ZOS_GinaBruno wrote: »...That said, we do want there to be a healthy balance and that’s something we are experimenting with more, in particular around separating PvE from PvP scenarios. Doing this is something we haven’t done much in the past, and we do expect there to be some growing pains. There may be times when we don’t get the numbers quite right, and this is where we’d like to continue to get feedback from all of you.
Dear ZOS Combat Balance team… As mentioned earlier, this will be my only post. I will only respond if a staff member responds.

ZOS_GinaBruno wrote: »Again, we’d like to reiterate that we are purposely being conservative with our changes since this is the first time we’re separating PvE from PvP, and we’d rather start with things a little on the weaker side and slowly increase than make them too strong from the start and later have to course correct with heavy nerfs!
You mentioned not understanding why Sorcerer is said to be weak, and mentioned that its DPS was so high the first week.
I am quite sure the main complain people have about Sorcerer is its lack of group utility and cleave damage. Its damage having been the highest against parse dummies never had any real value to it, as Sorcerer doesn't offer the dearly needed cleave damage nowadays and also nothing unique to groups in general.
All Sorcerer offered anymore was Major Berserk through the Atronach; which Dragonknight received as a class mastery and does better than the Atronach. And the 6% spell damage from Calculated Defense or the recovery from Sphere of Influence don't do much to solve this when other classes already have more group utility to begin with, and get it boosted tremendously by their class masteries.
This is why Sorcerer is said to be weak; not because of some single target dummy during week 1. People have explained this at length in all of the feedback threads, so there is no way anyone can say they do not understand why this is being said.
ZOS_GinaBruno wrote: »Hello everyone!
We’ve also seen some commentary that Werewolf continues to create some problem spaces with certain Class Mastery passives. What we can say is that some Class Masteries affect Werewolf in ways that we didn’t plan for, and this will be adjusted over time.
I am sorry, but if you're aware that there are some extremely problematic interactions going on between werewolf and class mastery passives, why are you allowing them to go live in this state? It's good to hear that more adjustments are planned "over time", but as ESO players we know that the very soonest we can expect to see any changes are with the next patch, which is roughly 4 months from now(?). That is a long time to deal with extreme unbalance in regards to PVP.ZOS_GinaBruno wrote: »It’s not realistic or fair to make an unkillable build where you do a ton of damage and also heal yourself indefinitely; there needs to be a balance.
I mean this with no disrepsect what so ever. I invite whatever internal PVP playtester to come fight the 40-50k HP WW builds we have been testing and providing data for this PTS cycle. They absolutely are unkillable, do the highest possible DPS you can achieve in PVP, and heal themselves indefinitely with infinite sustain and extremely strong health-scaling heals. It's good that you acknowledge this is unfair because it absolutely is, but at the same time it's being allowed to go live in this state. Just very frustrating to see.ZOS_GinaBruno wrote: »We do want to note we buffed the Nightblade crit cap to be higher than other classes and this also applies to healing.
I just want to point out that in PVP, this effectively does nothing. Due to critical resistance existing, your average player will have somewhere in the realm of 40-60% critical damage mitigation. This means that in order to reach the critical damage "cap" of 125%, you would need to build for between 165-185% crit damage to achieve that cap. These are already absurd values that are difficult or impossible to achieve without additional players providing buffs to you. For 99% of players in PVP, the increased cap is not something they would ever interact with.ZOS_GinaBruno wrote: »Similar to Nightblade, we’ve seen some feedback that the Sorcerer Class Mastery kit feels underpowered and not competitive with other classes.ZOS_GinaBruno wrote: »We’ve seen concerns about ongoing issues with resource sustainability for Sorcerer; Conservation of Energy should be helping to solve this.
From a PVP perspective, sorcerer has arguably the best class mastery passives out of any class. But conservation of energy in particular is healing for far too much. The blood magic scales on health, and with around 33k HP whilst casting every GCD, this passive is outhealing vigor by itself. When approaching 40k HP, it is dramatically outhealing vigor.
This is a bit problematic, and has been repetitively brought up by myself and many others across various threads, including the official feedback channels.
