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PTS Update 42 - Feedback Thread for Classes & Abilities

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
This is the official feedback thread for current class balance and abilities. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
Edited by ZOS_GinaBruno on 16 April 2024 21:05
Gina Bruno
Senior Creator Engagement Manager
Dev Tracker | Service Alerts | ESO Twitter | My Twitter
Staff Post
  • Theist_VII
    Theist_VII
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    Please consider moving the Immobilize from Blazing Spear to the base skill.

    This change was worded as help for Templar tanks, yet misses the mark completely, where if the other morph of the skill had access to it, that would be massive for support players!
  • StarOfElyon
    StarOfElyon
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    Telos_Tim wrote: »
    Please consider moving the Immobilize from Blazing Spear to the base skill.

    This change was worded as help for Templar tanks, yet misses the mark completely, where if the other morph of the skill had access to it, that would be massive for support players!

    That would make it hard to level up in dungeons without being an annoyance to tanks. It's still a skill for damage dealers, isn't it?
  • Veesk
    Veesk
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    The update to blazing spear is awesome - kinda reminds me of how the skill used to function years ago.
  • IncultaWolf
    IncultaWolf
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    The tether buff is appreciated, but necromancer still needs some help. Scythe should have execute scaling attached to it. Doesn't have to be anything crazy, even 50% would be helpful. The skeletal minion should have major brutality/sorcery attached to it, and a small buff such as minor berserk.

    I'd love to see the agony totem synergy be a self synergy like graverobber, to give the class more identity as being able to activate their own class synergies. This would also help with the lack of class sticky DoT abilities.

    And of course, Grave Lord's Sacrifice needs additional tweaks/buffs to make it worth considering over blighted blastbones. I mentioned some things to help fix this, such as making it also buff class heals, causing the 3'rd cast of skull also fear on hit, and/or cause it unable to be roll dodged. Or just making the value 20% like it was during the first pts the rework was introduced. I'd rather it cause fear on hit, as this would really help give necromancers their class identity.

  • Alaztor91
    Alaztor91
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    I'm just going to copy paste one of the Grave Lord's Sacrifice reworks that I posted like 3 months ago.

    Cast Time: Instant, Target: Self, Duration: 20s, Cost: X Magicka (dynamic cost would be ideal)

    ''Imbue yourself with necrotic energy, increasing your damage done with class abilities and damage over time effects by 10% and generating a Blastbones stack every 3 seconds, up to 1 stack. Dealing direct damage consumes a stack to summon a flaming skeleton from the ground that runs after the target and explodes when it gets close to them, dealing Y Flame Damage to all enemies nearby and generating a Corpse''.

    Reusable Parts I / II: When your Blastbones, Skeletal Mage, or Spirit Mender dies, the cost of your next Necromancer skill is reduced by 25 / 50%.

    -No ''in-combat'' requirement.
    -Buff is now received immediately upon casting the skill.
    -No longer forced to use Flame Skull as a spammable.
    -Reusable Parts change allows for the skill to keep providing resource sustain, even when not being technically ''casted'' every 3s.


    Easy to manage 20s buff, keeps the same ranged Corpse generation cadence that Stalking Blastbones had, considerably reduces the frequency you have to bar swap back to the front-bar.

    I would also strongly suggest making ALL variants of Blastbones non-targetable summons(like Skeletal Mage/Spirit Mender), so they don't get CCed or killed.

    Edited by Alaztor91 on 16 April 2024 21:58
  • Theist_VII
    Theist_VII
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    Telos_Tim wrote: »
    Please consider moving the Immobilize from Blazing Spear to the base skill.

    This change was worded as help for Templar tanks, yet misses the mark completely, where if the other morph of the skill had access to it, that would be massive for support players!

    That would make it hard to level up in dungeons without being an annoyance to tanks. It's still a skill for damage dealers, isn't it?

    No it wouldn’t.

    You shouldn’t be opening as a damage dealer to begin with. There are quite a few DLC veteran dungeons where you’re going to get smacked down the second you pull.

