Remove the physical damage buff from passive and increase the passive lighting damage to 15% and change all the mage physical damage into lighting.
Hard disagree. Maybe think about other playstyles other than your own.
Plus. DK manages to have a strong poison/flame/dot identity, why would Sorc need to give up an element they had since day one? It comes down to interesting passives that may be strong, but niche, coupled with good skills.
Lightning Splash and Mage's Fury suck.
Amplitude, while strong, is boring and a 1 size fits all. It doesn't hold a candle to how fun Implosion was.
Energized at 5% feels negligible at best, all dual element passives should be at least 8%, with single elements like Warden's at 15%.
My biggest gripe is no bonus to sundered/concussed which DK and Warden have, add something like that, maybe rework Amplitude to something more interesting and element specific, maybe even concuss/sunder status on Splash, Fury, or Surge, and the Storm playstyle fantasy would feel more enjoyable at base..
Still need more shock skills, but that requires more classes, weapons, or scribing options. Right now it's extremely limiting with only Storm Calling, Daedric Summoning, and Grave Lord. Over half of those non Storm Calling skills are pets too.
Three team battlegrounds was an oddball format. Thats why we enjoyed it so much You can play two team anywhere and everywhere. It was the unique challenge of a third team that made it different, that differentiated it from every other game out there. We stayed for three team. Now we stay despite two team.
I can only speak for myself but MYM is my favorite event and I haven't participated at all for three reasons:
I honestly did not know it was occurring
I happen to have a lot going on IRL such that I'm not logging in between group commitments (raid, dungeon team)
Even if I had time, and I had known, I would have done only the barest minimum to get my tickets because subclassing was so massively disruptive to how I play that I am nowhere near ready to start exploring PvP setups. I haven't even unlocked all the skill lines yet. I set up my DPS that I raid with, and I have one healing build, but I still have a long way to go to shore up my healing setups for dungeons and raids. Then, on top of that, so many people were saying that U47 was also going to be massively disruptive which meant it felt pointless to try and start researching PvP builds until that was released. I have a fair amount of transmute crystals but not so many that I can just throw them away on builds that won't be valid in a few weeks.
My character slots are maxed out and almost all of my characters are "real" (a couple are mules) and each one has its own PvP setup. It's going to be a long while before I can feel that I have decent setups on even a few of them.
On top of that, these Vengeance tests are the exact opposite of subclassing (so few options and very limiting) which has me concerned that at some point subclassing will be pulled from PvP and I'll have to re-do everything AGAIN.
It's just... a lot. It is the first time in the history of ESO for me that it feels impossible to "keep up." I don't need to be meta, but subclassing blew up pure classes such that pretty much every single character needs to be updated to be set up for success. This is just a hobby!
Grim focus does more than most other skill lines do combined. It could lose the WD(now savagery) buff and the heal and still be worth slotting 100% of the time. It scales higher than I think every ult in the game EVERY 5s.
If anything you should be asking for grim focus to be balanced down and then have shadow and siphoning to gain damage. Swallow soul and cripple hasn't been a viable damage playstyle since like 2017. Shadow has ...... one guaranteed crit for damage I guess?
Shadow should be a mimic of stormcalling where it should be a source of resolve with the utility of cloak(streak) With damage supplements.
This came as a surprise to me too.
I really dislike modern ESO, it feels like since high isle (or even earlier) they lost their creative team and they are either working with a skeleton crew or just with not good people. Everything feels half-assed, especially in the storytelling, and I'm replaying the main stories since my wife has started playing recently and wow...those things were something else.
It's even more surprising since gold road felt good to me, I had the hope that there was a shift in the creative design, it looked cool (including delves and caves) but in the end it's the same 1 city with 4 houses + 2-3 villages and call it a region. The awe towards the cool graphics immediately died after a day of nothing to do...and the group events were basically wait until the invincibility phase is over and attack again.
Solstice has lost that small amount of graphical uniqueness that was there until now, so you have now 1 city with 4 houses in a sea of recycled assets and call it a chapter.
