***·mog·e·ni·za·tion
/həˌmäjənəˈzāSH(ə)n/
Definition: A process by which the fat droplets from milk are emulsified and the cream does not separate.
Definition: The process of making things uniform or similar.
Let me preface this by saying that I havent played the game actively or at any competitive level in 2-3+ years but do readily await the release of all of the patch notes every few months to see what this game is deciding to bring to the table, primarily in terms of balance.
There has been a shift that has taken place within the past few patch cycles that has consisted of making class skill lines, DoT abilites, "spammable abilities" etc. etc. all adhere to a similiar set of standardized guides. This is not a healthy way to balance the game. This is forcing a set of regulations on not only the player base but also the classes/abilities that were once unique and each had there own distinctive uses. Not every class needs a specific tank skill line, damage skill line and healing/utility skill line. In changing or nerfing class defining skills that players of the other classes may feel are "overpowered" you seriously ruin what makes them unique. It really is that simple. I know ZOS likes to promote "playing the way you want" but that does not mean that every class should be able to competetively challenge one another on the grounds of tanking, DD and Healing. Especially when the original concept of the classes were designed with their prowess in each of these roles in mind. Sure every class can be made into a tank but when doing so the person must understand that they will be restricting themselves in some way by going against the "meta". With that being said I cannot believe that the developers of this game have introduced two new classes that have only made community outcry louder and balancing needs much more apparent and necessary.
Weapon skill lines are showing the beginnings of being standardized. One handed and shield will now only be usable for tanks as the damage factor, while perhaps overperforming, will now have no reason to be used on a dps bar. Dual wield on the other hand is the supreme DPS skill line for stamina classes (and some magicka classes), it comes with arguably overperforming DoTs/bleeds, HoTs, AoE execute etc. This has single-handedly led to the most prominent playstyle I've seen among small scale and solo players shooting for high damage dawnbreakers combined with spin to win to kill nearly anyone in their paths. Two handed begs the question of "how many people would use this weapon if rally only provided major brutality and not either a burst heal/HoT or snare removal/immunity?" both of which are very much needed in PvP. Bow I think is in a reasonable place as it stands, it has both PvE and PvP uses. Destruction staff, like bow, has both PvE and PvP uses but for most magicka classes I feel is only used as a way to range weave which keeps it relevant. Restoration staff does what it is supposed to do, basically the only thing worth slotting on back bar for magicka classes bolstering its use. The only reason the staff skill lines are not touched as much is because magicka classes have so many abilities to choose from and do not need to fill their bars with weapon abilities like stamina classes do.
Solution?
The more I look at it the more it seems to me that the game needs to be split into PvE and PvP. This would mean every ability does different things in PvP and in PvE, morphs included. This would simplify balancing and would allow PvP balance to not impact PvE and vice versa. It would obviously be a large undertaking but the foundations of the abilities that are used in PvE and PvP should be a pretty apparent starting point. Also in terms of balance as it stands right now something does need to be done about the Champion point system (I know they have said they are looking at it). Personally I feel that capping it at 300 would work wonders. As it stands CP passively increases your characters max stats and provides an array of benefits that are both inflated solely by the amount you have/are allowed to input. I think we can all agree we would rather see an attempt be made at changes for the better rather than implementing sets whose five piece bonuses sound like this-
Whenever you critically heal or critically damage a target
For every bleed effect you have on an enemy
Whenever you deal direct damage
Whenever you deal Critical damage
When you deal damage with a damage over time effect
When you take damage from a melee attack
When you bash an enemy
What a joke.
Day one Xbox player