    The problem you’re citing has nothing to do with the functionality of an immobilize on a damage skill, and everything to do with damage dealers that don’t know how to play properly.

    The addition to an immobilize on Blazing Spear is nothing short of a buff to damage dealers, which is the latter half of their intent. 3/4th’s of their explanation of reasoning for the change had to do with tank utility and helping to bring more Templar tanks into the game, but having the immobilize on the damage morph instead of the utility morph means that to slot the skill, you’re only doing it for the immobilize, and there’s no bar space for that kind of decision making, especially after scribing.

    Each morph should be great at their intended role, and not try to be average at multiple roles.

    Nova and Blazing Shield are two prime examples of why NOT to full send the immobilize on only one morph, especially given the intent we’ve seen.
    Edited by Theist_VII on 16 April 2024 22:19
  • MashmalloMan
    MashmalloMan
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    Sorcerer's Dark Magic passive change for Blood Magic is a WELCOME quality of life improvement which improves some of the underwhelming aspects of the skills in the line without healing too much to other players like in the case of Encase or Mines since it only effects yourself.

    However, Sorc's recent Ward buff in U41 was already a bit overturned with much of the discourse being when a mag sorc stacks 40-60k magicka, they become invincible with really good damage, insane sustain and defenses. With Blood Magic in the mix, please revisit Ward balancing as Sorc has received 2 back to back healing buffs making them very problematic in comparison to pre U41/U42 woes we faced.

    I'd like to highlight Blood Magic is not specifically the problem, Wards are when coupled with Blood Magic.

    This is my suggestion:
    • Hardened = 10k heal over 6s (ticks once every 2s, total 4 ticks, 2.5k/s) (Does not scale based on hp/mag)
    • Empowered = 10k heal over 10s (ticks once every 2s, total 6 ticks, 1.6k/s) (Does not scale based on hp/mag)

    These changes complete 2 things:
    1. Wards provide a slightly higher tooltip of healing, but it's only accessible over 6-10s reducing the amount of burst defenses they get by spamming it back to back. Instead of getting a 5-9k heal proc, you're getting only 2.5k. Instead of being frontloaded for the heal, it's backloaded.
    2. By making it a FLAT value, you reduce the extremes of these skills being useless for normal builds using 30k hp/mag or completely overpowered for stacking builds using 40k+ hp or 50k+ mag. The major focus shifts from the damage shield itself which still scales based on hp/mag.
    Edited by MashmalloMan on 16 April 2024 23:00
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • MashmalloMan
    MashmalloMan
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    Please consider the below adjustments to Templar's Shard changes:
    • Blazing Spear = Remove immobilize from PTS, can now use the synergy for yourself. Still deals more damage.
    • Luminous Shards = Add immobilize from PTS, synergy can now be used by up to 3 allies. Still gives both resources with synergy.
    This further cements the morph decisions better, Blazing as the DPS option which can improve your own sustain with the self synergy and Luminous being the support option for tank/healer which immobilizes and provides 3 synergy's for your allies.

    It seems very weird to add Immobilize to the DPS option where a tank would not need the damage to begin with and a DPS can snare enemies via jab spam.

    As it stands, the morphs feel way too similar with Blazing coming way too far ahead vs Luminous. Luminous also feels pretty bad to run now that Orbs synergy effects more than 1 ally in the context of todays game climate. Your intent was to improve tanks, throw them a better bone. :)
    Edited by MashmalloMan on 17 April 2024 00:43
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Froil
    Froil
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    While I can't test due to being on PTS yesterday, I want to suggest moving the new immobilize from Blazing Spear to Sun Shield. Tanks are more likely to use it and it gives that already underwhelming skill some more utility.
    "Best" healer PC/NA
  • Erickson9610
    Erickson9610
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    Werewolf tanks would like to have Major Savagery+Prophecy for their self heal. So, if Deafening Roar was given Major Savagery+Prophecy back, in order to prevent Werewolf damage dealers from picking Deafening Roar in PvE, the Empower from the Feeding Frenzy synergy could be moved to Ferocious Roar instead.

