slower cooldown based combat. Another thing to consider is that a large portion of gamers have gotten to the age where ESO's combat system is hard on their hands. I've ran into quite a few older ESO players who say that their hands just can't do it or they have arthritis/other joint issues. I truly think that there are people out there who want to participate, but just can't for physical reasons. ZOS rightfully doesn't want to leave people out.
To be fair to ZOS, keeping the high Actions Per Minute (APM) crowd happy while keeping the game accessible is hard, but I do think it's doable. Unfortunately, ZOS went about accessibility the wrong way. For example, Oakensoul was meant to allow for lower APM playstyles and eliminate the need for bar swapping. The Arcanist beam + Velothi also seems like it was meant to offer a lower APM play style for those who physically had trouble with ESO's combat. ZOS also tries to keep the game as easy as possible. I also think that the massive increase in DPS and ease of achieving it over the years was likely very intentional.
A lot of combat changes start to make sense when you look at it through the lens of ZOS trying to improve the game's accessibility and combat participation rates. It's a noble goal, but in my opinion accessibility has worsened in other ways due to their decisions. A lot of things that were intended to improve accessibility ended up completely over performing compared to everything else (look at the arcanist beam). Making things overly easy, nerfing combat and simplifying mechanics for everyone isn't a good approach to accessibility though. Instead they should've kept ESO's original core combat intact while offering a balanced alternative that still required skill, an understanding of mechanics, and good timing. Heavy attack builds were close, but missed the mark. Anyway, I could say much more about all of this, but I made a post about it in the past for those that are interested: Here.
Another big factor involved in the game's declining combat system is game performance. In the "year of performance" (2019) ZOS made some changes to block, block canceling, and more. Also in the next upcoming update ZOS made some animation changes to use less memory. Even though it's states that these things won't have an impact on the feel of the game, they do. Combat has felt much slower, less responsive, and different since 2019... it never quite recovered.
There's probably even more reasons that I'm forgetting right now. The current design philosophy from leadership has definitely played a big role though.
TLDR: The decline of ESO's combat comes from:
1. Trying to make the game more Elder Scrolls like
2. Attempts to make the combat more physically accessible with lower Actions Per Minute
3. Failed attempts to improve the game's performance
Probably more... but this post is too long.
Do you remember when people were running 10 different DoT effects and no spammables, so they could get Valkyn Skoria to proc as often as possible?
Or when Sorcs in PVP could get 20s shields in the 100k health range?
Or when every patch 1 class would be far above any others, to a degree much larger than even the biggest gaps between Arcanist and Necro in 2023-2025?
Or when PVP performance was considerably worse, because of all the proc calculations?
This was all the fault of Eric Wrobel.
While you can argue that his tenure as lead combat designer had more varied and interesting build opportunities, it was also far less balanced, and far less sustainable for the performance and health of the game.
The update is appreciated. Hopefully this is something that can be fixed sooner than later. I'm limiting my event participation to once a day, at most.ZOS_JessicaFolsom wrote: »We're working on getting you all an answer to the rewards question. I was hoping we'd have that for you today, but we need a bit more investigation in the morning to determine what is possible.
ZOS_JessicaFolsom wrote: »While we do that, we'd like to ask a couple related questions for future event consideration. We've seen concerns about the rewards coffers drop rates and contents, and the Writhing Wall furnishings drop rates.
ZOS_JessicaFolsom wrote: »While we are still investigating options, if we were able to increase the drop rate for the Writhing Wall furnishings, would that help ease some of the frustrations?
For me, the bigger frustration is the low drop rate for desirable items. People are going to want any item you guys put on a page with a cool picture. New styles, mounts, motifs - obvious stuff here. Not getting that within a reasonable timeframe is just discouraging.ZOS_JessicaFolsom wrote: »For the rewards coffers, is the low drop rate for the more desirable items the biggest frustration, or are the items contained in the coffers not what you'd like to see? Or is it a combination of those two?
ZOS_JessicaFolsom wrote: »The "more desirable items" being the ones below under "a low chance at" from the event article.Rewards from the coffers available from Vitrified Souls quests include:
- A piece of gear from a Western Solstice set, with a chance of a second.
- A chance at a style item for the Fellowship of Stirk crafting style (one is guaranteed in Glorious coffers)
- A low chance at one of the following items (one is guaranteed in Glorious coffers)
- A page of a Wormwrithe armor outfit Style
- A page of a Wormwrithe weapon outfit Style (from Phase 2 onward)
- A fragment for the Wormwrithe Haj Mota pet
- A fragment of the Caltrops, Bone Skill Style (from Phase 2 onward)
- A chance for a sellable treasure of varying value (one is guaranteed in Glorious coffers)
- This reward has a very low chance to be replaced with the Coldharbour Surreal Estate if you do not already own it, or with a sellable treasure of exceptional value if you do.

ZOS_JessicaFolsom wrote: »For the rewards coffers, is the low drop rate for the more desirable items the biggest frustration, or are the items contained in the coffers not what you'd like to see? Or is it a combination of those two?