Would be great to see this at least addressed so we know why it is being left as is. In general, health scaling heals/shields in PVP are very problematic and always have been. I would urge the team to move towards reworking any health scaling heal to instead use the standard WD/max stat scaling forumla, as this would prevent many abusive scenarios where these heals drastically over perform.
MashmalloMan wrote: »ZOS_GinaBruno wrote: »Nightblades have seen commentary that their Class Mastery passives feel weaker to those of other classes, and it doesn’t help with burst-damage or resource sustainability. We do want to note we buffed the Nightblade crit cap to be higher than other classes and this also applies to healing. However, there may be some specific subclassing builds that are overperforming, and we’ll keep an eye on this.
From a damage perspective, the Crit Cap increase in PVP doesn't do anything because moving from subclassing, you're giving up -20% or more Crit Damage by not having access to Animal/Herald/Aedric/Earthen, and you only get a base 5% in return. Crit Resist directly counters Crit Damage and the effective cap.
The current meta will have every player with 30~60% Crit Resist, this is from base 20%, 10% from 5x Impen, 10% from CP, and 20% from Rallying Cry. So basically everyone can build beyond 125% crit damage to at least 155%~185%, when you add another 30% for the NB Mastery they gain nothing because it's not feasibly possible to reach the 185%~215% it would require. This is also considering that you don't have subclassing for the crit damage bonuses, only 5%.
Instead of 5% crit damage/healing and 30% cap.. why not..12.5% crit damage/healing and 15% cap.. go with the -50% route you have been doing.. otherwise this Mastery makes no sense to pick up under the current context of the game.ZOS_GinaBruno wrote: »In general, Nightblades gained a lot from the PTS changes because we understand there is moderate room for improvement with their core kit. While we recognize some of these problems still exist, this isn’t something we can comprehensively solve until we do the refresh work for the Nightblade class. What we were able to adjust on the PTS helps, but it is intended to be a stopgap until the class refresh.
Similar to Nightblade, we’ve seen some feedback that the Sorcerer Class Mastery kit feels underpowered and not competitive with other classes. We’d like to better understand why some of you are feeling this way. In PTS Week 1, Sorcerers were actually doing the most damage out of all classes by quite a large margin; we did reduce the strength to account for that and later reverted some of the nerfs. Now, it’s worth noting that there is a bug with Sphere of Influence where it’s only applying its damage shield to one player instead of two, and it also doesn’t currently work with Daedric Refuge (this should be fixed in the next PTS patch).
The problem with NB and Sorc is that you've built them up as singlet target DPS machines, but any time their DPS gets too high, the mob comes out with dummy parses, then you nerf them back down to the same level of other classes. This would be fine if there was any sort of compensation for cleave, but there isn't. NB, Sorc, and WW have by far the worst cleave in the game, so the only logical conclussion is they should have higher single target dummy DPS. You need to pick a side.
Frankly, I'm happy with the state of the Sorc Mastery's overall, especially for PVP, so I think that needs to be clarified. They have some very versatile Mastery's to pick from. I gather you're speaking about feedback regarding PVE, so on that subject you need to consider how that DPS is being produced and why people may have complaints about the initial nerfs:
- Signet + Overload = Sorc is abusing this combination to output an additional 10~13k DPS while staying above 170 ultimate. Warden's Bear was being abused, yet you nerfed it with -50% damage, so why is this not a consideration too? This Mythic is way too problematic and needs a complete rework, it's also being abused on WW now, and those mains fear you'll nerf them over the Mythic like you've done with Sorc the 1st week. Please.. please, change this set.
- Overload over Atro = Sorc in a group should be providing Major Berserk to their team, this is also a very clunky and unreliable skill no one wants to use in real content. I can parse 180k with Overload + Signet cheese, swapping to Atro I lose over 15k DPS and I'm back down to 165k without any of the cleave other classes bring.
- Monolith + Liquid Lightning = Set is very strong, but situtationally useful. Sometimes the damage won't do anything, 1 Monolith doesn't deal damage and only gives 100 w/s damage, 3 gives 300 w/s damage, but is nearly impossible to keep up with 100% uptime, so on average you'll bounce between 2~3 for an ongoing parse. It's stationary and requires Liquid Lightning, a skill that barely does 3% of a parse, while Monolith can do 6~7%. Borderline parse cheese.