    This would allow both damage dealer and tank Werewolf players to have Major Savagery+Prophecy, while dissuading damage dealers from opting for Deafening Roar, as it isn't as beneficial for them in PvE. Plus, given that Ferocious Roar increases Heavy Attack speed, it is fitting to add Empower to that morph.


    Edit: Alternatively, since the problem is tied to the healing effectiveness, why not give Deafening Roar a buff like Minor Mending or Minor Vitality, which would to some degree make up for the loss of Critical Healing from the loss of Major Savagery+Prophecy?
    Edited by Erickson9610 on 17 April 2024 10:42
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Erickson9610
    Erickson9610
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    Can Werewolf be given some form of ally heal or crosshealing? I think Hircine's Fortitude should be able to heal allies (even if it only targets transformed werewolves in your group), similar to how Polar Wind can heal a second target.

    It would make Werewolf healers a possibility, and they would fit right into a group of Werewolf tanks and Werewolf damage dealers. As of now, a group of transformed werewolves can deal damage and can even hold taunt, but they can't heal one another.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Skoomah
    Skoomah
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    The changes to werewolf are bad and unnecessary. Solo wolves are severely penalized because we don’t have access to Major Breach if we want the full damage bonus to our Howl of Agony. Even at full damage bonus, it is a net 5% damage reduction. We also lose access to Major Savagery as well if we choose the morph to get Major Breach.

    So in conclusion, if werewolves choose to be able to apply Major Breach themselves:

    - Net 15% damage reduction on howls
    - Loss of Major Savagery which the 12% crit rate is crucial towards getting the burst damage required to secure kills
    - Becoming wholly dependent on other players providing breach to deal just decent but not great damage

    [Snip]. I’m not going to play something that requires a team mate to give me a common debuff like Major Breach and decent damage to a spammable.

    I’ve been an avid werewolf player for 8+ years. If these changes go through as is, I’m officially retiring my werewolf. [Snip].

    [Edited for bashing]
    Edited by ZOS_Volpe on 17 April 2024 13:04
  • silky_soft
    silky_soft
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    Nightblade: Ambush has a cast time. It's s non ultimate gap closer.
    Here $15, goat mount please. Not gambling or paying 45 : lol :
    20% base speed for high ping players.
    Streak moves you faster then speed cap.
    They should of made 4v4v4v4 instead of 8v8.
  • Tommy_The_Gun
    Tommy_The_Gun
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    I checked Werewolf changes on PTS and here are my thoughts:

    - Werewolf Transformation:
    Physical Damage was converted to Bleed Damage. I like that change. Very good idea.

    - Unique Terrified debuff:
    After some testing I can say that at best it feels very underwhelming. I mean, when I saw PTS notes that said:
    "Terrified doesn't do anything outright other than place a tracking effect on enemies, to help Werewolves mark their prey."
    I was amazed by the idea. Werewolf tracking it's pray ? That sounds fantastic, as it quite literately implies that target under this debuff has some overhead indicator or something that lets me quickly see who has this debuff. Sadly, I was disappointed.

    Problem 1:
    There is no special effect, no glow, no red tint, no overhead indicator over the enemy. It is just a de-buff There is nothing to help player quickly track who has the debuff. So, you have to actively "look" at the target and see if they have it or not. The "theme" of WW tracking its pray is just not there.
    Problem 2:
    Terrified debuff really doesn't do much. It is just there to make your one skill (Piercing Howl) to deal more damage. It only affects 1 skill out of 5 Werewolf skills. It kinda feels like wasted potential.

    On live server, Piercing Howl (the only skill affected Terrified debuff on PTS) feels way better to use. Currently it checks if enemy is facing you, which is something that players just know because they can see that. PTS version however feels way worse to use as It adds unnecessary gimmicks & skill casts to already clunky rotation.
    Problem 3:
    Only one morph (Ferocious Roar) can proc "Terrified debuff". This means that by choosing the other morph, you are actively gimping yourself as your other skill (Piercing Howl) becomes weaker.

