The problem with TESO is that there's animation canceling or "weaving" which honestly is game breaking. Because of animation canceling both PVE and PVP has had issue after issue about lag, exploitation, using third party programs to maximize damage, bot trains, zergs etc. And these things happen and are still being abused by "pro-gamers". Animation canceling does cause lag because so much information is processed beyond intended receiving and calculating; CP Tree messing up a lot of information processing speed along with procing chancing.
-Templar's Power of Light/Purifying Light causes a small but noticeable latency delay before it delivers its stored damage. The server needed time to think and calculate the stored damage and calculating it to ability confinements, player cp, player buff, penetrations, debuffs | Enemy cp, buffs, resistances, debuffs + racial perks with procs + abilities and passives that either counteract, cancel out, or apply some other chain effect (like templar's living dark lag fest of an ability). And this is just one ability stacked with so many others and opponents alike.
-Some players dish 5 abilities in 2 seconds even when not including weapon enchantment effects/poisons and damaging pets and shields.
The point is animation cancelling results in "top" players achieving very high damage outputs that exceed the intents of gear designed to benefit the typical player. Because of extremities classes, abilities, sustain, damage, gear, etc. have been nerfed time and time again in order to "control" the anomaly. ZOS way of balancing always inconveniences the game's majority casual players. With animation cancelling chaining, very little dps is lost to end gamers.
The ideal of "skill" is largely lacking, the most skilled being the one with third party programs or simply better tech, which is not skill. Area of effect got nerfed when people shouldn't be standing in it and requires strategic placement, which reduces the game's integrity of skill. Gap closers are too instantaneous and have no counter measures, as they can be spammed to ridiculous intervals or simply lag warp their way to you with no animation. Light and Heavy Attacks deal as much damage as direct damage abilities and cover 20-25% of damage parses.
The game itself is so intensive in glitching these abilities in order to complete vet content to the point where the game is a stress bomb when wanting to do a fun challenge... not to mention the majority of the TESO playerbase being left out of all vet content because many cannot animation cancel/glitch swap abilities/weaving L/H attacks... because that's not what the game is supposed to do. Most max level players deal 30-40k dps with the top few who animation cancel, dealing 70-100k dps.
Abilities should deal more damage but have a cooldown interval.
No damage would be lost at all, just the pure annoyance of having to perfect weave/animation cancel in order to achieve high end standards. Access to what the game requires of for vet content should be accessible to all rather than requiring glitching the game in order to follow through.
Warden's Cliff Racer and Scorch are a good ideal for abilities as it deals decent damage followed by a mechanic that can be countered skillfully.
ZOS shouldn't allow further abuse of animation cancelling to be the basis of success in completion of endgame content. Most veteran achievements are not achievable if the game was played the way it was supposed to. Nerfs affect incoming players looking to complete achievement but cannot because older players completed it when the game was more buffed.
Most players will disagree with this post and that's predictable.
The point is the game could value its assets more than it is valued now. Currently gameplay is quite a disgrace considering how much heart and vision the game had from Day One compared to the now broken age of shattered visions.