From what I remember of past discussions, a lot seemed up in arms about how PvP played out, with resultant changes to the entire game to try to fix it.
Like the dodge/roll used to be a viable thing. But then they messed with the animation because people were abusing it to win PvP fights.
Same reason your healing is automatically canceled if you take a hit, despite it making no sense whatsoever. Like if I drink a potion and it’s healing me, it’s not just going to magically stop because someone hits me. But Funcom put this in because people complained, I assume because it made PvP harder.
I remember hearing arguments about any number of things, and the main commonality was “this or that was abused in PvP, so it has to be changed” regardless of it’s effect on PvE.
IIRC, thralls were weaker at one point, then there were complaints about them not being effective in PvP situations, maybe PvE as well. So we get a heavy-handed change where now Thralls are 2-3 times as powerful as our own character, which is pretty ridiculous.
Like, not gonna lie, my thralls, when I put some armor on them, have 2-3 times as much HP as I do. So basically the thrall does all the work while you hang back. Which seems pretty backwards to me.
But yeah, that was the thing back before Siptah’s release, when I was here on the forums more often. PvE players complaining because PvP players complained about the gameplay, resulting in Funcom going overboard with nerfs and tweaks instead of using a light touch.
I very much wanted separate settings. One for PvP, one for PvE, to eliminate this. Where stuff doesn’t get nuked into the ground for the sake of PvP. Especially with healing.