Separate PvE and PvP Combat Specs I’d like to suggest a system where ESO effectively has separate **PvE and PvP combat specifications** for abilities, weapons, armour sets and other combat effects. The idea would be simple: the same skill, weapon or set could behave slightly differently depending on whether the player is in PvE or PvP. For example, if I use **Spell X** in PvP, it might have one damage value, duration or secondary effect. When I return to PvE, the same spell could use its PvE-specific version instead. The major advantage is that balance changes would no longer have to negatively affect both player bases. If a skill is over-performing in PvP, ZOS could adjust only its PvP version without weakening it for dungeon, trial or solo PvE players. Likewise, if something becomes too powerful in PvE, its PvE values could be adjusted without impacting PvP builds. The same principle could apply to: * Class skills and passives * Weapon abilities * Armour and item sets * Healing and shields * Proc effects * Crowd control * Resource sustain ESO already distinguishes PvP combat through systems such as Battle Spirit, so this could potentially expand on that concept. The biggest benefit would be allowing ZOS to balance PvE and PvP independently. One side of the game would no longer need to suffer a “nerf” because an ability or item is causing problems in the other. It could also give the combat team much more freedom when designing future classes, sets and abilities, because they would not always have to make one version work perfectly in two very different combat environments. In my opinion, separating PvE and PvP tuning would make balance changes more targeted, reduce frustration after patches, and ultimately improve both sides of ESO.