    In short:
    Terrified debuff feels like it is missing something as it does close to nothing, while somehow making werewolf performing worse on PTS vs Live server. It lacks auxiliary effect. The only thing it does is it makes other skill a tiny bit stronger, but still weaker than on Live server. Aside from that it can only be proceed by one morph, which means that if you pick other morph your other skill becomes much weaker. The Deafening Roar morph (the one with no Terrified debuff) does not have anything to compensate that.

    It also misses the mark when it comes to "theme" of a Werewolf hunting it's prey. No indication, no "tracking effect". It just behaves like regular de-buff. Also the name of this de-buff... Why it is called "Terrified" ? Shouldn't it be something like "Hunters's Mark" or "Hunter's Prey" or something that would indicate that you are being hunted by a big predator ?

    Some ideas:
    Since the "theme" around this new de-buff is focused around marking pray & hunting for it, then perhaps adding "Detection" to this would fit ? I mean it would be kinda useful as WW is held back by a lot of things in PvP and no access to detection is one of them. It could work very similar to NB's Piercing Mark skill where only the caster can see the invisible target, but it would be applied in an AOE around you.

    Other thoughts:
    I think that dev team should at least consider enabling weapon passives in Werewolf form. At this point it is kinda weird and inconsistent. Werewolf has armor passives, some class passives (the ones that are not conditional) and weapon poison / ghlyphs do work in WW form. But why not weapon passives ?

    I mean players seem to agree that WW is worst spec in the game and in every type of content (PvE, PvP, Solo, Group etc). Having weapon passives would help them a bit, but it would be nothing crazy. Besides, werewolves don't use weapon skills, so it would be only like 1 or 2 passives being active.
    Edited by Tommy_The_Gun on 17 April 2024 17:28
  • IncultaWolf
    IncultaWolf
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    Also tested out the werewolf "terrified" debuff on the pts, and it's very underwhelming. There's ZERO visual indication on the enemy. The wording on the pts patch notes about marking your prey made it sounds like it would have an effect like the vampire scion ultimate, where you can see your enemies through walls, and perhaps in stealth as well. This would add so much to the werewolf experience, having a blood scent on your enemies to track them.

    I'm glad werewolf is finally getting love, but this isn't enough. Some other very dedicated werewolf players in this thread have pointed out some other insightful points that need to be looked at.

    Hircine's rage should scale off weapon/spell damage/max stats, and both morphs should also heal an ally werewolf, to promote working as a pack more.

    Minor resolve should be added to their passives.
  • Panderbander
    Panderbander
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    Also tested out the werewolf "terrified" debuff on the pts, and it's very underwhelming. There's ZERO visual indication on the enemy. The wording on the pts patch notes about marking your prey made it sounds like it would have an effect like the vampire scion ultimate, where you can see your enemies through walls, and perhaps in stealth as well. This would add so much to the werewolf experience, having a blood scent on your enemies to track them.

    I'm glad werewolf is finally getting love, but this isn't enough. Some other very dedicated werewolf players in this thread have pointed out some other insightful points that need to be looked at.

    Hircine's rage should scale off weapon/spell damage/max stats, and both morphs should also heal an ally werewolf, to promote working as a pack more.

    Minor resolve should be added to their passives.

    It does seem like the design choices made to encourage werewolves to pack up function more to punish werewolves for not being in a pack rather than to reward them for organizing.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • Erickson9610
    Erickson9610
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    I was looking forward to having a genuine tracking effect via the Terrified debuff. I hope the lack of one is just a bug.

    Also, the Terrified debuff icon really should be swapped for a different one. The icon implies some sort of Disease damage is being done, rather than implying that the enemy is terrified.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Tommy_The_Gun
    Tommy_The_Gun
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    I forgot to mention one thing when it comes to Werewolf changes and I think it might be important:

    Ferocious Roar:
    This morph is getting "Terrified" debuff.

