Well, my time in these forums grows very short. I may not even get a chance to reply much to this thread, so I'll post my thoughts about what I'll be looking for in 1.6 and what I feel currently needs to change.
I feel ESO had an amazing foundation to build off of. The core mechanics of how combat worked were amazing and felt so very fluid for an MMO.
Then the players got their hands on it, balance issues started to come to the forefront, and the devs started tinkering with the game engine itself. That's when it all went to Hell.
The number one concern that needs to be addressed for 1.6 is lag and client performance. This game runs poorly -- very poorly. It runs worse than it did in patches 1.1 and 1.2 with 1.3 being a major culprit in the downfall of the game's performance. We have been putting up with these issues for months and they have only ever gotten worse with the exception of a 1am emergency patch to 'mitigate' some of the FPS issues caused by the lighting patch.
If these latency issues are not fixed, there is nothing on this Earth that will allow this game to maintain any semblance of a healthy player base.
The second most important thing from a PVP perspective is balance issues. This game has some very, very, very bad class and skill balance issues. There are builds that simply obliterate their opposition, not just in skilled hands, but in any hands. There are certain armor and weapon types where everything else is simply subpar. This is simply unacceptable in a game where it was advertised 'play as you like'... so long as it wears Light Armor and has some form of staff as a weapon.
This has improved, mildly, to allow bow users to creep into the meta as a force in their own right. Ultimately, though, it's changed too slow and been the way it is for far too long.
The things I feel that need to be looked at most, in regards to game balance, are as follows:
1. Armor types and their effectiveness -- LA needs a durability nerf the size of Tamriel, HA needs love in a severe way.
2. Blockcasting -- This, combined with the LA sustainability/durability balance issues, is what leads to the 'Ubertank DK' that is so universally loathed. ZOS, you're smart, figure out a way around this mechanic.
3. Stamina vs Magicka AEs -- There is no good reason that Steel Tornado is blockable while Impulse/Blockade aren't. This alone prevents Stamina from standing in the same place damage-wise in group situations. The same with Brawler and other 2H area abilities. Either both stamina and magicka AEs should be blockable or neither should be. I lean towards both should be.
4. AE Damage Scaling -- AE abilities should never substitute for single target abilities for damage. There's zero reason that Impulse should even approach skills like Crushing Shock or Lava Whip for single target damage. AEs make their DPS back by hitting multiple targets (and then some) for their cost. I don't care one whit if this requires PvE re-balancing, it's an imbalance in the current system.
5. Block Cost in LA -- Take the block cost reduction from the 1h/Shield line and stack it into the HA line so that HA + Shield = 1.5 block cost, while LA + Shield = terrible blocking. This has impact on both points 1 and 2.
6. Stacking Ground Effects -- They're invisible half the time due to spell effect culling, they contribute hugely to the lag, and frankly are being used in silly ways (blockade of fire through the grate of an inner ring keep over front door anyone?). Make it so, universally, any ground effect erases the previous cast and replaces it -- much akin to how Cinder Storm or Caltrops work. It's time for things like this to start behaving in the same manner.
7. Siege Damage -- Siege Weapons need to hit players way, way harder than they do. It needs to be very dangerous to be within range of a siege line's artillery. As it currently is, it's easier than ever to mitigate and heal through siege damage, even when storming a breach. As long as you don't linger, you'll make it through fine, and it is players who are far more dangerous.
8. Keep Wall / Door HP and Siege Times -- It is way, way too fast to slam down an empty keep. Even at rank 5, with 245K walls and 195K doors, I've dropped an empty keep in 2:30 (two minutes, 30 seconds) from first siege dropped to flags flipped to Ebonheart. There's very little time to react to this, especially if it's an outlying keep like Drakelowe, Brindle, or Dragonclaw. I think it's time to up the HPs of keeps or reduce the damage siege does to them -- whichever is easier to code. More fights, more sieges, less ninja flipping.
9. The Nikel Corridor -- Make this a more interesting place to fight. Add some cottages, huts, a village or two (easily destroyed and forgotten by Oblivion's time period), anything to make it so that area is as lively as other areas of the map.
10. Buff Servers -- Kill buffs outside of the PVP zone. It's time for Buff servers to die the death they deserve.
And that's it. I'm sure there's stuff I've overlooked, but ultimately this is the primary list of issues that I've personally had issues with my time in game. Some of it's petty, some of it's universal. I don't know if I'll get to reply much to this thread going forward, but I will be reading it.
You'll see me around after 1.6 is live.
Agrippa Invisus / Indominus / Inprimis / Inviolatus
DragonKnight / Templar / Warden / Sorcerer - Vagabond
Once a General, now a Citizen
Former Emperor of Bloodthorn and Vivec
For Sweetrolls! FOR FIMIAN!