After a quick shot at the pts i've notice how high, aoe dmg are.
they are in fact, sometimes higher than single target dmg against a single target. this may not be a problem for ZOS, this is a real concern to me.
during the first year of the game, the first ZOS dev/combat/whatever team had to deal with the fact that every dmg was "supportable" if ppl manage to stay packed and buff/heal each other because of aoe shape (circles mainly) and at the same time, every enemy was "rektable" by using the exact same mechanism of packing all at the same spot, moving together and so on.
this fact has been ruining pve and pvp since the very begining of the game.
i assume that an effort have been done in pve with "aoe stackable dmg" which forced ppl to stay at least "not so close" to each other or even sometime spread but well, nothing has been done for pvp. in fact the buffs given to so many aoe in this patch tend to put ppl into aoe only which mean pack, over and over and over which doesnt help with latency neither, make ppl renounce to BG, start finding pve boring since you dont really look at the enemy you're firing at... and so on.
as for the type of dmg, in a strict pvp concern, where would be the point to slot an ability that hit 1 single person and can be dodged when you can slot another that deals only 5% less dmg but on countless targets and is unavoidable? what king of design is this? (same goes for healing skills. you really should work on the dmg input in pve, and how healing could become a proper job. but this is another subject and you're definatly out of time for such a job)
and meanwhile aoe packing is promoted the rare playstyles that allows ppl to split (on paper) such as long range in bow passive are nerfed since some of us who used to have minor berserk on a class skill have it removed, forcing them to go into combat prayer's range => melee. (moar pack)
ps:
i assume that some things needed to be done, but right now, i can see countless huge mistakes and a few good things.
while PVE balance can be obtained by magically changing a few numbers, pvp is going to be a real pain for every players who wants to do precise kills not only aoe zerging from sej to alessia (or roe to nikel)
what about cloak's proper counters(revealing flare and expert hunter are still garbage, radiant magelight not realiable, mark target does not last long enough on target, just like the two others)? oh, you buffed aoe, i forgot.
ps2: when you devs make skills dmg to adjust with "the highest stats between spell or weapon damage and magicka or stamina" you do forget all the cp orientation and penetration for stamina right? or it is deeply tought and decided? i mean, what's the point in making a magicka spell scale on physical stats if the dmg at the end of the road is still magic and consequently wont benefit of any buffs given by the ENTIRE character's build(which in some case is physical dmg oriented)?
be serious, just give those skills a proper stamina morph with poison/desease/physical dmg.