Some new/old suggestions:
- Separate balance of pve/pvp
- Overhaul rewards system for undaunted pledges / random dungeons. More reward should = more effort.
- Similarly; mythic leads from dungeon bosses should have a higher drop chance on vet, and guaranteed on vet HM.
- Curated drops for undaunted shoulder boxes.
- Weighted curation for dungeon / trial sets - i.e. if it's designed as a heal set it should drop jewellery + resto staff before a 2H sword, if it's a stamina dps set it should drop jewellery + daggers before an inferno staff etc)
- Account wide unlock for companions - a new optional dialogue option if you've already completed unlock quest on 1 character that completes the unlock quest
- Craftable companion gear and/or companion specific sets (way to update old sets for new use?)
- Companions level from quest exp.
- Consolidation of sets to counteract set bloat (i.e. there are 100s of sets in the game, but only a few are actually viable for difficult content (added that last bit for people who say "my RP build works just fine for overland content"). Essentially this game is marketed as 'play the way you want' but for the content that actually requires thought/skill to play everyone is funnelled into certain set combos / playstyles to be viable (i.e. carry your weight in group content).
- Class identity - the classes should PLAY differently to each other but still remain equally viable in all content, the current data mining of top DPS classes in another thread on forums only backs this point up. Equally different builds within the same class should be equally viable i.e. pet sorc vs lightning sorc, ice warden vs pet warden (I know the last isn't a thing....yet, see my point about pet evolution further down)
- Spell crafting / new weapon types / separate the destro staffs into separate skill lines - a bit like separating pve/pvp trying to balance the different identity of each element type always leaves 1 element OP and the other 2 niche.
- As other's have suggested - pet evolution (also consolidation of combat pet mechanics - why does warden+sorc have permanent pets but necro/NB only have temporary pets? Why is the warden pet a permanent ultimate, but the sorc ultimate is a temporary pet?)
- Update to ww/vamp to be something that integrates with existing mechanics rather than being a gimmick / RP choice - as others have suggested if being ww/vamp changed your existing skills rather than just adding a new skill-line that has only clumsy interactions with your existing skills.
- Change daily crafting writs so they work account-wide rather than per character, for those who have invested the skillpoints in multiple characters it would buff the account-wide reward
- Motifs /provisioning recipes / furniture recipes learnt should be account-wide in addition the current outfit styles - minor change so rather than having to check on craft char if they have a motif /recipe learnt (or open outfit menu) you'll see right on the motif if you know it.
That's quite a list, and that's just off the top of my head!
Also this:Sorry, back to what I say regularly: I would be truly happy - and relieved - if the main used addons were integrated as part of the game content under ZOS responsibility, so that they are secured for ever.
Now THAT would be a way to balance PC vs console.