- No Cleave = Sorc, NB, and WW are single target archetypes, they do not have strong cleave. I found an Arcanist parse that can do 155k with 120k as aoe, so 77%. Sorc can do 180k with 30k as aoe using the Overload + Signet cheese, so only 17% aoe. NB and WW is probably just as, if not worse, you need to be comfortable with these playstyles excelling on a dummy, you can't just nerf them down to the same level as other classes and expect it to be fair. There have been meta's where NB/Sorc were the highest DPS, but because they provided no cleave or additional support, they were never used in trial comps.
- Throwing Knife + Status Effect Chance = Too expensive to use in real content, you'll run out of resources in 20 seconds, people are parsing with it only becasue Signet is overpowered in conjunction with Overload, making unrealistic DPS via crazy status effect procs.
- Static Reverb + Pets = Doesn't feel good. Stop putting red tape on pet vs no pet, Sorc's don't like this, so I really... really.. hope you take this into consideration for the rework. We want a class set, flourish, and passives that work with 100% value 100% of the time regardless of a pet or not. This is coming from someone who doesn't like pets, but I don't want to be punished for engaging with them.
Thank you for the continued communication, can't wait to see what all the future refreshes bring.
ZOS_GinaBruno wrote: »As for the feedback about the lack of a ranged taunt, we totally hear you. At this time, we just haven’t found the right solution without reworking an existing morph and having that affect something else. Whatever solution we implement, we want to make sure it’s thematically appropriate as well (for example, Werewolves don’t use magic!)
We’ve seen some feedback that the SorcererClass Mastery kit feels underpowered and not competitive with other classes. We’d like to better understand why some of you are feeling this way.
ZOS_GinaBruno wrote: »Hello everyone!
We’ve also seen some commentary that Werewolf continues to create some problem spaces with certain Class Mastery passives. What we can say is that some Class Masteries affect Werewolf in ways that we didn’t plan for, and this will be adjusted over time.
I am sorry, but if you're aware that there are some extremely problematic interactions going on between werewolf and class mastery passives, why are you allowing them to go live in this state? It's good to hear that more adjustments are planned "over time", but as ESO players we know that the very soonest we can expect to see any changes are with the next patch, which is roughly 4 months from now(?). That is a long time to deal with extreme unbalance in regards to PVP.ZOS_GinaBruno wrote: »It’s not realistic or fair to make an unkillable build where you do a ton of damage and also heal yourself indefinitely; there needs to be a balance.
I mean this with no disrepsect what so ever. I invite whatever internal PVP playtester to come fight the 40-50k HP WW builds we have been testing and providing data for this PTS cycle. They absolutely are unkillable, do the highest possible DPS you can achieve in PVP, and heal themselves indefinitely with infinite sustain and extremely strong health-scaling heals. It's good that you acknowledge this is unfair because it absolutely is, but at the same time it's being allowed to go live in this state. Just very frustrating to see.ZOS_GinaBruno wrote: »We do want to note we buffed the Nightblade crit cap to be higher than other classes and this also applies to healing.
I just want to point out that in PVP, this effectively does nothing. Due to critical resistance existing, your average player will have somewhere in the realm of 40-60% critical damage mitigation. This means that in order to reach the critical damage "cap" of 125%, you would need to build for between 165-185% crit damage to achieve that cap. These are already absurd values that are difficult or impossible to achieve without additional players providing buffs to you. For 99% of players in PVP, the increased cap is not something they would ever interact with.ZOS_GinaBruno wrote: »Similar to Nightblade, we’ve seen some feedback that the Sorcerer Class Mastery kit feels underpowered and not competitive with other classes.ZOS_GinaBruno wrote: »We’ve seen concerns about ongoing issues with resource sustainability for Sorcerer; Conservation of Energy should be helping to solve this.
