Dear Zenimax Online Studios,
I think at this point in time you have to realize that this game does have a solid and mostly friendly community. Sure, the forums have their issues with rude behavior, but this is the internet and that's par for the course. The optimistic portion of the community does want the game to succeed and we do want to assist with that as there's people with well over 300 hours into ESO at this point.
Previously, usually via Reddit AMA, you have had panels where we could ask you questions and get answers.
Well, the issues in the title of this thread are literally the biggest issues in this game right now. I think it would behoove the community and you to accomplish the following via some method of bi-directional communication:
1) Class and Skill Balance: There are major issues here and some of the changes seem to be happening in a vacuum. For instance, the latest change to resource regeneration seems to have helped a bit, but it still leaves much to be desired in PVE DPS potential. There are still major issues regarding, for example, Stamina vs. Magicka scaling on staves vs. all other weapons simply because the Staves scale off the same resources that all class abilities do. There's also issues with Class Passives, where there are some for classes like the Nightblade and DK that synergize provide bonuses that the other two classes don't get from flat scaling that is readily causing discrepancies. Lastly, Heavy Armor needs something to make it a viable DPS investment. As of right now, it is absolutely putrid compared to medium and light armors, but especially light armors. There's also major issues existing with damage reduction caps. Additionally, PBAOE's are simply spammed into Oblivion, pun intended, in so many aspects of this game that it's really hurting the game balance overall.
2) Combat Roles: The tank and pure melee DPS roles both need love. The tank role is entirely too niche in its application in this game and the overall methodology of simply having a taunt that hits diminishing returns after a certain severely hampers the role in being necessary, as well as limiting overall depth. As for melee DPS, it's simply not desired because so much of it is tied to stamina based abilities. Expanding the tank role will expand appeal to other MMO players and also appeal to those who want to fill this role primarily above all others.
3) Combat Performance: I know this is a marathon, not a sprint, but at this point in time, combat performance in PVE has some niggling issues that need to be smoothed out. Some of them are class only, such as the GCD that certain Templar abilities have, like Focused Charge, that should be smoothed out because this game was touted as not having GCD's. There's bigger issues, however, in Cyrodiil PVP. It could be simply a population issue and the fact that the population across the campaign needs capped lower or it could be the way that the data transmission between the client and server works, but there are times where it's essentially press a button and pray that abilities go off or that what you are seeing is what is actually happening. Now there's not a ton anybody who isn't a programmer can comment on here, but perhaps the community can provide some valuable information in regards to where caps should be in regards to campaign population to prevent the zone from being a ghost town but not overloaded to the point that Thornblade is at the moment. Perhaps we could give some feedback on some creative means of queuing to move away from the current Home/Guest infrastructure to something more along the lines of how the Cyrodiil instances intelligently assign people on a session-by-session basis to insure that you don't have one overloaded campaign and a bunch of dead/empty campaigns following that.
I don't know, I know silence is the norm thus far on these issues, however, I do think you have a community that cares and ranges from people who play 8-10 hours a day to those who simply log into farm for 45 minutes. There's RP'ers and hard core PVPers. Which to me, is an indication that you have a wide range of player types.
With that said, we can be a resource. I've played multiple other MMOs, and I remember that one of the greatest class redesigns in any game's history, that of the World of Warcraft's Warlock during the Mists of Pandaria Beta, had a dedicated designer who communicated with us to nail one of the best-designed DPS classes I've ever experienced. The developer, Xelnath, worked hand-in-hand with the community in so many levels that the overall theme of the class became a vision of what we all contributed to. It was spectacular and despite my general dislike for how corporate Blizzard has become, this was truly a beneficial process.
I had very similar experiences with RIFT, a game with a class/skill designed with huge flexibility that is largely more analogous with ESO's, that still largely exists to this day in how the Souls for the various callings are shaped and customized to be fun and rewarding to play.
So please don't avoid us as the resource that we are beyond just the test shard. There is a means to take advantage of such ardent fans!
Regards,
PMarsico