This idea has come up in discussions in other threads.
It would seem properly balancing this game is singularly the biggest hurdle this dev team faces. How can you adjust one skill to balance it for PvP without effecting PvE? How can you properly set limitations for PvP without weakening PvE? How can you scale end-game PvE without effecting damage and TTK in PvP?
We all love this game (some more than others), but we often find ourselves in one of two camps: Those fighting for balance and fair competition in PvP and those fighting for competitive, difficult end-game PvE content. The dev team's seeming ineptness to properly balance the game causes and flames this division.
Personally, I am PvX ~ I enjoy both PvE and PvP. Furthermore, I play all the classes (tho am admittedly a master of none). So, it is a bit easier to step back and view arguments from all sides when discussing class balance and PvP vs. PvE issues. I have come to believe the
ONLY way for the dev team to properly balance the game
is to have separate profiles for both PvP and PvP. By this, I mean all of your skills and morphs, and even CP investments, are different for PvP than they are for PvE. When you are not in Cyrodiil (or IC or any future PvP area) you are automatically in your PvE profile. When you load into Cyrodiil or a PvP enabled area, your will automatically be put into your PvP profile. By having separate profiles, the devs can more carefully review and change classes, skills, and mechanics. I.e. say a certain skill is over powered or causing an imbalance in PvP but the PvE community relies upon it heavily and changing it might effect everyone's ability to clear end-game content, the devs can adjust ot change the skill for PvP profiles but it will have zero effect on PvE profiles (or vice versa).
Some examples include:
* The heavily criticized decision to remove stamina regeneration while blocking due to the abuse of perma blocking in PvP (and to some extent PvE also). This mechanic can effect PvP but not PvE.
* Same in regards to the increased cost for consecutive dodge rolls...(arguably) necessary for PvP but hurts PvE.
* Evil/Camo Hunter is a skill many call OP and want nerfed/changed in PvP. However, it is undeniably effective in PvE.
* The impending nerf of Steel Tornado and past nerfs of Impulse and Wall of Elements...(arguably) necessary for PvP but will/has hurt PvE builds and group compositions.
* Changes/nerfs for Purge and Retrieving Maneuvers are being discussed for PvP; these skills can remain untouched for PvE
* Shield stacking an issue...the devs have the ability to decide a changes that will effect PvP and PvE differently.
* Staff damage nerfed to compensate for the 'safety of range' in PvP...damage could remain unchanged for pvE
***This list is neither all-inclusive nor representative of popular opinion or proper balance. It is merely food for thought
Simply, having two different profiles allows the dev team to independently balance the game to ensure the best interests of both PvP and PvE.
In addition to classes, skills, and mechanics, this could extend to CP limitations as well. There have been numerous threads calling for the reinstatement of soft caps or lowering the percentages of CP buffs. Should the community and the dev team feel this necessary, CP percentages and/or soft caps can be implemented for PvP but be programmed to not effect PvE and thus end-game dungeon/trial scaling. Especially considering a rework of the CP system might be in the works (see thread:
http://forums.elderscrollsonline.com/en/discussion/237255/champion-system-ability-review/p1)
Lastly, tho far less a consideration than a proper balance feature, this also serves as a quality of life feature for the player base. Because we would have separate profiles, we could invest our skill points in different skills/morphs for PvP than we would PvP (i.e.say I want Luminous Shards for PvE and Blazing Shards for PvP or for PvP I would rather invest skill points in FG skills but for PvE I want more healing and utility skills) or even invest CPs differently for PvP than PvE (i.e. in PvP I want 100 Thaumaturge for my Templar but want Blessed and more Elfborn for PvE, or simply I want to invest in Resistant {reduced crit damage} for PvP but want these points invested elsewhere for PvE).
Anyway, sorry for the wall of text. I would love to hear everyone's thoughts and opinions on the subject. Two heads are better than one~
Dev team - I know such an idea would mean a substantial recode, but personally I feel this is something that will help fix a myriad of the current issues and help protect the shelf life of the game so that we, your loyal player base, are still here to strategize and complain on these very forums for years to come. Hope it is worth considering. Respectfully~
Note: I am writing this after pulling an all-nighter. I'm not taking the time to proof read. Please forgive any incoherent thoughts, grammatical errors, or misspellings.