First of all this is mostly from a pvp point of view and also i must say that i use an stamina build, the following list may sound as a recap of various and well know post/issues in these forums but it is my own list of the issues i find every day while I play and frustrate me, leaving me with no wanting to play anymore as every day passes and this things remain.



So here we go, this list is not in any particular order I would like all of this fixed or at least looked at:



Ultimates: Ultimates right now should have their name changed to "Opener" or something like that, is ridiculous how right now every group fight in pvp (or bosses in pve) starts with the ultimate charged and consist on who uses more ultimates first or better. Well the problem aren't with the ultimates damage or function, for me the problem is in the ultimate gain and ultimate decay rates and because of that an ultimate right now doesn't feel that "ultimate", in pvp you know that the enemy will have it charged 90% of the time and if you see a train/blob the only spam ultimates as fast as they can. The main problem right now is that you can pre-charge ultimate out of combat, you always see groups of people spamming grand healing or other spells that charge ultimate and they don't go to battle until all the raid have their ultimate charged, once they find a group of enemies their first movement is unleash the ultimate(barriers, standards, bats, you named it) and then you run spamming you ultimate generation ability and repeat. This mechanic also contributes to blobing because more people equals more ultimate gain, and of course if you don't wear a staff and precharge your ultimate out of combat before any fight you are fool or not wanted in some groups.

Possible fix: It shouldn't be possible to gain ultimate out of combat, also if you are out of combat ultimate should decay. Please make ultimates be an "Ultimate" again instead of the openers that are right now.



Stealth: I understand that the game is designed so everyone can stealth/crouch but why everyone is good at it ? i mean why a person that uses a full set of heavy armor or light armor can ve hidden 5m away from me and i can't see them, again why people using spells like magelight a bright light that orbits the player can be hidden 5m near me and be still hidden ? The difference between medium armor and light/heavy armor are too small, the speed at moving in stealth is the same and the distance to be discovered is nearly the same, the only thing that varies a little between armors is the stamina drain while sneaking, but this difference only affects while moving and anyways the stamina loss with 0 pieces of medium armor isn't that bad. Currently entire zergs traverse the fields pf cyrodiil while in stealth, stealth penalties are negated by large groups just using stamina regen aura and movement speed buffs. What i mean, in short, medium armor has no real impact on stealth and everyone is to good at stealthing no matter what armor he uses.

Possible fix: Increase stamina drain in stealth and detection radius a lot by default and change the medium armor percentages to match the current drain/detection we have now, making medium armor as good as we have right now but making heavy/light worse at moving using stealth.



Block mechanic: Well I said this list has not any particular order but the block mechanic is one of the things that annoy me the most right now. Block was clearly designed as situational and reactive defensive measure, that is clearly seen by the game clues saying you to 'block now' or by the fact that blocking cancels animations, so block was designed as a reactionary thing but right now blocking is used by +70% (magica users and tanks) players as a perma-buff, everyone that uses magica and don't care for stamina is fighting with the right mouse button pressed, because they can cast trough blocking and blocking don't consume stamina even you can regenerate stamina normally while doing it, that's very very wrong and as said before that isn't how blocking was designed, at least nothing in the game points as using block as perma buff (always on). What's the problem? well it isn't fair to stamina users (what a surprise) the other 30% of the players that tries/struggles to play with stamina builds can't use the perma-block buff because we need that precious stamina to do everything and also very few stamina skills can be used while blocking.

Possible fix: For starters the act of blocking (right mouse button pressed) should stop stamina regen and also should drain stamina like running/stealth, with this we will stop the perma-block(always on) issues that we have right now and block would be again a reactionary measure just as designed.

Also i am on the opinion that casting trough blocking shouldn't be possible and must go away, don't know maybe silencing the player while blocking ?



Forward camps: At the beginning of the game, the first few months, the game in pvp was very fun there was battles everywhere, there were travelers between keeps and towns, reinforcements parties running between keeps and gank squads, essentially there was action everywhere in the map and forward camps where rarely used.

