**Edited for further elaboration on #5 and typos**
*EDIT to update thread name to reflect game changes as well*
Hello,
Posting some positive feedback for ZoS to read (if they care to) since I've been rather negative recently.
Here are some notes that I've personally encountered that I feel and that many others have also noted to me that would help bring some balance to PvP. Some of these MAY hurt PvE but not badly or noticeably. So here they are:
1. Make it so that the armor line skills can ONLY be used if you're wearing 5 pieces of that armor type (this prevents heavy armor users from also having high dodge chance uptime)
2. Remove the capability of shuffle to passively remove snares (this is because it becomes an imbalance of ability in combat).
3. Nerf shield stacking by making it so that only ONE shield can be applied to magic shields at a time. This makes it so light armor users aren't tankier than heavy armor tanks. And allows them to finally be damaged because shields ignore critical damage. In RETURN make singular shields All slightly more powerful to compensate by about 10-15% so that PvE isn't affected.
4. Proc sets are pure cancer right now, I understand they are "working on them" but usually zenimax does the exact opposite of what should happen. Do not Use a sledgehammer like with Morrowind. You already nerfed everything and everyone ridiculously so, and the game is noticeably thinner population wise because of this. No one recruits anymore and trials are pointless now and way to difficult with little to no incentive to do any of them other than titles.
5. Speaking of incentives, the game lacks much at all, or good ways to produce gold after questing is done, upgrade all repeated quests and dailies to give out 2-3 times more gold than is currently given. This ensures that dailes become more desirable to do and make a more active playerbase to complete content for more gold, to spend more. Which will revitalize the economy
6. Buff Dots By making all forms of purges ONLY purge 1 dot at a time, this makes DK's form of damage (in PvP) more reliable and less useless when they fight Templars and Wardens, and also improves other classes damage capabilities
7. Nerf Resource POISONS, we already have more than enough resource nerfs, along with the newly added champion point star now FURTHER damaging our sustain with light and heavy attacks. There is no reason to have such high impact on out already meager supply of sustainability.
8. Nerf Trials Health Mobs by 10%. You can keep the mechanics the same and their damage, but as is right now Trials take WAY to long to actually complete. And the difficulty is already as such a level that less than 2% of players (on all platforms separately) Have ever even completed trials thus far. Give the players a break, stop CATERING to the 1%. This isn't Dark souls, this is a MMO, make content with trials appeal to the Middle class more. Don't go to hard but not to easy.
9. On the subject of trials, Ranged DPS is stil the best way, somewhat lesser this patch, but trials mechanics still need to favor more than just ranged Magicka Players, allow close range attacks to do MORE damage than their Ranged counterparts by a flat Value. This would require some looking into as to not upset PvP but it needs to be done. That or alter current trials resisting values to make close range combat more effective
There are some others, but these are some of the most common issues I see that have easy fixes
NOTE: #3 is a bit controversial since sorcs cry about their crutch here with overpowered 30k shields, so at least make shields critable to bring it in line with other forms of armor types
@ZOS_KaiSchober@ZOS_JessicaFolsom@ZOS_GinaBruno@ZOS_GaryA@ZOS_BillE