I won't say ZoS didn't try to make the game better or ZoS doesn't listen to us because you did and you do. I appreciate the work and effort put into trying to make this game better. The process and end result are, however, open to criticism.
1.6 had issues that were very real and, no matter what people who are unhappy with the update might claim today, were widely criticized. There was a significant majority of people who loudly and repeatedly asserted that the time to kill [TTK] was too low. The 50% Battle Spirit reduction was developed in an attempt to alleviate these concerns.
My main problem is the Battle Spirit adjustment was devised under conditions that remind me of the old Soviet Union. There was zero transparency and it was tested not by us, but your internal staff. This meant the process effectively shut off any contact with the customers it is supposed to service. ZoS has no outside perspective that can identify any flaws that its inner circle does not see and thus lack the ability to correct them before implementation. It would be different if this system gave us a sustainable solution that did not adversely affect other aspects of the game. However, that is not the case.
If people claim problems have been mitigated, let alone solved, I would counter that the artificial means in doing so are not sustainable and there are unintended and undesirable consequences that have marred the appeal of playing ESO.
The TTK was undesirably low because in 1.6, we had relatively a lot less health - which also meant subsequent less effective defenses such as Sun Shield that scaled off health - and we were capable of doing a lot more damage due to the removal of soft caps and the introduction of the Champion system. That was the fundamental problem and not only is it still there, it is worse. In 1.6 I had 20000 health, 2000 spellpower and 1500 regen. My character now has 3000 spellpower and 2000 regen and yet
still only has 20000 health. So if ZoS "solved" the TTK problem, this will not last. Eventually we will all be properly geared out, new builds, combinations, exploits will be found, the TTK will continue to fall. When Orsinium comes out and ZoS yet again send us on another gear grind, we will have even more spell damage, more sustain and the problem will revisit itself all over again. What is ZoS going to do, nerf Battle Spirit to 75%? ZoS has created the TTK problem by (needlessly) nerfing what was already the weakest and least desirable of the attributes, health, and given us no viable choices in terms of gear or utility except stack our main attribute and spell/weapon power.
Also straight percentage nerfs are undesirable because they affect skills differently. When my Templar needs to heal herself, she casts breath of life which scales off her spell damage and magicka. Her heals have gotten stronger as I have (painfully) grinded. When my Dragonknight needs to heal herself, she
used to cast Green Dragon Blood, which scales off missing health. Because her health, unlike spell damage, has not changed, its raw amount healed has remained stagnant and this is before the Battle Sprit nerf, which cuts that in half. Result: a signature class skill is ruined and those DKs who bravely try to play their eviscerated class are using restoration staffs instead of their own skills.
If I appreciate the temporary reprieve from getting one-shotted, well sort of, the best NBs can still kill me with a combo before I can react, I am not grateful for the gameplay reality that my DK has to carry a restoration staff (or did, I do not play her anymore) or the artificial way in which combat is dragged out. The TTK no longer flows organically from a reasonably balanced relationship between character health, damage, and healing. There is a fine distinction between getting one-shotted and a sensible time to finish off a weakened opponent who has put themselves at a disadvantage; the latter desirable feature of ESO gameplay no longer exists and has been sacrificed for the (temporary) sake of the former.
None of this means I liked 1.6 insta-kill mechanics. I did not and in fact hated it and feel it needs to die a permanent death. I will acknowledge that if I am in all vr16 gear, my opponent is not a shield/mitigation stacker, and I use the few effective skills left in the game, the TTK is actually decent within these narrow parameters. My point is this is artificially created and not sustainable. The modifications made in 1.6 have destabilized what was a relatively functioning foundation that governed ESO's gameplay.
What to do?
- Make health more desirable. I am of the opinion that health is a poor investment for anyone who is a non-tank (and even then, minimal investment is preferred). It is not only possible to complete all the PvE content in the game with zero investment in health, but also an advantage to do so during DPS checks, let alone competing for a position on the leaderboard (well, if there were any trials worth competing for that is). In PvP, would you rather have 35K health and 20K magicka or 20K health and 35K magicka? Perhaps in ZoS's development process, it came to the conclusion that these were roughly equivalent. But just about every player has opted for the latter. And why not? When I am asked to run a trial, I don't have to respec, my 35k magicka gives me better sustain, and I can trade that resource for health pretty easy via mitigation/shields/healing, whereas health does little more than keep me alive (temporarily).
- Introduce more desirable equipment bonuses than +main attribute / damage. Specifically, utility bonuses that are not quantifiable and thus make what is best in slot ambiguous. +4% healing received or + token spell resistance is utterly uncompetitive. But what if a trait/bonus allowed me to generate ultimate quicker? Hmmm... now not so obvious. Or granted me a special movement bonus? I might value that more than just damage. Or bestowed the user with unique effects such as a Dragon Shouts from Skyrim? Build diversity would increase and players would have to eschew tangible and real power, that is pay a price, in their effort to chase maximum damage.
- The ability to proc multiple hit bonuses from stealth needs to be addressed.
- Our resources are out of control. It requires little sacrifice to invest in a high damage build with virtual infinite sustain.
- Instead of a "Battle Spirit" mechanic that blanket reduces everything by 50%, you should try to reconfigure your formulas so that the Meta approximates the ratios between health and damage that were regulated by the softcaps before 1.6, a process that was developed under a long testing process by many players. We can determine what percentage of health a wrecking blow should do. Tweak and adjust accordingly.
Most of all, communicate to us what it is you are thinking of and let us test this stuff on the PTS before you invest so heavily and present it to us as a fait accompli.