    Deafening Roar:
    This morph's Major Savagery and Prophecy is being replaced with Major Protection and it gets Taunt on Heavy Attacks.

    So, both morphs are more or less equal when it comes to power budget.

    The issue is that your other Werewolf skill - Piercing Howl is dependant on you having access to Terrified" debuff. This means that if players will pick Deafening Roar morph, their other skill will be weaker as they lose access to it's auxiliary effect.

    So, "mathematically" (and I think in practise too), Werewolf with Deafening Roar will have overall less "power budget" vs werewolf with Ferocious Roar.

    Basically it boils down to this:
    Deafening Roar makes your Piercing Howl (and its morphs) weaker, while the skill itself does not offer anything to compensate for that.

    So, it should have some additional effect.

    Maybe it should keep Major Savagery / Prophecy and Major Protection could be converted to Minor Protection ? I think it might be safer & healthier for the game as it will be harder to stack stuff (I am surprised no one mentioned it) - which might cause some issues.
    Right now on PTS you can stack Pack Leader (10%) with Oakensoul (Minor Protection - 5%) with Deafening Roar (Major Protection - 10%) and with Minor Maim (5%), so technically, you can have 30% passive damage reduction.
    Edited by Tommy_The_Gun on 18 April 2024 16:16
  • Wuuffyy
    Wuuffyy
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    Copy/paste from my thread w/ a fair amount of view right now.

    I wouldn't normally play this card, but werewolf quite literally cannot afford to be nerfed now, in the scribing patch... let alone to tank w/ heavy attacks after using 3-4k stam and a GCD to even be able to do so. @ZOS_Kevin @ZOS_GinaBruno please review this thread, if possible and time permits before its too late to make a change.

    Created the below spoiler so the inquiry/request doesn't look as messy:
    There aren't enough werewolf players to go around. It's a vastly underperforming spec in both PvE+PvP that's nearly-universally agreed upon.

    Nerfs of this nature+standarization changes are the reason why werewolf is one of the least-played classes in the entire game.

    I love that we've added the ability to tank; but to be honest--- the tanking was bad w/ pre-nerf tormentor and it'll be bad now w/the required skill+heavy attack feature to get the taunt+fracture.

    We lack immobilizes/ ranged taunts/ resources back on skill use/ shields/ reliable crushing procs/ etc, etc.

    The advent of built-in tanking (via a heavy attack which will be very detrimental in any serious content) is not worth further, unnecessary nerfs to an already underperforming spec).

    ---

    I understand we are trying to add synergies for werewolves, except the only issue is; other classes can add more of themselves, while not weakening their own build beyond comprehension by removing near-required buffs/debuffs (especially in PvP such as major fracture///major savagery for crit heals).

    Beyond this, if a a skill is ever changed, other 'classes' have the ability to sub that out for any other skill (especially w/ the scribing patch).

    Here are some suggestions so we don't 'nuke' (Fallout reference?) werewolf in exchange for QoL changes:

    Light attacks: For now- how about w/ keep the light attacks as physical damage and retain the 'bleed chance'? It's an amazing thematical change though I ultimately am still ripping them apart and causing physical damage to bleed them. (this until we add a passive 'bleed damage' buff to a class)

    Roar skill: Especially since the werewolf 'mark' doesn't actually add a visual indicator to anything/ take nightblades out stealth; can we add 'terrified' to both morphs of the skill?

    To make adding additional werewolves still viable, how about we make the Ferocious roar morph actually 'mark' nightblades for a very short time like a detect pot/mark for the user-only OR share that heavy attack speed buff w/ other werewolves nearby?

    I think the major protection is a great trade-off for the crit buff and should remain. You can source the crit from somewhere else (pots/Oakensoul) as an efficiency exchange).

    Howl skill: Can we try to allow this to maintain some of its original efficiency so it doesn't equal out as a huge damage decrease?

    For example, for the 'howl of agony' morph, how about we take the values of the terrified damage buff+off balance damage buff from 10%/10% to either 12%/12% (right under old efficiency at maximum value), OR 15%/15% (a small buff as a reward for additional micromanagement/potential downtime).

