Whether its balancing or performance these two things are the biggest issues that the game has always had every mmo has issues when it comes to balancing and Eso has issues with performance other mmos don't have nearly as bad with performance. But then some might have it worse. But these have been big issues in Eso throughout its several years of operation.
Biggest issues would be they keep switching changing things around in a chaotic way ruining builds, nerfing abilties to the ground so players won't use them buffing abilties so they become op then have to be nerfed again next big patch. Like there isn't a standard at all but they are not satisfied and keep switching things around changing mechanics over and over again. This seems to be every single big dlc or chapter update every single one.
Saying it again here because its important this is angering folks more an more and over and over again. Every single big update dlc or chapter patch this is happening again and and again players are sick of it. Nerfs, buffs changing how abilities work. Changing item sets nerfing them or buffing them to the point it ruins build after build some of these builds cost millions upon millions of gold because players charge to get the best gear imaginable. This happening every single time it seems like and over and over again. Many of you might have examples of past examples of this I imagine many of those that have been doing builds have a story or two to tell about this trend that is have been going on.
Someones build is is always destoryed or most builds keep getting destroyed over and over again. Because of the over dynamic changes that keep going on like a plague and do the factor of can't make up their minds on how certain abilties work. A lot of changes can even be contributed to mob demand or rule which is another issue I will get into a moment. Each big patch shouldn't be doing that at all. Many some of them but not every dlc or chapter patch.
One of the biggest issues with balance though is item sets. Pvp is so unbalanecd because someone always finds an item set that gives some great big advantage over their other players and other players start coping and over time to many use it they see the issues people demand nerfs on these sets they get nerfed down. Same principle with abilties if one is over performing in pvp. They nerf because the mob demands it because so many are copying someone else. The effects of mob rule need to be lessened don't listen to the mob rule find a balance.Sometimes its the majority mob sometimes its the minority either way Pvers get hurt. Their ability to do content gets hurt. Because they have to nerf the abilties or item sets down because of the pvp. Pvp and pve are not separate. To fix the issues they got to be separate In all things. So if something gets nerfed or ruined for pvp it doesn't ruin it for pve or vice versa.
Item sets, there is so many pve sets out there but there is also pvp sets which are fewer. You can do content with either that has to be changed we will keep having these issues over and over again until its done. Only pve sets with pve and only pvp with pvp. That is how you balance. The sets need to be reworked into this principle. Abilities as well.
Pvp Sets should be disabled for all pve zones only work in pvp situations and all pve sets need to be disabled in all pvp and zones.
I'm going to call this the arena principle. If anyone has ever done the Arena Faction in Oblivion. What made this faction unique is what they required of you. You can wear any helm of your choosing but had to wear the gladiator uniform with its own buffs and standards. Could not wear anything else. But you could use any weapon of your choosing. Why was this because certain things can really unbalance the outcomes. Armors with certain enchantments better quality gear makes things unbalanced that way. This rule gives both sides more of a fighting chance in beating their opponents. The arena effect would use a similar principle based off that. Only allowing sets that are balanced towards the content they were built for.
All a good arena fighter needs is his armor, his class abilties, cp or no cp points, his passives with no extra crunch by pve sets. They actually don't even need item sets but they should be using the item sets that were built for pvp in mind. Because those would be balanced or more balanced towards that content. So you want balanced pvp no pve item sets in pvp PERIOD. No pvp sets in pve PERIOD. Disable their effects if they are being used in content they should not be used in. This will help with make it so players do not have to constantly change up or trash their armor sets they play lots of gold for because they get nerfed because of pvpers abusing them. Or vice versa.
Abilities are more difficult to balance. But a debuff of what they can do on players or separate form of damage for them when it comes to abilties would be something that can partly separate the two.
The so called fake patch notes just using three examples from that is an example of the type of thing they have done in the past with other abilities item sets and mechanics since they are fake they will likely not happen but still good examples so that is why I'm posting them. Three Examples that might get many get players in a uproar or angry or annoyed if they go live. The Nerf to vampire drain because of pvp and thus hurting it for pve. The nerf to nightblades invisibility if that were to go live that would hinder their stealth abilties change obviously relating to pvp would add a fatigue that would prevent the use of the ability for five seconds aka a cooldown. Blocking fatigue that would increase the cost of abilties used with block by 5 percent each time its used. To remove the fatigue got to not block for 3 seconds during which time some creature can wipe you. Big deal in very hard content very big deal when it comes to survivablity in pve.
Fatigue effects should be a debuff only in pvp zones if they were going to do this it should be only in those zones. Don't hurt the pve because of the pvp. Or vice versa.All three of those changes would have pvp in mind. Thus will hurt pve in ways. Though the nightblade change might be more damaging to players abilties to use their class in pvp. The other two really would their use for pve. That just how it is. The one that really would grind peoples gears would be the blocking change and for obvious reasons it would really hurt a tanks ability and peoples ability to survive a very big deal in pve content. I bet threads on threads would start up to complain or demand a revert. Only to get very upset and those threads closed. Its happened before so it will happen again if anything like this was to go live.
A player was right do not do what you have always done change for once. Doing what you have always done is not fixing it its not balancing anything. Its making it worse and only causing more people to get disgusted. Someone posted something like that in this thread and I do agree with it. Changing it over and over again isn't going to get you a different result it just will not happen. As someone will always find another way and the problems start all over again.
https://forums.elderscrollsonline.com/en/discussion/507778/update-25-combat-adjustments#latest