My background
To start out, where I'm coming from. I have 1,500 champ points and have been an endgame raider of and on for years. Lately I have been a dps but have a built that designed to do the various utility roles in trials. Portals, upstairs, backyard, downstairs, interrupter, whatever. It is therefore not 100% maximum dps but rather has some utility in the form of shields, major expedition, self heals, etc. and is more focused on direct damage at range than most dps builds. I have long been a advocate of changes that shrink the difference in performance between multi-dot complex builds such as I had not long ago during the obligatory all DOT's meta and simpler mostly spamable builds as I think ESO, with it's 10 bar slot format does not play well to the typical DOT timer MMO management format and is better with more utility on the bar and with players more focused on mechanics than rotations.
Current issues I see on live
The biggest balance issues I see in game on live are currently:
1) Cheats continue to plague ESO, especially in PVP and Battlegrounds. They have been an issue for years without much action. The new management does seem to care but has not had much more luck than the old and still keep players in the dark. I can't stress enough that an MMO with a cheat issue is pathetic and any balance decisions are pretty mute. Cheaters will kill everybody, only die to eachother, dominate all PVE leaderboards, and make super hard content look trivial. They will also complicate all your other balance decisions.
2) Proc sets in PVP have become a plague. Many are quite OP and don't leave much tradeoff between tankieness and burst damage.
3) Heavy armor has no meaningful downside in PVP and lots of upside.
4) Champ points allow a lot of tankieness and a lot of dps with no tradeoffs between.
5) With a champ point cap well below where most players are there is no meaningful "progression" for casual players.
6) At the same time, those entering the game and therefore having no CP are super weak when they reach max level and are therefore dissuaded from even starting the grind.
7) Small health pools in PVE allow no time for healer reaction but adding any health is stupid as dps is more important. This has been an issue since softcaps were removed.
8) Lots of old PVE content has been broken by power creep and no longer requires any mechanics at all.
8) We hate respecing our CP every time we do anything. It is a slow, tedious, complete waste of time.
The new CP system, buff or nerf
I set up a little test build on the PTS. Lots of sustain, and the same bar I use in solo stuff on live.
PTS:
28.1k dps 26.1k mag 27.6k health, 3840 s-dam, 61.9% s-crit, 8324s-pen, 1620 m-recovery. Blue constellation actives (+10% crit dam, +165 damage, +7% heals off direct damage, +10% single target damage)
Live:
33.3k dps, 26k mag, 19.6k health, 2760 s-dam, 69.1% s-crit, 1561 m-recovery.
So, on a dummy you currently have a 16% reduction in damage with the changes on the face of it. However, word has it dummies are bugged and immune to penetration right now. In that case, the dummy has 18200 resistance which is 26.5% damage resistance. I should have (8324 base pen + 5948 eled pen= 14272 pen) this gives the dummy 3928 remaining resistance or 6%. So, I should do 21% more dps on PTS than I am actually doing, or 34k. The changes are a slight dps buff, not a substantial nerf.
Furthermore, while there is obviously less resistance for a dps toon on PTS (you now have to trade off dps for resistance in the tree), you have 8k more health so you will survive much better, even if you take higher hits. You also have a little more sustain. Not much, but a little and it was noticable.
In summary, for a simple damage build with a lot of champ points the changes are a small buff. They will be a big nerf for a tanky pvp toon but that doesn't really matter because in PVP everyone else takes the same nerf.
Do the changes aid or exacerbate existing issues
Clearly you now have to trade off damage and resistance to damage. This is obvious in the stars and also with the armor changes. That is good for PVP in no uncertain terms. I suspect in the changes to how set bonuses are calculated there is also some anti-cheat ramification. That would also be a huge boon. Overall, there has been a big movement of power from the CP system to your base stats. In total I suspect that makes the CP system a lower percent of our total power. That is also good for new players as they will be less worthless when they reach max level and have none. Despite this, there is clearly progression in the system beyond even the 1,500 points I have. It appears, for instance that you can always just add base stats. If I had 1,500 points in the current system there would be no progression any more. I would have every star that mattered maxed and be adding things that would not matter. So it's a win in a lot of ways.
Where the new system sucks is with respecs. It is worse, not better. For whatever reason the crafting tree has a ton of active stars that you will have to constantly swap when harvesting, fishing, refining, doing chest etc. Similarly, you will not just be able to swap active stars in the damage tree when you do different things. To optimize you will need to remove as many points from actives not in use as possible and put them in passives whenever you swap stars. The clear solution to this is that probably all crafting stars should be passives. Given how many players interact with the crafting tree and how much of a PITA it is right now you really shouldn't put it live. You may poison your whole champ revamp with the tedious, ultimately pointless. crafting tree active swap time waster. Crafting makes no sense to have actives in since you are never in a position where you need to make players experience trade offs as with combat between resistance and damage. With crafting all you have made is a tedious system where every interaction requires point movement with no actual trade off.
As for the total point respec every time it comes to swaping an active combat star, when it comes to active stars it might make sense to have the actives not take points but rather just unlock when you got a certain number of points and then all you points go in passives. Of course, you would need to rescale the stars to keep the power level similar. At that point you could swap actives to do different things without having to also move around all your points each time. Currently the new system is a respecking mess even a little worse than the old one as there is not much diminishing returns in most lines so you can't just average the stars and call it within 2% of as good as it will get like you currently can.
QOL changes
Lastly, on the QOL changes
- Bless you for the passive rapid change. Not having to waste a bar slot for that or run buggy adds and have the chance of getting caught in combat unable to change is so appreciated. The passive unlocking at alliance level 3 also shows great responsiveness following the community outrage after the last rapids change.
- Ayleid wells should also reset your target dummies to full health. It would be nice if we could buy them with writ vouchers as well.
- It is true that we use our houses as free wayshrines to travel to and that being able to "travel to outside" will help with this. However, more often we would like to use our houses in lieu of a town visit. What we really want is for our assistants to be fully functional in out houses offering repairs, guild bank and sales interaction, and fencing and laundering at normal prices. We also would rather be able to wayshrine out of our houses once in them than being able to travel to the outside of our houses. This is especially true since many houses, especially larger ones, are not located near any town or wayshrine and traveling "outside" them is basically being air dropped in the middle of nowhere.
Conclusion
Overall, the QOL changes in the new update look great and show ZOS is responsive to community feedback. Furthermore, it looks to me as though the worry over the changes amounting to another Morrowind level nerf are unfounded. I would caution ZOS against going live with the crafting tree representing a tedius star swapping to do anything constant nagging chore. Other than that, it looks like a net win. Hopefully it will also be accompanied by more effective anti-cheat measures as that continues to be the biggest balance issue.
I am mostly pleased with the current state of ESO. Please do continue to ban cheaters though and you guys have to find out who is duping gold and how because the economy is currently non-functional.