    Beyond this, what if we gave the off-balance debuff the stuhn's set treatment and it gave you that buff for 'x' amount of time after hitting an off-balance enemy?

    I really appreciate anyone who takes the time to read this post from a long-standing ESO player (plea to sympathy lol), and sincerely thank you for your time. Again, there aren't many werewolf players that exists let alone that are vocal enough to plead their case w/ these changes.
    Edited by Wuuffyy on 18 April 2024 18:40
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Wuuffyy
    Wuuffyy
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    Telos_Tim wrote: »
    Please consider moving the Immobilize from Blazing Spear to the base skill.

    This change was worded as help for Templar tanks, yet misses the mark completely, where if the other morph of the skill had access to it, that would be massive for support players!

    I absolutely would love that change! I think templar tank is still lacking in at lot of areas (especially outside of scribing) and could you really benefit from a slight PTS change of this nature.
    Telos_Tim wrote: »
    Please consider moving the Immobilize from Blazing Spear to the base skill.

    This change was worded as help for Templar tanks, yet misses the mark completely, where if the other morph of the skill had access to it, that would be massive for support players!

    That would make it hard to level up in dungeons without being an annoyance to tanks. It's still a skill for damage dealers, isn't it?

    I truly disagree w/ the premise of this quote. I understand your concern but an immobilize is a lot shorter of a cooldown (3 seconds to apply), doesn't give CC immunity (which is what a tank/tanks should control nearly-exclusively whenever possible), and on their newest thread, they mention only having this on the support morph (which would actually alleviate the issue you are referring to as it would no longer be on the "damage" morph as it is now).
    Edited by Wuuffyy on 18 April 2024 18:08
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Erickson9610
    Erickson9610
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    Maybe it should keep Major Savagery / Prophecy and Major Protection could be converted to Minor Protection ? I think it might be safer & healthier for the game as it will be harder to stack stuff (I am surprised no one mentioned it) - which might cause some issues.
    Right now on PTS you can stack Pack Leader (10%) with Oakensoul (Minor Protection - 5%) with Deafening Roar (Major Protection - 10%) and with Minor Maim (5%), so technically, you can have 30% passive damage reduction.

    I think Major Protection should remain on Deafening Roar. It's like Revealing Flare in that sense — so I also think that Deafening Roar should have Detect, while Ferocious Roar lets you see affected "Terrified" enemies through walls like the Blood Scion Ultimate can. They're both ways to "track" or "hunt" your enemies, and Werewolf could really use them.

    I don't want to see Major Protection swapped for Minor Protection. That is an outright nerf, and it'd no longer be possible for Werewolf to have Major+Minor Protection passively when using Deafening Roar and Oakensoul.

    It's worth noting that the only other skill to provide Minor Protection for slotting would be Temporal Guard, a Psijic Order Ultimate skill. Non-werewolves can slot Temporal Guard and Revealing Flare for these passive effects without needing Oakensoul at all, but Werewolf isn't so lucky.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Wuuffyy
    Wuuffyy
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    Maybe it should keep Major Savagery / Prophecy and Major Protection could be converted to Minor Protection ? I think it might be safer & healthier for the game as it will be harder to stack stuff (I am surprised no one mentioned it) - which might cause some issues.
    Right now on PTS you can stack Pack Leader (10%) with Oakensoul (Minor Protection - 5%) with Deafening Roar (Major Protection - 10%) and with Minor Maim (5%), so technically, you can have 30% passive damage reduction.

    I think Major Protection should remain on Deafening Roar. It's like Revealing Flare in that sense — so I also think that Deafening Roar should have Detect, while Ferocious Roar lets you see affected "Terrified" enemies through walls like the Blood Scion Ultimate can. They're both ways to "track" or "hunt" your enemies, and Werewolf could really use them.

    I don't want to see Major Protection swapped for Minor Protection. That is an outright nerf, and it'd no longer be possible for Werewolf to have Major+Minor Protection passively when using Deafening Roar and Oakensoul.