From a PVP perspective, sorcerer has arguably the best class mastery passives out of any class. But conservation of energy in particular is healing for far too much. The blood magic scales on health, and with around 33k HP whilst casting every GCD, this passive is outhealing vigor by itself. When approaching 40k HP, it is dramatically outhealing vigor.
This is a bit problematic, and has been repetitively brought up by myself and many others across various threads, including the official feedback channels.
Would be great to see this at least addressed so we know why it is being left as is. In general, health scaling heals/shields in PVP are very problematic and always have been. I would urge the team to move towards reworking any health scaling heal to instead use the standard WD/max stat scaling forumla, as this would prevent many abusive scenarios where these heals drastically over perform.
YOu CANNOT balance around what the above-average or top players can do.
Do people not remember U35? That whole debacle happened because ZOS attempted to raise the floor by lowering the ceiling. What happened, though? Who was it that was adversely affected by that? It was the average or below-average player hit the hardest.
The top players will ALWAYS, ALWAYS find what's the strongest. What works the best. What gives the highest numbers, what does the most damage or tanks the most damage or heals the most damage.
When was the last time lowering the ceiling actually stopped the power creep? When was the last time it actually raised DPS or tanking or healing for average players?
Power creep doesn't happen because of average players. It happens because of the top players finding new interactions with new Sets and old Skills/Passives.
No matter how much you nerf WW, ZOS, certain people will keep claiming it isn't enough, because THEY will continue to find ways of pumping out high damage and will just keep saying "Look how OP it still is!" while the rest of us who aren't absolute aces at the game will just watch as WW keeps getting gutted over and over before it even reaches Live.
You CANNOT balance around what the ceiling can do, because it never raises the floor, it only ever pushes it farther into the ground.
Rkindaleft wrote: »You mentioned not understanding why Sorcerer is said to be weak, and mentioned that its DPS was so high the first week.
I am quite sure the main complain people have about Sorcerer is its lack of group utility and cleave damage. Its damage having been the highest against parse dummies never had any real value to it, as Sorcerer doesn't offer the dearly needed cleave damage nowadays and also nothing unique to groups in general.
All Sorcerer offered anymore was Major Berserk through the Atronach; which Dragonknight received as a class mastery and does better than the Atronach. And the 6% spell damage from Calculated Defense or the recovery from Sphere of Influence don't do much to solve this when other classes already have more group utility to begin with, and get it boosted tremendously by their class masteries.
This is why Sorcerer is said to be weak; not because of some single target dummy during week 1. People have explained this at length in all of the feedback threads, so there is no way anyone can say they do not understand why this is being said.
Adding on to this, it really just takes 5 minutes of looking at ESOlogs to look at raid composition from previous updates to find which classes are and are not used.
The reason people say Sorcerer DD sucks is because classes that are only good at single target damage do not translate well at all to a lot of the trial and dungeon content, especially the newer content and especially on HM.
Sorcerer, as well as Nightblade, have always parsed high on dummies and in some niche trial encounters like in Kyne's Aegis where cleave is not as important, but with every fight design in the last few years incentivizing/requiring high cleave damage (Bahsei HM, Reef Guardian HM, Ansuul HM, literally everything in Lucent Citadel HM, almost everything in Ossein Cage HM) it renders classes without strong cleave in those trials not viable, and thus almost never used.
Even before Subclassing, most progression groups never had more than one Sorc DPS player, and it was always shoehorned into the support DPS role by being the Storm Atronach Martial Knowledge slave.
Dear ZOS Combat Balance team… As mentioned earlier, this will be my only post. I will only respond if a staff member responds.
Thank you so much for your repeated input,
I can always count on you to talk about werewolf and only werewolf in a plethora of issues. I sure hope they would choose you for such a task as you mentioned, I’m sure you and Redacted have everyone’s best interest in mind.
Honestly the only way to fight power creep is probably something I saw someone else mention somewhere in the General section I think it was? Which was to hardcap damage.Either that or implement something so that DPS after a certain point starts to have diminishing returns somehow. I remember back when 50k-ish DPS was good enough for most every Vet Dungeon, but that hardly seems the case these days.YOu CANNOT balance around what the above-average or top players can do.
