Everything in this game caters to light armor, ranged spellcasting combat, especially the pvp scene. Your players have been telling you this since early beta:
- light armor outclasses medium and heavy armor because of resource management
- stamina is split between too many different uses to make it viable as a damage resource
- melee combat is clunky and unresponsive
- melee combat doesnt feel like it has enough impact
- weapon based abilities cost more and do less damage than magicka based abilities
- getting into melee range is suicide in most pvp situations, especially with the way the game enforces zerg pvp
- ranged combatants can easily put themselves in a position to be immune to melee attacks via keep walls/towers
- Stealth is too easily countered to be a reliable method of closing to melee range, especially when nearly every npc in cyrodiil can see through it, and nearly every player is running magelight
- Stealth also suffers a movement speed penalty, preventing the player from catching up to anyone that's even running at normal speed
The list goes on and on, yet what changes do we see? Further reductions in the effectiveness of melee weapons of all types, further improvements in the effectiveness of ranged weapons, more bias towards magicka and more restrictions towards stamina. Hidden cooldowns on melee-range class abilities and undocumented changes to invisibility and stealth.
How many players are you going to have to *** off before the realization is made that you're -doing it wrong-?
PS4 / NA
M'asad - Khajiit Nightblade - Healer
Pakhet - Khajiit Dragonknight - Tank
Raksha - Khajiit Sorcerer - Stamina DPS
Bastet - Khajiit Templar - Healer
Leonin - Khajiit Warden - Tank