As many of you already know there's a ton of changes coming with Morrowind and the latest PTS patch shows what will be in the final introduction of the game. Unfortunately to the crowd that preaches that ZOS listens to feedback I'm extremely split in regards to that notion. I believe that ZOS only listens to feedback as long as it's within their margin of thinking, so if you were to say you wanted a slight increase in X and a large voice within the minority of these forums agrees well then they would listen to it. Now if that feedback is revert changes because of X being a huge issue, well they will not listen and that is proven with the Dragon Knight class and Templar Class (not sure about NBs).
TL;DR at the bottom of this wall of text 
My main issue is that this patch is a clear showing that ZOS has no intention of balancing the game the correct way
(sounds arrogant but this is my view point and I do not know everything). Instead of stripping every class with what makes them unique i.e. buffs, fluidity in abilities, and clear advantages a class may have over anyone else; Instead they continue to balance the classes around the broken Champion point system, and armor. Each class has a unique feel to it and coming from one who has seen that in the DK when my mate first got me into this game, it's a completely different boring class compared to what it was before. This goes to every class, I'm sure there has been a lot of changes to other classes that make them feel that their class is nothing but a shadow of what it used to be.
The issue with making so many changes and sticking with them because of their adamant view on how the game should evolve is not working, it has not worked for a long time. With these changes even running vMSA has became ever so difficult and when it comes to running certain builds that I run on live, I do not feel it is possible anymore without running out of stamina, especially Magicka (on my Mag DK) so quickly that it makes it near impossible.
Which comes to one more issue, I'm not sure how ZOS views balance in terms of damage output but if they are simply basing it off of what people show on a damage dummy than we have a problem. I'm sorry but a DPS dummy shows how well the persons rotation and damage output but not necessarily their effective rate of engagement (EoE). If I pull off 40k on a DPS dummy, you cannot translate that to how good I can do in a dungeon or vMSA because there are multiple targets and multiple obstacles,mechanics in the way; sure maybe boss fights depending on what that boss mechanics has/have you can surely achieve that number. I say this because when fighting multiple targets some classes lack a strong AoE and with the changes coming now sustain has taken a major nose dive.
@MissBizz Said the following and since it isn't mentioning anything under the Non disclosure I will put a copy of it with the thread here
https://forums.elderscrollsonline.com/en/discussion/337047/my-experience-with-balance-changes
Unfortunately I can't make this as constructive as I would like. This is because I'm pretty sure I fit more into the casual/average playerbase, so I don't even fully understand how all these changes come together to make what I am experiencing.
This is not fun. Having content taken from me (not literally), is not fun.
On live, I can beat VMA "reliably" this means I can sit down, decide to beat VMA, and do it. I will die, it won't be a speed run, but I'll do it, and maybe even have 1 or 2 of my vitality lives left.
I've now spent ~7 hours attempting to beat VMA on PTS. I tried my old faithful sets. I tried what I first beat VMA with, I tried with the sets I got better at VMA with, I tried sets that I recently just switched to and planned on beating VMA with. I brought lich and warlock in my bank with me on the PTS. I just can't do it. This is not because I out-DPS the mechanics on live. I can assure you I do not. I couldn't even hit 20k DPS in a dungeon when I first beat VMA. I now very reliably run out of resources, and in an attempt to get some more sustain (and to use all these light armor sustain sets) I switched to 6 light and a heavy. Nope. As well, that reduces my health from the undaunted passive.
I've seen another post about VMA experience on these forums. It was a vastly different experience from mine. This player is leaps and bounds more skilled than I, and more experienced in VMA.
I guess I just want to point out.... I never had "infinite sustain" by any standard. If the changes are bringing forth players who are extremely good at this game to say "sustain is too hard", think about the players who aren't ridiculously good. Players who aren't at that level already didn't have infinite sustain, they got by, they did things they were proud of. Now, suddenly, they can't do the things they could before. That sucks. Maybe you didn't mean to let damage and sustain get away enough that people like me were beating VMA, maybe I don't pass the standard for VMA you wanted, but I surely don't want to be stuck in this ongoing loop of getting better, thinking I'm better, and then being smacked down to not being able to do content I could previously.
[UPDATE] I'm still stuck in VMA, but here's what I've done.
After trying a whole bunch of sets, what I found so far is the Illambris/Julianos/Lich (Liche back bar for apply DoTs would refill when I swapped back, Julianos front as most of my fighting is done there and I get the extra spell damage) works best. I've pretty much fixed the sustain issues - and can imagine myself beating VMA with this. The problem comes here - I'm still struggling and don't know why. That's the real problem. Is my sustain still not as good as it feels with this? Am I taking more damage with changes to CP trees? Are the little bits of CP I'm cutting back on (since the last bunch of points is ridiculously minimal I generally didn't put 100 points in) all adding up to do this? I don't know. Can I beat VMA with these changes? I'm pretty darn sure I can. I just have no idea how, and it's like learning all over again.
