No that would be confusing for players going from PvE to PvP.
Lets redesign the entire class system, ability timers, and core combat instead. That won't confuse people.
I personally like the constant changes, I spend months learning a new rotation and building a set to start over again, and again, and again, and again, and again. It's incredibly rewarding lol.
disagree 100%. you're asking them to balance two different games, essentially.
although I'd be totally down for an elder scrolls PVP only game, like a MOBA or something.
Tangent: If anything PVE and PVP need to be brought closer in line, especially where healing is concerned. I never got why they thought heals needed to be so insane in PvE. most class heals will crit you for more than most people even have health, why? but honestly, I could heal most content at half power and content that's too strong would just 1 shot most players anyway. Also, weaker heals would force most DPS to learn to play defensively when they need to instead of just face rolling rotations.
As we have seen for years...
The devs constantly, perhaps not by intention, ruin one over the other. In one patch they ruin pvp for pve, in other pve for pvp (and lets be honest the trend is like this: if they ruin pve for pvp its in this way: make skills less fun because in pvp they overperform, and if they ruin pvp over pve its entirely different issue of: its now tremendously imbalanced)
So... I do think I speak for many o' us. Not all but many.
However hard it would be. However long it would take. Separate effects of skills into pvp and pve categories.
A beloved skill called uppercut.
"sends enemies flying and onto the ground (this does not occur in pvp)"
Set our skills free. Set our fun factor free. Set our minds free.
Separate PvP and PvE effects in skills.
There's a reason not one MMO does this. It's because players don't want skills they have to behave one way in one game mechanic and a different way in another mechanic. I'm also not sure the problems with this game are at all PvP related. They're largely mechanical and a result of poor design.
With your example, what would you want the skill to do? Nothing but damage in PvP but knockback targets in PvE? Why? Your example isn't even relevant to the larger complaints people have with PvP.
This is long overdue, really. And you can do it by adding additional morph trees. THIS tree for this skill will work in PvP, THIS tree will work in PvE. You can either keep re-morphing to swap back & forth - or use different toons. It would probably be 2 extra trees for each skill. One mag, one stam. But that would make it pretty straightforward. Now, how to balance sets between PvP & PvE .... that's another can of worms. Or guts. Or Crawlers.
I remember back in ESO when some skills had effects that didn't effect players. Granted back then I was terrible at PVE and PVP in this game so my greatest contribution was spamming Ambush all day ((And the stun that came with it didn't work on players)) in PVE, and in PVP I manned a siege weapon. I played a stam-ish nightblade hybrid... thing. This was back in 2015-2016.
Don't think it'd take too much effort to make separate rules for PVE and PVP because the server is already making checks like "Is the target undead, daedra, werewolf, normal, etc..." and I'm sure one of them is whether the target is a player or NPC.