Do people not remember U35? That whole debacle happened because ZOS attempted to raise the floor by lowering the ceiling. What happened, though? Who was it that was adversely affected by that? It was the average or below-average player hit the hardest.
The top players will ALWAYS, ALWAYS find what's the strongest. What works the best. What gives the highest numbers, what does the most damage or tanks the most damage or heals the most damage.
When was the last time lowering the ceiling actually stopped the power creep? When was the last time it actually raised DPS or tanking or healing for average players?
Power creep doesn't happen because of average players. It happens because of the top players finding new interactions with new Sets and old Skills/Passives.
No matter how much you nerf WW, ZOS, certain people will keep claiming it isn't enough, because THEY will continue to find ways of pumping out high damage and will just keep saying "Look how OP it still is!" while the rest of us who aren't absolute aces at the game will just watch as WW keeps getting gutted over and over before it even reaches Live.
You CANNOT balance around what the ceiling can do, because it never raises the floor, it only ever pushes it farther into the ground.
So the alternative is what? Raise the floor? That won’t lower the power creep either. In fact, it would make it worse.
Imagine a scenario where player X, who is average at the game, does 80k DPS on a dummy, while player Y, who is above average, does 110k DPS. Both are playing the same class. Instead of figuring out more optimized sets and perfecting their rotation, player X wants his class to be buffed. ZOS listens and rolls out several changes, allowing player X to increase his parse to 110k. Player X is happy that he can finally compete, but he doesn’t understand that player Y, who has a better setup and rotation, is now doing 140k DPS. Power creep worsens, and the average DPS requirement is now inflated.
This is literally the same thing in PvP, but more severe. Since you’re fighting players, knowledge of defensive rotations must also be accounted for. If player X always dies on his Sorc while player Y dies less, is it Sorc being bad at surviving, or is it player X? What do you think would happen to player Y if ZOS buffed Sorc to allow player X to survive better? I think we all know the result here.
Ecgberht_confused wrote: »In pvp, sorc is not weak, even before the masteries pure sorc is very playable in pvp. In fact I'm worried that when the masteries hit live the calls for sorc nerfs might start immediately.
ZOS_GinaBruno wrote: »Hello everyone!
Similar to Nightblade, we’ve seen some feedback that the Sorcerer Class Mastery kit feels underpowered and not competitive with other classes. We’d like to better understand why some of you are feeling this way. In PTS Week 1, Sorcerers were actually doing the most damage out of all classes by quite a large margin; we did reduce the strength to account for that and later reverted some of the nerfs. Now, it’s worth noting that there is a bug with Sphere of Influence where it’s only applying its damage shield to one player instead of two, and it also doesn’t currently work with Daedric Refuge (this should be fixed in the next PTS patch).
No Cleave = Sorc, NB, and WW are single target archetypes, they do not have strong cleave. I found an Arcanist parse that can do 155k with 120k as aoe, so 77%. Sorc can do 180k with 30k as aoe using the Overload + Signet cheese, so only 17% aoe. NB and WW is probably just as, if not worse, you need to be comfortable with these playstyles excelling on a dummy, you can't just nerf them down to the same level as other classes and expect it to be fair. There have been meta's where NB/Sorc were the highest DPS, but because they provided no cleave or additional support, they were never used in trial comps.
Turtle_Bot wrote: »Example: (Expert mage 108 weapon/spell damage per Sorcerer ability slotted), yet it's more effective for players to simply ignore that passive and leave it as a passive that grants less weapon damage than a single 2-4 piece weapon damage line from a gear set and slot/use non-class or sub-classed abilities in those bar slots, than it would be to slot the extra Sorcerer active abilities to get more out of that passive.



You mentioned not understanding why Sorcerer is said to be weak, and mentioned that its DPS was so high the first week.
I am quite sure the main complain people have about Sorcerer is its lack of group utility and cleave damage. Its damage having been the highest against parse dummies never had any real value to it, as Sorcerer doesn't offer the dearly needed cleave damage nowadays and also nothing unique to groups in general.