She makes good points and the issue stems from the massive changes done to the game as a whole without actually thinking of what it does to the player base but I also feel that it was done without testing all content currently out and new content. When it comes to balancing a game I don't think it's a good thing to do by changing multiple MAJOR variables within the game and then be so adamant against not going back on some.
In my opinion the changes to sustain should have only affected CP first during the initial test phase then slowly move into phase two with the changes to armor, and so on. This would have been the most accurate way to judge the cut off point in terms of sustain changes; When you change the CP system that effectively promoted imbalances along with armor, skill changes (cost wise), and even some races... well it's just bound to go awry.
In regards to vMSA I'm pretty decent I have a score on my Stam DK (Last time I checked it was 550k-580k, haven't played in about three months so forgive me but I know it was in that range) and I felt on PTS just by testing a setup in a random area, that I will need some major sustain changes. I will most likely have to run Vicious Ophidian again but maybe with a stam reduction on one of my jewelry. I believe vMSA is the best way to gauge a classes EoE (Effective rate of Engagement) since you have mobs hurdled at you and its all about you sustaining through the entire battle.
@Joy_Division made a good post and I'll leave the link here
https://forums.elderscrollsonline.com/en/discussion/343248/why-i-do-not-find-whats-on-the-pts-fun-and-other-stuff/p1
I feel people should also give this a good read too because it touches on everything even though we may have some differences in thinking. It also points to a very good point, ZOS consistently tells us that these changes are good but we have yet to see them actually do anything with these changes. ZOS in regards to Morrowind changes has not once (based on what I have seen) showed them running any dungeon like CoA, WGT, ICP, or even the shadow of hist dungeons + trials and PvP; Yet we are suppose to take this at face value and agree that changes are good.
I do want to touch on DKs a bit more since this is the only class I have played and will continue to play but I'll keep it short. After three consecutive PTS forum feedback a good portion of changes that the DK community would have liked to see implemented has/have indeed fallen on deaf ears; Instead more nerfs are in bound. I won't be one sided so I will say, yes there was some good changes but these changes only looked at the Magicka DK and not the class as a whole. Sustain is still a major issue and with this PTS the changes to DKs were merely dressing, made to look pretty but does not serve a desire or purpose; in fact I'm almost 100% positive the main complaint to sustain was not any of the abilities listed but others used by Mag DKs and some by both Mag and Stam DKs, such as Igneous shield.
In the PvP aspect my class lost a lot and many others have (especially the templars). I find it in a way sadfunny, I say sadfunny as a one word because its pretty sad and the funny is more like a "Are you serious" funny (I know hard to explain but I'll get to the point); My point is the innately support classes in this game (Dragon Knights, and Templars) lose something that helps them fend off damage so they can survive better. Some people made a point that the DK still has its passive which increases its healing received by 12% when a draconic power ability is active, I hear you on that point but some people like myself do not have a skill to sacrifice when it comes to live gameplay; on the PTS with these changes I will be getting rid of Igneous shield for obvious reasons.
We still have a 12% healing received and this factor is something I do not like because it states "Healing received" as in from another person or source so to me it should not affect my own source of outgoing healing that I so happen to be able to bask in. Healing received in my opinion should only benefit what you receive from allys but back to the issue. Templars lost a lot based on what I read, they lost major mending and had it replaced with minor mending which to me makes no sense since they're the innate healing class. Dragon Knights lost major mending at-least PvP wise but in PvE that case can still be made since mobs can 1 hit the shield. The reason why I state DKs lose major mending is it is proven in PvP DoTs take off the shield and so do light attacks and from what I have read other friendly DKs can take off your shield by using the same ability.
TL;DR
I will now close with the following. When it comes to changing sustain or probably anything, it should not have been rushed like it is now. Sustain changes should have been rolled out in phases to accurately judge the cut off rate instead of throwing the more casual players off the bridge just so you can achieve what you feel 'balance' is. Changing Champion point system, armor reduction/resource regen, skill cost increases, class sustain, and some racial changes was a bad idea when it comes to doing them all in one go. These changes alongside stealing buffs from classes makes the class boring and plain, instead of stealing to make another class seem more popular (lets face it that's how it looks anyway). I really would love for ZOS in the future to post videos of them running through vMSA, doing hard dungeons/trials, and PvP when it comes to shoving these changes down our throats. It will also be nice if ZOS would gather the opinion of the silent majority (players in the game) instead of just us loud minority who are voicing our opinions on threads. A game currently does this by having a poll system within their game while also having one on their webpage and they've been out longer than this game (since 2000s I think)... just saying.
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