So I think many players would agree that PVP has been less enjoyable since the patch, especially at lower levels. Some players seem to think its fine, but I would dare to suggest that most of them are VR14+ players with battle leveling turned off. This whole time I thought it was the 50% damage reduction which was the issue, but have finally realized that the real problem is Battle Leveling. I think the damage reduction in itself would be a good thing, but when added to the changes in battle leveling it has been a real problem.
@ottobot had a great post here:
forums.elderscrollsonline.com/en/discussion/217748/non-vet-pvp-battle-leveling-and-you-a-hopefully-helpful-guide#latest
Basically if you have battle level turned on you have the following stats:
29,474 Health.
16,757 Magicka and Stamina.
399 Health Recovery.
618 Magicka and Stamina Recovery.
1381 Spell and Weapon Damage.
10% Spell and Weapon Crit.
8978 Spell and Physical Resistance.
With Battle Level turned on you have very limited ways to adjust these stats, but can tweak them slightly with food buffs, racial passives, mundus stones, and reduced cost jewelry. You can up your performance in combat with buffs/debuffs. Other than that, your gear choice (set bonuses+enchants) and attribute allocation have little to no effect on your characters stats. In fact, you could enter cyrodiil without any gear on and have the same stats. You are basically forced into being a hybrid build with the majority of your attributes into health, and then equal parts into magicka and stamina. I currently switched my 4 piece magnus/4 piece seducer on a magicka build out for 5 piece Night's Silence (stamina gear). This seems absolutely ridiculous, but at least with the NS gear I get a sneak bonus, where Magnus/Seducer gives me nothing on my battle leveled (level47) character in PVP.
So now if you are not VR14+, all players are basically forced to be clones of each other with very similar stats. Sure your class abilities are different, but other than that you are virtually identical. This makes PVP at low levels just feel watered down and generic in my opinion. You work hard to tweak your build to your liking in PVE, just to enter PVP and be forced to be a clone of everyone else.
Some possible alternatives:
1) When entering cyrodiil, award players the difference in attribute points to distribute on top of their base stats as they so choose. For example, a lvl 48 magicka sorcerer enters cyrodiil with 48 attributes into magicka. They are awarded an additional 16 points to place where they choose while in cyrodiil (most likely magicka, however they can choose to mix between health and stam as they so choose). Another lvl48 DK Tank enters cyrodiil with 24 points into health and 24 points into stam, and gets awarded 16 points where they so choose. Obviously when leaving cyrodiil these additional attribute points will be revoked.
This would allow for players to diversify their builds, instead of everyone running around with 30khealth/16k mag/16k stam . They will hit harder, but have less health, and still not be OP due to the 50% damage reduction as well as damage of their level weapons. I think this would be favorable in comparison to the current state of high health pools and low damage.
2) Somehow make gear matter at low levels. It seems really lame that I could literally run around naked and have the same armor, regen, weapon/spell damage etc as anyone else. I am not saying make it scale to the equivalent of VR14 gear, but make it have an impact on gameplay. Obviously vet 16's with high level sets will still have an advantage, but IMO they should have an advantage.
3) On top of this a good improvement may be to isolate non-vet and vet campaigns. Make non-vet scale (in the same way discussed in point #1 above) to 50 and be only for non-vets, and make vet campaign scale to VR14 and only allow vet players.
I think some tweaks like this could really improve the state of PVP atm, and bring back some solo play. Battle leveling in its current state doesn't really benefit anyone. Sure low level players can stay alive longer with a crazy amount of health, but can they really compete with VR16 players when their resource pools/damage are half or less than half in some cases of VR16 opponents. Also with their damage being so low it seems to fuel the zerg mentality.
On the other hand it seems as though many high level players would rather fight other high level players because they can actually burst them down quicker than a battle leveled player with 30k health. I am not advocating making low level players on par with VR14+ players, and I think high level vets deserve to have advantages that come with better gear and more skill points. But I don't think making all lower level players identical clones with tanky health and low damage is the best option either.
Any other suggestions/opinions are welcome.