All Sorcerer offered anymore was Major Berserk through the Atronach; which Dragonknight received as a class mastery and does better than the Atronach. And the 6% spell damage from Calculated Defense or the recovery from Sphere of Influence don't do much to solve this when other classes already have more group utility to begin with, and get it boosted tremendously by their class masteries.
This is why Sorcerer is said to be weak; not because of some single target dummy during week 1. People have explained this at length in all of the feedback threads, so there is no way anyone can say they do not understand why this is being said.
Honestly the only way to fight power creep is probably something I saw someone else mention somewhere in the General section I think it was? Which was to hardcap damage.Either that or implement something so that DPS after a certain point starts to have diminishing returns somehow. I remember back when 50k-ish DPS was good enough for most every Vet Dungeon, but that hardly seems the case these days.YOu CANNOT balance around what the above-average or top players can do.
Do people not remember U35? That whole debacle happened because ZOS attempted to raise the floor by lowering the ceiling. What happened, though? Who was it that was adversely affected by that? It was the average or below-average player hit the hardest.
The top players will ALWAYS, ALWAYS find what's the strongest. What works the best. What gives the highest numbers, what does the most damage or tanks the most damage or heals the most damage.
When was the last time lowering the ceiling actually stopped the power creep? When was the last time it actually raised DPS or tanking or healing for average players?
Power creep doesn't happen because of average players. It happens because of the top players finding new interactions with new Sets and old Skills/Passives.
No matter how much you nerf WW, ZOS, certain people will keep claiming it isn't enough, because THEY will continue to find ways of pumping out high damage and will just keep saying "Look how OP it still is!" while the rest of us who aren't absolute aces at the game will just watch as WW keeps getting gutted over and over before it even reaches Live.
You CANNOT balance around what the ceiling can do, because it never raises the floor, it only ever pushes it farther into the ground.
So the alternative is what? Raise the floor? That won’t lower the power creep either. In fact, it would make it worse.
Imagine a scenario where player X, who is average at the game, does 80k DPS on a dummy, while player Y, who is above average, does 110k DPS. Both are playing the same class. Instead of figuring out more optimized sets and perfecting their rotation, player X wants his class to be buffed. ZOS listens and rolls out several changes, allowing player X to increase his parse to 110k. Player X is happy that he can finally compete, but he doesn’t understand that player Y, who has a better setup and rotation, is now doing 140k DPS. Power creep worsens, and the average DPS requirement is now inflated.
This is literally the same thing in PvP, but more severe. Since you’re fighting players, knowledge of defensive rotations must also be accounted for. If player X always dies on his Sorc while player Y dies less, is it Sorc being bad at surviving, or is it player X? What do you think would happen to player Y if ZOS buffed Sorc to allow player X to survive better? I think we all know the result here.
And who's to say that the person doing 80k DPS hasn't perfected their rotation and doesn't already have access to the best Gear they can realistically obtain? A lot of people don't do Trials and thus don't have Trial Gear. Heck a lot of people don't do Vet Dungeons and don't have Dungeon Sets. And this is where I'd say diminishing returns would kick in, so that having more optimized Gear and Skills and all DOES kick in at a certain point, but not before average players would be able to get some sort of boost. Maybe that 80k Sorc player can get buffed to 100k instead, while the person who has their optimized build could still hit that 140k if they REALLY worked at it. There would still be separation between more skilled people and those who aren't in that upper tier, but the people below average or average DO get some sort of buff. The floor gets raised without the ceiling also going up as well.
Nerfing things because of what the top can do will never help the average player, because those people using those things that get nerfed lose power and then have to struggle to get it back, whereas the people at the top will either barely feel it, or only be affected for a short time before they find the next busted or overtuned combo. There has to be SOME sort of compromise because otherwise people will always want more more more nerfs and the people lower on the totem pole have to deal with either watching their builds get made worse, or fear it's going to happen.
And the main point here is you will NEVER nerf what the top people can do because they'll always manage to find something else. It's s never-ending cycle. People look at what they can do and think it's too strong, call for nerfs, something gets nerfed but even when it is those people could probably still wring out a high output with it. More nerfs, more builds getting made worse. Over and over. I keep bringing up U35 because this is exactly what happened. ZOS tried to lower the ceiling to raise the floor and what actually happened was the floor got suplexed even lower than it had been before, while the ceiling was largely untouched.
