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PTS Update 42 - Feedback Thread for Classes & Abilities

  • master_vanargand
    master_vanargand
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    I think passive skill's duration of class's specific minor buffs should be permanent.
    Making the effect duration permanent can significantly reduce server traffic.
  • huskandhunger
    huskandhunger
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    dhtc1gblyhsz.gif

    adjust werewolf to have more bite and slash omph please :D
  • Erickson9610
    Erickson9610
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    dhtc1gblyhsz.gif

    adjust werewolf to have more bite and slash omph please :D

    This gif has a ton of animations that I wish would be used in Werewolf Grimoires! It'd be really easy to make a new Werewolf skill using some of these animations, given that other Grimoires (notably Elemental Explosion) just use a bunch of existing animations in creative ways.
    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).
  • MashmalloMan
    MashmalloMan
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    Sorcerer: Bound Armor -> Bound Armaments Morph -> Increases Max Stamina by 8% on both bars while slotted rather than the current bar.

    It's already active on both bars as of the patch where they made the stacks passive from both bars. It doesn't say on the tooltip, but this is the case for Bound Aegis too, minor resolve, protection, and 8% mag.

    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
  • ZhuJiuyin
    ZhuJiuyin
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    Bound Armaments need to provide 5% critical damage from both bars instead of the current 8% stamina. Improve the versatility of Bound Armaments so that magicka/stamina Sorc can better use Bound Armaments.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • Chilly-McFreeze
    Chilly-McFreeze
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    ZhuJiuyin wrote: »
    Bound Armaments need to provide 5% critical damage from both bars instead of the current 8% stamina. Improve the versatility of Bound Armaments so that magicka/stamina Sorc can better use Bound Armaments.

    Crit chance would be better as it causes more surge procs. And I would put it on both morphs instead of the resources.
  • Red99
    Red99
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    Werewolf need a good heal over time like vigor+minor resolve like everyone have or it is unplayable in pvp
  • Lazarus_Rising
    Lazarus_Rising
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    You cannot ignore necromancer forever. It is time to create a proper pvp kit.
    also known as Overlich.
  • IncultaWolf
    IncultaWolf
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    Red99 wrote: »
    Werewolf need a good heal over time like vigor+minor resolve like everyone have or it is unplayable in pvp

    Yes, they could buff claws of life back to 100% healing from the DoT portion like it use to be, or put minor lifesteal on it
  • Yamenstein
    Yamenstein
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    You cannot ignore necromancer forever. It is time to create a proper pvp kit.

    ZoS: Watch us try !
    Edited by Yamenstein on 14 May 2024 20:02
    Crown Crates are a trap. Don't fall for the gamble! Balance? What Balance? Balance, smellance.
    Necro for them RP feels.
  • RemarkableMax
    RemarkableMax
    Soul Shriven
    I'd like to suggest a change for the Perfect Scion morph of Blood Scion. Stage 5 vampirism is an interesting addition to vampires that I feel is applied incorrectly. While reducing ability costs and decreasing flame damage taken do have appeal for stage 5 in combat, I believe stage 5 vampirism should have some utility focus outside of combat as well.

    One of the biggest frustrations for vampires at stage 4 is the inability to speak to service NPCs due to being considered a 'monstrous vampire' by them. Additionally, the lack of health recovery at stage 4 means a minor source of damage you might encounter in a city, particularly fall damage, won't recover without intervention from a heal.

    As Perfect Scion is considered the more defensive option between Swarming Scion and itself, while also being considered a disappointment by many due to the very limited access to stage 5, I have a suggestion for how this morph can be changed to be a more appealing option. It also adds to the recent trend where many of the less popular active abilities have been changed to include a passive buff to make them more considerable.

    My recommendation is that stage 5 vampirism should be introduced through the Perfect Scion morph as a slotted buff rather than an activated buff. If Perfect Scion were to simply +1 vampirism stages passively while slotted, adjusting the range of stages 1-4 to stages 2-5, this will introduce utility outside of combat that many people may be searching for when they think of stage 5 vampirism. And due to Swarming Scion being considered a significantly better choice between these two morphs in combat situations, this change may help to add some more weight to the decision between these morphs.

    However, for the sake of retaining some balance here in the face of a reckless change, I recommend the passive application of +1 vampirism is limited to only the bar where the ultimate is slotted. This will ensure it isn't abused for permanent stage 5 vampirism without sacrificing both ultimate slots. This will also add some dynamic stage changing to a vampire build for those who slot the ultimate to one bar, which will make for more interesting and intentional usage of vampirism where it currently still lacks in comparison to werewolves.

    If passive access to stage 5 vampirism does prove to be too much of a powerhouse, particularly in PvP, then I would also recommend adjusting stage 5 vampirism itself to be less potent. Rather than a complete 'no vampirism drawbacks' option, it should perhaps be set to a halfway point where vampirism drawbacks are equivalent to say, stage 2 while retaining the benefits of stage 4 vampirism. This would offer both the defensive nature of the lessened drawbacks in combat, as well as the utility of being a 'more perfect vampire' outside of combat.