PLEASE!!! 3 weeks and 3 weeks is fair.
I do not understand the reasoning behind the NA server never having enough test time allotment as the EU server has.
Explanations?
My favourite part about all this is they think we have the memory of a gold fish.
We were told about 3 years ago that the content release structure would change from what we knew:
Q1 - 2 dungeons
Q2 - Chapter (big zone, trial, 18 skyshards, 2 group dungeons, 8-10 story quest milestones, world events, 1 new game mechanic)
Q3 - 2 dungeons
Q4 - Zone (smaller, no group dungeon, a few skyshards, wraps up chapter story, every 1-2 years included an arena)
To something more open ended that allowed them to experiment, changing Q3/Q4 since they believed the base game had enough storys, dungeons, and zones to explore, so they could afford to cut that content for something outside the box:
Q1 - 2 dungeons (same as before)
Q2 - Chapter (same as before)
Q3 - Bug fixes
Q4 - New base game content, 1st year was Infinite Archive and Group Finder, 2nd year was BG rework and House Tours.
That lasted 2 years, now we're right back to the original setup for 2025 with no word as to why they regressed despite most of the playerbase liking the change of pace.. I understand the need to better spread out the release structure, but it doesn't explain why there is less overall content instead of the same amount just spread over time or why they went back to the 2016-2022 content cadence.
Instead of getting a full chapter in Q2, it was cut directly in half and sold as a Q4 zone, something we used to get. Doubt we'll get an arena like previous years, seeing as it should of been announced by now, the content pass is not meant to be a secret, they have to sell the entire year for the consumer upfront.
What's worse, we're right back to what was easy in making the oversaturated 4 dungeons a year. What happened to dedicating Q3 to bug fixes or Q4 to experimenting?
This year, we also got no extensions to previous game mechanics. No more companions? No more tales of tribute decks? No new grimoire or scripts for the new game mechanic they released just LAST year? Just more glorified missed opportunity sets via the mythic system instead of actually niche, but powerful things people want to use.
Q4.. are they even going to finish Infinite Archive with the last class sets? Are they going to add more levels to it like they did last year? Who knows, sure would be nice to know given we paid to have access to a year of content.
Put it this way. With subclassing being free, the new trial not being worth the farm, the zone cut in half with only more overland content coming to Q4 via skyshards/group dungeons/world events/story quests, no extensions to previous existing mechanics, why did I even buy the content pass to begin with? So far, very dissatisfied.
They even said something like "this year will be weird as we transition from the chapter system to the content pass system so it will feel more traditional"... Except, that's not true because you already deviated from that format in 2023 and 2024 with Q3 and Q4. This is right back to how 2016-2022 worked under a new name.
The problem is how effectively it removes other playstyles if you don't want to be left feeling like you're trolling your group.
Pre-subclassing I could still keep up and even pass meta arcanist builds on a magplar running azureblight in mid to high level groups (things like HM prog for SE/LC). Now, with a direct buff to beam damage, the way subclassing buffs beam damage even more AND the nerf to azureblight I'm struggling to feel like I contribute enough on my plar (even after subclassing in assassination) with the result that I've considered leaving these groups.
Yes I could switch to beam myself - I'm fully aware I could. And yes, there will always be a meta and one thing will always be better. But the issue here isn't even just about meta (there are plenty of situations where non-beam builds can pull ahead - though many of those are still arc builds). The issue is that beam is just such a well rounded spammable in every single sense imaginable (good dps, cleave, extra effects, ease of use, range, in a skill line with good passives). Other good spammables often have a big limitation. They are melee only or single target only for example.
I wouldn't remove the skill because it is and should be a legitimate playstyle. But it shouldn't leave other playstyles largely avoided for anything other than absolute optimisation at the top of end game or beneath the level where dps matters at all.
In ESO, not necessary at all. None of my characters have a backstory. In some other games (not all), I like to have one. The SP Elder Scroll games, for example. I like to come up with a story for why my character is in prison, or in Skyrim, why they were crossing the border.