FWIW - I made all those changes I suggested and things "felt better" for a day or so (although it was hard to find any good fights because this is hands down the most dead MYM I have ever played in... yes the queue is super long but long queue doesn't mean it's packed. It means there are stale sessions or people having afk macros). The other night I did find a few good fights and my fps absolutley nuked.
It may be client side but.... idk.. there are too many people across too many platforms having issues to be a "us issue".
Araneae6537 wrote: »Hasn’t damage over time always meant something that continues dealing damage after you cast/inflict it? Like continuing bleed damage from twin slashes, wall of elements, etc.? So you “lay down your DoTs” and then go into your main rotation.
Skills like fatecarver only do damage while they are being channeled, so they are direct damage. They are also area damage as versus single target, but that is a different distinction.
They are also necro passive pairs well with dragonknight, several guild and weapon abilities, and sets such as Deadly Strikes (which increases DoT as well as channeled damage), Elf Bane (increases the duration of flame DoTs by 5 seconds).
Avran_Sylt wrote: »You do realize that with those options, you STILL HAVE Rallying cry to stack on top of that?
Is your goal to ensure that all crit damage to you is the same as regular damage in perpetuity?
Are you going to advocate for crit damage jewelry traits? Or are you only viewing this from a one-sided perspective?MincMincMinc wrote: »why not restore old impen trait? I read it used to be impactful. Instead of adding more stuff they should rebalance existing things that have been long abandoned.
Basically they gutted impen and now you need to run the resilience cp......however BGs which is half the pvp content cant slot the cp.
What needs to happen is to un-power creep crit damage. Zos is likely going to have to prevent the stacking of class crit damage buffs. Like animal 10% + aedric 12% + assassin 10%.
Critical resistance (at least according to this thread https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-15-07-2019/p1) is 1% reduced critical damage per 68 critical reisstance
Impen provides 1.94% crit damage reduction. Comparatively, A Divines Shadow piece of armor increases Crit damage by 1.001%
Resilience provides 9.7% crit damage reduction compared to Fighting Finesse's 8% increased crit damage.
All crit resist sources in the game literally overpower all crit damage sources.
This stuff doesn't need to be buffed.YandereGirlfriend wrote: »Mundus absolutely (and we conveniently have a redundant Mundus available...) but I also would definitely not say no to having it available from Alchemy as well. Say, 10%.
There's tons of things wrong with Alchemy currently so it would be easy to find the space in a revamp.
Especially not a literal free 10% extra crit damage mitigation. Seriously, then baseline PvP crit damage is just an extra 20% damage. At this point just disable crits in PvP so PvE players are less likely to fall into the trap of "crits = good" over raw stats and sustain.
Been working on this post for a few days now... so bear with me here.
When subclassing was first announced during the ESO Direct 2025 stream in April, ZOS emphasized something along the lines of, "We will be paying close attention to subclassing's impact on PvP and make any necessary adjustments to ensure balanced gameplay." (Paraphrased from the announcement; if anyone has the exact wording from the stream or official post, please share it below.) This was reassuring at the time, as it acknowledged the potential for meta shifts in competitive environments like Cyrodiil and Battlegrounds.
However, several months in, the silence from ZOS on this front is concerning. We've seen subclassing become base game content and even receive nerfs during the Update 47 PTS cycle, which included adjustments to balance overall gameplay. But specific updates on PvP tuning have been absent, despite growing player feedback. I'd like to highlight some key issues constructively, backed by community discussions and recent events, in hopes of sparking a productive dialogue and perhaps getting an official response on ZOS's ongoing plans for subclassing in PvP.
1. The Current PvP Meta: One of the Worst in Recent Memory?
From player reports across forums and social media, the subclassing system has contributed to a highly unbalanced meta that's frustrating for many. While it offers exciting build variety combinations have led to excessive burst damage and tanky, unkillable setups (worse that those that were out there prior to subclassing). This has shifted PvP toward a "tank-heavy" environment where players must stack defenses to survive, often at the expense of fun and diversity.
Key player complaints include:
- Excessive Power Creep and Burst Damage: Subclassing enables overpowered combinations that result in extreme burst, creating volatile fights where players are one-shot without meaningful counterplay, making sessions feel unfair and unenjoyable.
- Shift to a Tanky, Drawn-Out Meta: Many describe a move toward high-health, sustain-focused builds that prolong combats endlessly, turning dynamic PvP into sluggish, boring slogs that drain the excitement from gameplay.
- Overall Imbalance Leading to Frustration: Feedback highlights the meta as "broken" and "the worst ever," with subclassing amplifying disparities that favor repetitive, min-maxed playstyles over skill and variety, leaving players disillusioned.
- Performance Issues Sour the Experience: Server lag and bugs compound the meta's problems, turning potentially fun subclassing elements into aggravating ordeals that make PvP feel "horrible" and unrewarding.
2. Midyear Mayhem 2025: Shockingly Low Turnout
The recent MYM event in exemplified these issues, with one of the lowest participations in years. Despite added campaigns, queues were excessively long (e.g., 30-40+ minutes for Grey Host, positions in the 70s-80s), but this masked the reality: many players were AFK or running macros overnight due to a lack of actual fights. Players reported the event as "pointless" and "most disappointing," citing:
- Event Fatigue and Rewards: Overly repetitive rewards and forced participation in unenjoyable activities.
- PvP-Specific Issues: Subclassing's imbalance, combined with server performance, drove turnout down further.
- Declining Trends: Each MYM sees fewer players, but 2025 was "shockingly low," with some blaming the Vengeance campaign for splitting the community or deterring non-zerg players.
This isn't just anecdotal forum threads confirm a broader dip in PvP engagement, potentially tied to unresolved meta problems.
3. What Are ZOS's Plans for Subclassing in PvP?
ZOS, you promised to review and adjust subclassing for PvP, but we haven't heard specifics since the initial announcement and PTS nerfs (which I argue wouldn't change much of the issues PvP is dealing with at the moment). Could we get an update on your perspective? Are there targeted PvP balances in the works for Update 48, such as limits on cross-class skills, tweaks to burst damage, or just pulling subclassing for PvP all together?
* I had to have ai format my crazy thoughts so if this reads like AI... that is why. Don't roast me
Araneae6537 wrote: »Channeled damage used to be considered a DoT? That seems strange to me, but I’ll take your word for it.
Abilities that are traditionally referred to as “beams” have all been updated to now be considered Direct Damage, rather than Damage over Time. This affects the following abilities;
Radiant Destruction and morphs
Fatecarver and morphs
Soul Strike and morphs
Vampiric Drain and morphs
MincMincMinc wrote: »Go into pvp and absolutely murder questers because they didnt slot pvp gear.
- They rage quit and try to get us banned
Go into pve and still solo pledges without slotting pve gear
- They somehow still rage quit and try to get us banned