    It's worth noting that the only other skill to provide Minor Protection for slotting would be Temporal Guard, a Psijic Order Ultimate skill. Non-werewolves can slot Temporal Guard and Revealing Flare for these passive effects without needing Oakensoul at all, but Werewolf isn't so lucky.

    Absolutely agree. I don't understand this take.

    They are basing their concepts on the 'power budget' which is fine except we have long since fallen out of the standardized power budget/// we are still w/in the power budge b/c our skills cost 25% more for 25% more effectiveness.

    Everything else we have is to make up for the fact they balance around just one bar (which still, other classes can do better slotting Oakensoul and then whatever skills they want).
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Skoomah
    Skoomah
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    Maybe it should keep Major Savagery / Prophecy and Major Protection could be converted to Minor Protection ? I think it might be safer & healthier for the game as it will be harder to stack stuff (I am surprised no one mentioned it) - which might cause some issues.
    Right now on PTS you can stack Pack Leader (10%) with Oakensoul (Minor Protection - 5%) with Deafening Roar (Major Protection - 10%) and with Minor Maim (5%), so technically, you can have 30% passive damage reduction.

    I think Major Protection should remain on Deafening Roar. It's like Revealing Flare in that sense — so I also think that Deafening Roar should have Detect, while Ferocious Roar lets you see affected "Terrified" enemies through walls like the Blood Scion Ultimate can. They're both ways to "track" or "hunt" your enemies, and Werewolf could really use them.

    I don't want to see Major Protection swapped for Minor Protection. That is an outright nerf, and it'd no longer be possible for Werewolf to have Major+Minor Protection passively when using Deafening Roar and Oakensoul.

    It's worth noting that the only other skill to provide Minor Protection for slotting would be Temporal Guard, a Psijic Order Ultimate skill. Non-werewolves can slot Temporal Guard and Revealing Flare for these passive effects without needing Oakensoul at all, but Werewolf isn't so lucky.

    The problem is solved if both morphs of roar give Major Breach. One morph lets tanks have their protection and taunt. The other morph gives the extra crit and terrorize. One tank morph. One damage morph. Give all wolves breach please!!!!!!
  • Wuuffyy
    Wuuffyy
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    Skoomah wrote: »
    Maybe it should keep Major Savagery / Prophecy and Major Protection could be converted to Minor Protection ? I think it might be safer & healthier for the game as it will be harder to stack stuff (I am surprised no one mentioned it) - which might cause some issues.
    Right now on PTS you can stack Pack Leader (10%) with Oakensoul (Minor Protection - 5%) with Deafening Roar (Major Protection - 10%) and with Minor Maim (5%), so technically, you can have 30% passive damage reduction.

    I think Major Protection should remain on Deafening Roar. It's like Revealing Flare in that sense — so I also think that Deafening Roar should have Detect, while Ferocious Roar lets you see affected "Terrified" enemies through walls like the Blood Scion Ultimate can. They're both ways to "track" or "hunt" your enemies, and Werewolf could really use them.

    I don't want to see Major Protection swapped for Minor Protection. That is an outright nerf, and it'd no longer be possible for Werewolf to have Major+Minor Protection passively when using Deafening Roar and Oakensoul.

    It's worth noting that the only other skill to provide Minor Protection for slotting would be Temporal Guard, a Psijic Order Ultimate skill. Non-werewolves can slot Temporal Guard and Revealing Flare for these passive effects without needing Oakensoul at all, but Werewolf isn't so lucky.

    The problem is solved if both morphs of roar give Major Breach. One morph lets tanks have their protection and taunt. The other morph gives the extra crit and terrorize. One tank morph. One damage morph. Give all wolves breach please!!!!!!

    I know lol. Like why is trading a required PvP debuff to combat our already, very significant damage loss even up for debate by anyone. Haha!