    Lorewise, it should still require constant feeding for greater power, as I picture the vampirism stage buff to still tick down as usual, with the caveat of the ultimate's passive plus +1 to simply apply onto the current stage. But this should allow people to finally be able to speak to merchants and bankers again without hindrance, and bring in passive healing from those small flights of stairs we leap off while running around town to do errands. All while retaining some sort of balance in combat.
    Curiosity doesn't stop for dead cats.
  • Faendris
    Faendris
    Soul Shriven
    Long term werewolf main here
    Thought i would weigh in with my ideas for how to transform werewolves in to something Hircine can be proud off.
    I have tried to consider every aspect of ESO when making these thinking of these changes (i haven't done much pvp on werewolf so might not be as well thought out there)

    Werewolf Transformation:
    This Ultimate and its morphs' Light and Heavy Attacks now deal Bleed Damage, rather than Physical.
    These attacks now have a chance to apply their status effect (now Hemorrhaging), with Light Attacks at 5%, partially charged Heavy Attacks at 8%, and fully charged Heavy Attacks at 15%.
    i like this idea so lets keep it (have upped the status effect chance a bit to hopefully make it feel more impactful)

    Werewolf Transformation
    Transform into a beast, fearing nearby enemies for 3 seconds. While Transformed your Max Stamina is increased by 30%. While slotted, your Stamina Recovery is increased by 15%.
    While Transformed turns in to Savage Rampage
    (you now turn back to humanoid form by sheating your claws, same button as sheating your weapons)

    Savage Ramapage
    cost same ult as trasforming
    Range 7 meters
    Savagely maul your target dealing X amount of Bleed Damage. (i would think somewhere aorund twice the damage of a howl)

    Pack Leader
    Transform into a beast, fearing nearby enemies for 3 seconds. While transformed your Max Stamina is increased by 30%, you take 10% less damage, and you summon two direwolves.
    You also grant yourself and nearby group members Minor Courage, increasing their Weapon and Spell Damage by 215. While slotted, your Stamina Recovery is increased by 15%.
    Savage Rampage becomes Call of the Pack Leader.

    Call of the Pack Leader
    cost same ult as transforming
    Calls an additional 4 Direwolves to aid you in combat for 20 seconds and increses the Damage of your Direwolves by 75% for the duration.

    Werewolf Berserker
    Transform into a beast, fearing nearby enemies for 3 seconds. While transformed, your Light Attacks apply a bleed for 3716 Bleed Damage over 4 seconds,
    your Heavy Attacks deal 50% splash damage, and your Max Stamina is increased by 30%. While slotted, your Stamina Recovery is increased by 15%.
    Savage Rampage now deal up 100% more damge to targets below 50% health.

    Pounce (and morphs)
    now becomes Carnage when the target is within 7meters
    (nice quailty of life change)

    Hircine's Bounty (and morphs if cast while at full health refunds 50% of cost)
    Invoke the Huntsman's blessing, healing you for (current amount) Health. This ability scales off your Max Health. Restores 5000 Stamina over 10 seconds.
    While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.

    Hircine's Fortitude
    Invoke the Huntsman's blessing, healing you for (current amount) Health. This portion of the ability scales off your Max Health. Restore 5000 Stamina over 10 seconds. You also gain Major Protection for 10 Seconds.
    While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.

    Hircine's Rage
    Invoke the Huntsman's blessing, healing you for (current amount) Health. This portion of the ability now scales off your Offensive Stats. Restore 5000 Stamina over 10 seconds. You also gain Major Berserk for 10 Seconds.
    While slotted you gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.

    Roar
    Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. Your roar also leaves enemies dazed, applying Major Breach, reducing their Physical and Spell Resistance by 5948 for 10 seconds.
    While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.

    Deafening Roar
    Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. Your roar also leaves enemies dazed, applying Major Breach and Minor Maim, also applies new Terrified effect for 10 seconds.
    While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.
    Attacking Enemies affected by Terrified with Piercing Howl(and morphs) now Taunts and applies Minor Breach to them for 15 seconds. (might as well use this new effect that zos has already made)

    Ferocious Roar
    Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds. Your roar also leaves enemies dazed, applying Major Breach for 10 seconds. Your Heavy Attacks also are 33% faster and gain Empower for 10 seconds after casting.
    While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629.

    Piercing Howl (always thought this abillity looked silly and that the idea of howling to do damage instead of biting was weird but its sometimes nice to have a ranged attack even if its only a measly 10 meters)
    Crush an enemy with a deafening howl, dealing (current amount) Physical Damage. Enemies who are Off Balance take 10% more damage from this attack.

    Howl of Agony
    Crush an enemy with a deafening howl, dealing (current amount) Physical Damage. And applies a stack of Deafened for 10 seconds. Enemies who are Off Balance take 10% more damage from this attack.
    Deafened increases the Damage taken from Howl of Agony by 10% per stack (stacks 3 times)

    Howl of Despair
    Crush an enemy with a deafening howl, dealing (current amount) Physical Damage. And reducing their Movement Speed by 40% for 3 seconds. Enemies who are Off Balance take 10% more damage from this attack.

    Infectious Claws (and Morphs) stays the same
    (would be nice if Claws of Life healed for the same it used to, but with the other improvements from above is maybe a bit too much)

    Call of the Pack (Passive)
    Now also increses Weapon and Spell Damage by 1% for each transformed werewolf or direwolf in your group , including yourself, up to a maximum of 10%.
    (This is to incourage werewolves to play together) now you actually get something (other then a headache from all the howling) for playing in a pack.

    Shapeshifters Chain (Mythic) feel like this could use a bit of love too
    now only Works for Werewolves increase Health, Magicka and Stamina to ~2500, gain Minor Berserk and Minor Resolve while transformed.
    (is now solid option for Werewolves without affecting the Balance for Vampire and Necromancers)
  • Twohothardware
    Twohothardware
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    Can we just get Necromancer reverted back to the exact way it was when originally released with every one of the past nerfs undone? It would not be unbalanced any more in the current sandbox.
    Edited by Twohothardware on 24 June 2024 23:19
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