MincMincMinc wrote: »Too bad Nightblades are complaining about every aspect of the cloak change. When the recovery cut is leaps and bounds the worst aspect. Having a cut means your sustain is going to become random. Say if you have 2k recovery, under normal combat gcd weaving your cloak may cost you the flat activation cost.... or randomly depending on when the tick lands may cost you an additional 2k.
If zos plans on changing the tickrate of recovery much like they did with the sprint cost ticks, this may be far less of a problem. (This would also help sustain desync issues that most people dont notice)
Regardless I would rather see no cut at all and an adjusted skill cost scheme. If players can still get their recovery, this means they may CHOOSE to build into countering the reoccurring/ramping cost. If someone wants to drop two damage sets to perma stealth, who cares? Much to the same degree as, if someone wants to slot only speed and sprinting sets just to run around, who cares?
Player CHOICE is one of the most important aspects of why building was so praised in ESO, why not allow it to continue?
suggest that this change is intended to "buff" Templar tanks. Templar tanks are in need of a buff, yes. But Templar tanks aren't in a bad spot because they lack a taunt in their kit! Templar tanks are in a bad spot because Templar healers and Dragonknight tanks are doing their job better than them. Buff dragonknight healers in a way that doesn't buff dragonknight tanks and we might see some Templar tank action.We're attempting to help Templar tanks feel a bit more zealous as they jump into battle by adding a taunt to this ability and its morphs. Since these abilities don't really focus on damage, they've naturally been more beneficial for tanks to run, but didn't do enough to justify the bar slot. The added function of a taunt and extension of Major Protection will give another potential tool for how you wish to lead the charge as a tank, with a more class-appropriate feel as you spread the light anywhere you go.
propertyOfUndefined wrote: »General Issues w/ Necromancer in its Current PTS State
Every class in ESO seems to have a distinct identity. When you think of Sorcerers, for instance, mobility immediately comes to mind. They're like lightning—here one moment, gone the next—zooming across the battlefield. Dragonknights (DKs), on the other hand, evoke wars of attrition. They take a hit to give a hit and will likely be the last ones standing.
Nightblades are the stealthy assassins of the game, boasting the highest burst potential, like ninjas lurking in the shadows. Nuff said. Templars? They’re the textbook paladins—masters of healing, purging, and even executing enemies when the time is right. Wardens excel at wearing opponents down with an array of debuffs, snares, roots, and stuns, fitting perfectly into the "controller" archetype.
Arcanists are all about big AoE damage. Their beam-focused playstyle seems to have been designed with the popular one-bar heavy attack builds for solo players in mind. ZOS clearly crafted this class from an identity that developed organically within the game. To me, they’re easily the best out-of-the-box class for solo play. In addition to their impressive damage, Arcanists are likely the toughest class to kill, even surpassing DKs, thanks to their abundance of buffs and shields.
And then there’s the Necromancer.
Necromancers have corpses. But the corpses feel like they add nothing special to gameplay, often coming across as unnecessary complexity for the sake of complexity.
At one point, Necromancers boasted the best damage-oriented ult in the game, and they excelled at generating ult quickly. However, after nerfs to major vulnerability, they lost their edge, and nothing was introduced to fill that gap. In PvP, the "Harmony" synergy at least gave them a niche playstyle as bombers with self-activated synergies, but even that was taken away. Now, we’re left with a class that feels like it lacks a true identity. Their defining mechanic—corpses—is poorly implemented and extremely unrewarding.
When new features are introduced, like class mastery scripts, and the perk they offer is an extra corpse, I usually just roll my eyes. For a class like Arcanist, an extra Crux would be amazing. For a Necromancer, an extra corpse probably amounts to a couple more HoT ticks. Maybe useful for a tank or healer, but there's no real payoff for damage dealers.
I implore the developers to settle on a clear vision for the Necromancer's identity. Please devise ways to make corpses truly valuable regardless of what role a player chooses to fulfill—similar to how Crux benefits Arcanists. And finally, please ensure that Necromancers are competitive in both PvE and PvP, because let's face it, nobody is hitting other players with that siphon for more than a second or 2.
Turtle_Bot wrote: »propertyOfUndefined wrote: »General Issues w/ Necromancer in its Current PTS State
Every class in ESO seems to have a distinct identity. When you think of Sorcerers, for instance, mobility immediately comes to mind. They're like lightning—here one moment, gone the next—zooming across the battlefield. Dragonknights (DKs), on the other hand, evoke wars of attrition. They take a hit to give a hit and will likely be the last ones standing.
Nightblades are the stealthy assassins of the game, boasting the highest burst potential, like ninjas lurking in the shadows. Nuff said. Templars? They’re the textbook paladins—masters of healing, purging, and even executing enemies when the time is right. Wardens excel at wearing opponents down with an array of debuffs, snares, roots, and stuns, fitting perfectly into the "controller" archetype.
Arcanists are all about big AoE damage. Their beam-focused playstyle seems to have been designed with the popular one-bar heavy attack builds for solo players in mind. ZOS clearly crafted this class from an identity that developed organically within the game. To me, they’re easily the best out-of-the-box class for solo play. In addition to their impressive damage, Arcanists are likely the toughest class to kill, even surpassing DKs, thanks to their abundance of buffs and shields.
And then there’s the Necromancer.
Necromancers have corpses. But the corpses feel like they add nothing special to gameplay, often coming across as unnecessary complexity for the sake of complexity.