Shattered Path is buffing every status heavy build output by 30% in PvP, not just WW.because it's inflating our performance by an easy 30%
Honestly the only way to fight power creep is probably something I saw someone else mention somewhere in the General section I think it was? Which was to hardcap damage.Either that or implement something so that DPS after a certain point starts to have diminishing returns somehow. I remember back when 50k-ish DPS was good enough for most every Vet Dungeon, but that hardly seems the case these days.YOu CANNOT balance around what the above-average or top players can do.
Do people not remember U35? That whole debacle happened because ZOS attempted to raise the floor by lowering the ceiling. What happened, though? Who was it that was adversely affected by that? It was the average or below-average player hit the hardest.
The top players will ALWAYS, ALWAYS find what's the strongest. What works the best. What gives the highest numbers, what does the most damage or tanks the most damage or heals the most damage.
When was the last time lowering the ceiling actually stopped the power creep? When was the last time it actually raised DPS or tanking or healing for average players?
Power creep doesn't happen because of average players. It happens because of the top players finding new interactions with new Sets and old Skills/Passives.
No matter how much you nerf WW, ZOS, certain people will keep claiming it isn't enough, because THEY will continue to find ways of pumping out high damage and will just keep saying "Look how OP it still is!" while the rest of us who aren't absolute aces at the game will just watch as WW keeps getting gutted over and over before it even reaches Live.
You CANNOT balance around what the ceiling can do, because it never raises the floor, it only ever pushes it farther into the ground.
So the alternative is what? Raise the floor? That won’t lower the power creep either. In fact, it would make it worse.
Imagine a scenario where player X, who is average at the game, does 80k DPS on a dummy, while player Y, who is above average, does 110k DPS. Both are playing the same class. Instead of figuring out more optimized sets and perfecting their rotation, player X wants his class to be buffed. ZOS listens and rolls out several changes, allowing player X to increase his parse to 110k. Player X is happy that he can finally compete, but he doesn’t understand that player Y, who has a better setup and rotation, is now doing 140k DPS. Power creep worsens, and the average DPS requirement is now inflated.
This is literally the same thing in PvP, but more severe. Since you’re fighting players, knowledge of defensive rotations must also be accounted for. If player X always dies on his Sorc while player Y dies less, is it Sorc being bad at surviving, or is it player X? What do you think would happen to player Y if ZOS buffed Sorc to allow player X to survive better? I think we all know the result here.
And who's to say that the person doing 80k DPS hasn't perfected their rotation and doesn't already have access to the best Gear they can realistically obtain? A lot of people don't do Trials and thus don't have Trial Gear. Heck a lot of people don't do Vet Dungeons and don't have Dungeon Sets. And this is where I'd say diminishing returns would kick in, so that having more optimized Gear and Skills and all DOES kick in at a certain point, but not before average players would be able to get some sort of boost. Maybe that 80k Sorc player can get buffed to 100k instead, while the person who has their optimized build could still hit that 140k if they REALLY worked at it. There would still be separation between more skilled people and those who aren't in that upper tier, but the people below average or average DO get some sort of buff. The floor gets raised without the ceiling also going up as well.
Nerfing things because of what the top can do will never help the average player, because those people using those things that get nerfed lose power and then have to struggle to get it back, whereas the people at the top will either barely feel it, or only be affected for a short time before they find the next busted or overtuned combo. There has to be SOME sort of compromise because otherwise people will always want more more more nerfs and the people lower on the totem pole have to deal with either watching their builds get made worse, or fear it's going to happen.
And the main point here is you will NEVER nerf what the top people can do because they'll always manage to find something else. It's s never-ending cycle. People look at what they can do and think it's too strong, call for nerfs, something gets nerfed but even when it is those people could probably still wring out a high output with it. More nerfs, more builds getting made worse. Over and over. I keep bringing up U35 because this is exactly what happened. ZOS tried to lower the ceiling to raise the floor and what actually happened was the floor got suplexed even lower than it had been before, while the ceiling was largely untouched.