Resource Recovery Changes
Combat in ESO is, and has always been, about fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is key and is a core pillar of the system. Due to the number of balance changes we have made over time, this core pillar of resource management has become somewhat trivial; it’s become easier than ever to have nearly infinite sustainability while still being fully maximized for damage.
As such, some significant changes to resource recovery are being made. In general, each of the changes falls into one of four major categories:
Restores based on the maximum resource pool - These abilities were simply too effective once you obtained a significant pool size.
Cost reduction & recovery passives - Several of these passives were over-performing and have been adjusted.
Group based buffs/synergies - Several of these abilities were near-mandatory in end-game situations and have been adjusted.
Resource spend/gain rates - Abilities that cost either too much or too little were adjusted to ensure that each class and build type are spending and gaining resources at roughly the same rate.
Our goal with these changes is to have a combat system that reinforces decision making and resource management. Having players make choices between abilities, buffs and gear that provide more damage, or ones that provide more resource sustain, ultimately helps ensure that ESO's combat stays balanced and healthy for years to come.
So, rather that work on addressing the issues, throw another filter on it?....give everyone doing PvE a PvP battle spirit like buff: half the hit points of ALL mobs and All bosses, and half the damage they All do...
And...
Don't nerf sustain so hard; yes, hit it, but don't kill it. You have the numbers zos; adjust accordingly. You are going in the right direction, but in the wrong way.
Bring on the flamethrowers, suggestions might be better though...