You have PVE damage over 100k, you have PvP dominated by 30k+ health ball groups that are extremely hard to break up as CC's are all but worthless in PvP, and even the least skilled player can now stay alive in these lame groups...
Instead of addressing that you NERF UNDAUNTED INFILTRATOR/UNWEAVER . It's bad enough DK's have been totally relegated to one play style, but at least we had Molten Armaments applied to these two sets to make some nice AOE damage. You weren't winning a 1 v 1, you weren't breaking PvE. -- but at least you could be something.
In the current version of the game where you can get 5k spell/weapon damage in tank sets, and the difference between 5k spell damage and 9k spell damage is barely noticeable when fighting someone with 35k health, these changes are just another nerf to anything unique, interesting, that doesn't fit the 1spell damage, 1 crit or pen, 1 resource, 300-500 damage..... or one of the totally unusable "when you hit a guy with a fully charged heavy attack you get 200 magika back, or the "when you hit a guy with 73 light attacks...." (lol, the way ranged targeting is in PvP now (at least on PS4) you are not hitting any player with more than a few skilss before you lose LOS or whatever, or you just get blown up by 10guys running spin to win..
Cyrodil Performance has never been worse. The player base is dropping like a rock- and all you do is repeatedly remove features claiming performance will be improved if you make the game more vanilla - well it's pretty darn vanilla.
Just roll the entire game back to 2018 and maybe people will start playing PvP again
Edited by ZOS_Hadeostry on May 8, 2022 1:32AM