Now forwards camps are spammed and abused, the action in cyrodiil is reduced in 2 spots / big battles in the whole the map usually those are always sieges, the armies keeps respawning non stop, also if you die you just wait to someone to use a camp to respawn and this is used as a fast travel... you see someone attacking a target somewhere in the map (even at the other side) and just suicide and wait or ask for a camp in that place. Abusing forward camps mage the traveling system in cyrodiil inexistent , reinforcements from keep to keep where destroyed, ganks squads and roaming parties in the roads also died, and small scale encounters also disappeared. In conclusion pvp is just destroyed becoming an endless siege wars with infinite respawns and where traveling/reinforcements matters zero.

Possible fix: Make that the area that appears in a forward camp to determine the distance between camps also be used to dettermine the area of camp use, meaning that if you die in the camp area you can use it and respawn there, if you died outside the camp area you can't use that camp, with this change the forward camps will maintain his use but not longer will be used as a fast transportation metod



AoE Damage and spam: I can't understand why some of the most damaging skills in the game are aoe that don't require targeting, in other games pbaoe had some sort of disadvantage like a casting time, cooldown or having to stand still without moving, but in ESO those non-target aoe are those that hit stronger while not requiring any sort of skill, placing or facing to use, those skills to name a few are impulse, bat swarm or steel tornado, with those you can move (no penalty) and spam away without caring for anything.and also those skills hit like a truck for what they are. But in the other hand we have skills that require some sort of skill (be it, to face the target or to put down a circle somewhere) that don't do as much damage as the previous ones, some example of those can be lighting splash or wall of elements, dawnbreaker or carve.

So let's make a fair damage comparison between those 6-7 skills:

magica: impulse (pbaoe) >> wall of elements(line-cone) >> lighting splash (place circle)

ultimate: bat swarm (pbaoe dot) >>> dawnbreaker (small cone)

stamina: steel tornado(big pbaoe) >> carve (small cone)

So, why pbaoe skills are so much better and do more damage than those skills that require some sort of positioning ?

Possible fix: Reduce the damage of pbaoe skills at least by a 30% or put a cast time on some of them.



Active armor skills: I understand that ESO is meant to have a flexible skill system where everyone can use the skills they choose, but using an armor skill without even wearing that armor is just wrong, my best exemple already within the game is momentum/rally skill for 2h weapons, if you want to use this skill/buff you have to wear a 2h weapon, with active armor skills it should be the same because right now we have that the most offensive armor(cloth) in the game that can use the most defensive/anti-CC skill(immovable), that provokes shitloads of cloth users that spam skills based on magica can also spam the ultimate defense(armor and immune to silence)skill using the stamina pool that they don't use, again best offence with best defense with zero sacrifices.

Possible fix: Well make active armor skills only usable if you wear 5 pieces of that armor, and please rework/buff the leather armor skill.



And to finish, there are also some other well known issues that need to be looked at, AOE caps, unbreakable CCs, animation canceling abuse... AOE caps being the most common talk in the forums and i can suppose you are well aware of the blobs that form in pvp because of it, please increase that aoe cap for some damage spells and ultimates and maintain the caps for healing spells, creating a ratio of 2:1 or 3:1 lets say dmg spells affect 12 to 18 targets while heals (with smart healing) maintaining the 6 target cap, with this change blobs while dissolve and pvp while be much more fun.



On a side note i know this isn't combat related but i will like a FOG slider option for the game, something that let me tweak the amount of fog we see at distance, i like to use the ESO launcher to remove the fog bug having 0 fog is almost as bad has having the current game fog, i would like to have a middle ground between normal launcher and ESO launcher mod (no fog) something like having only a 30% fog or so.



Sorry for the long post and the grammar (eng being my 3rd language) but i hope the message is clear and easy to understand.