    All love to everyone though, irrespective of their opinion.
    Edited by Wuuffyy on 18 April 2024 18:39
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • code65536
    code65536
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    Telos_Tim wrote: »
    Please consider moving the Immobilize from Blazing Spear to the base skill.

    This change was worded as help for Templar tanks, yet misses the mark completely, where if the other morph of the skill had access to it, that would be massive for support players!

    That would make it hard to level up in dungeons without being an annoyance to tanks. It's still a skill for damage dealers, isn't it?

    No. CCs in this game fall under two categories: hard CCs and soft CCs. The important thing here is that these two categories of CCs have separate, independent cooldown immunities.

    Chains are hard CCs, so if you gear enemies, that will give them hard CC immunity and make it impossible for a tank to pull them in.

    But immobilize is a soft CC, so it will never interfere with chains. It can interfere with other soft CCs, but that's rarely something that you need to worry about in PvE.
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    Media: YouTubeTwitch
  • YandereGirlfriend
    YandereGirlfriend
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    Would love to see Gravelord's Sacrifice also buff the Necro class healing abilities. It would give healers and support-oriented players a reason to run the skill rather than only damage dealers.

    Also, allow it to maintain the Undead Confederate class passive for the duration of the skill. Currently, it activates it for the 2-3 seconds it takes to spawn and die but does nothing afterward. Given that you're not meant to spam Sacrifice this is another great disadvantage vs. Blighted Blastbones.
  • Erickson9610
    Erickson9610
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    I realized that there is already a thread for Skill Style feedback, so I'll move what I said here to over there.

    Regardless, I do think Werewolf needs one or more Grimoires. In some of my other posts about potential Werewolf Grimoire ideas, I've overlooked the naming convention that Grimoires can have, and I've inadvertently suggested names that already exist — such as one named "Rampage", which happens to be the name of a skill that Werewolf Behemoth has.

    Though, I think the naming convention of Scribing skills should make this a non-issue. Werewolf Behemoth may have a skill named "Bite", but if there was a Werewolf Grimoire also named "Bite", it'd have a different name depending on which Scripts are used.
    Edited by Erickson9610 on 18 April 2024 20:20
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Morvan
    Morvan
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    Nightblades and Necromancers definitely need more to keep up with the other classes DPS wise, as nightblades having probably a much easier solution.

    Consider adding buffs against monsters to nightblade, as a single target focused class, Nightblade is way behind where it should be in comparison to the other classes on PvE, the removal of Major Berserk from concealed weapon last patch hurt the class a lot, and although it was a good change for the skill itself, that damage needs to go elsewhere in the nightblade's kit, an example would be adding 10% of additional damage against monsters for a duration after casting Shadowy Disguise.

    That would not only help with the DPS problem for nightblades without making them even more powerful on PvP, but it would also add usability for their signature skill on PvE, where it's rarely used even with the Major Savagery/Prophecy buff since we have a usually better option Camouflaged Hunter thanks to the Minor Berserk and Fighters Guild passives.
    @MorvanClaude on PC/NA, don't try to trap me with lore subjects, it will work
  • ZDunlain
    ZDunlain
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    Froil wrote: »
    While I can't test due to being on PTS yesterday, I want to suggest moving the new immobilize from Blazing Spear to Sun Shield. Tanks are more likely to use it and it gives that already underwhelming skill some more utility.

    For real, if not in the base skill, just in one of the morphs, it would be nice if they move the immobilize onto that skill.

    At the same time, I think that they are not touching the shield because maybe they are thinking about redesign the skill and they dont want to add something to it in order to change it again. I think this because imho they forgot tooooooooo much about this skill and the low/useless shield compared to other classes.
    Only Templar PvP player
  • Rasande_Robin
    Rasande_Robin
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    Please, I beg of you revert GLS.

    My take if changed:

    Stalking Phantom
    Acts as a homing missile starting slow and speeds up, same as SB where it gets % damage from time. Goes through walls, will only spawn a corpse if there is a graveyard where it "explodes". Phantom is untargetable by enemy.
    PC/EU: Orcana "something"-stone
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