At one point, Necromancers boasted the best damage-oriented ult in the game, and they excelled at generating ult quickly. However, after nerfs to major vulnerability, they lost their edge, and nothing was introduced to fill that gap. In PvP, the "Harmony" synergy at least gave them a niche playstyle as bombers with self-activated synergies, but even that was taken away. Now, we’re left with a class that feels like it lacks a true identity. Their defining mechanic—corpses—is poorly implemented and extremely unrewarding.
When new features are introduced, like class mastery scripts, and the perk they offer is an extra corpse, I usually just roll my eyes. For a class like Arcanist, an extra Crux would be amazing. For a Necromancer, an extra corpse probably amounts to a couple more HoT ticks. Maybe useful for a tank or healer, but there's no real payoff for damage dealers.
I implore the developers to settle on a clear vision for the Necromancer's identity. Please devise ways to make corpses truly valuable regardless of what role a player chooses to fulfill—similar to how Crux benefits Arcanists. And finally, please ensure that Necromancers are competitive in both PvE and PvP, because let's face it, nobody is hitting other players with that siphon for more than a second or 2.
In all honesty, Necromancer should have been the "summoner" class when it was first introduced. Sure sorcs had daedric beasts (pets), but realistically sorc was first and foremost, the mage class (until ZOS shoehorned it into being the pet class by nerfing the mage aspect into the ground and overbuffing the pets).
When people think of necromancers, they think of raising the dead and buffing their army/debuffing/debilitating their enemies to allow their army of undead to overwhelm them.
When people think of Sorcerers they think of mages with big flashy spells that deal a lot of damage, supported with Arcane skills that provide buffs.
Somehow ZOS has managed to combine those 2 themes into a strained, conflicting mix in sorcerer that has caused no end of issues for sorcerer as well as left no space for necro to be what it's supposed to be. It's sad really, because it's probably too late now to fix it because that would require giving out class change tokens to players who like pet sorcs so they can continue to play as a summoner without having to completely restart on a new character and we all know that ain't happening...
Short of overhauling the whole class in this respect, I think a good place to start would be to change Boneyard to summon a Blastbones when it consumes a corpse, instead of +30% DoT damage, which doesn't get anyone excited.
propertyOfUndefined wrote: »Short of overhauling the whole class in this respect, I think a good place to start would be to change Boneyard to summon a Blastbones when it consumes a corpse, instead of +30% DoT damage, which doesn't get anyone excited.
That is exactly what I mean! A change like that would really start to make the class come to life. Necromancers would be able to double-up on their blastbones by using corpses offensively, and in a way that would work in a PVP environment.
- Cast blighted blastbones
- Cast Boneyard over a corpse to spawn a second blighted blastbones
- Have 2 blastbones attack your target (near) simultaneously
A change like that would even work with the GLS morph:
- Cast GLS to get a 15% boost to class damage
- Cast Boneyard over a corpse to spawn a blighted blastbones
- Have the blastbones attack your target with a 15% damage boost
It makes so much sense to me. Suddenly corpses are useful to a damage dealing necromancer, and anything that spawns an extra corpse easily translates to more damage.
I have a thread for this in the general PTS thread, however- the Pyrebrand nerf is absolutely overkill.
This set has been thrown into oblivion between the fact it no longer successfully competes in any area (hybrid set, high damage like rele or zaan, ease of use like sheer venom or 'marse.' helm, etc) and the copious, highly class-specific grind gatekeeping its volume.
This had to be my favorite set in years; with the class set concept being one of the best off the top-of-my-head to restore us from the current like of class identity (to the point where every class 'plays the same' plus/minus a few skills; nearly the same sets).
All I'm asking, on behalf of all players that have wanted/will want to make real use of any class sets now or in posterior, please reverse SOME portion of the otherwise-egregious 'nerf' on this set before PTS cycle end.
///
Again, I have suggestions, additional feedback, and comparisons here at- https://forums.elderscrollsonline.com/en/discussion/665914/class-set-discussion-pyrebrand/
acastanza_ESO wrote: »The Hardened Ward nerf really, really hurts Sorc Tanks in PVE. I'd be fine if this was a "while under the effect of battle spirit" change though. Please, please, please revert this change, but instead half the heal while under the effect of battlespirit.
deadpool3431 wrote: »The cloak nerf is bad, and it is 100% a nerf because the cost is still high and now theres no mag recovery on a class and playstyle with basically zero recovery already. Detect pots are still bugged. Miats addon can still notify you of ranged damage from stealth in pvp and it can still give someone my general location, haunting curse can stick to anything even if you're not detected and people still use the red dot exploit and you want to neft stealth? I know many people in pvp want stealth gone so why not just make it official and eliminate it entirely. I need to move on from this game anyway. I've spent too much money playing this game to have an entire playstyle eliminated because someone wants it to be more "spooky" and pve friendly. You make wardens unkillable with high damage, you make magsorcs unkillable with extremely overtuned high damage unlimited shields unlimited healing, DK can be unkillable with 10k weapon damage, Arcanist is unkillable with infinite recovery, necro is still nerfed into the ground for no reason(poor necro mains truly sorry tbh). Ganker nb is literally the only thing standing against the tank meta yall created and now with the snap of a finger and one bad idea a whole playstyle is wiped from the game. I do not want to go light attack people to death or play bouncy-sorc and be carried by shields. Thanks but no thanks.
"no mag recovery on a class and playstyle with basically zero recovery already."
This is quite literally a skill issue, Nightblade has one of the better sustains in the game of all the classes via siphoning strikes, refreshing path, executioner passive, and refreshing shadows passive.
" Ganker nb is literally the only thing standing against the tank meta yall created and now with the snap of a finger and one bad idea a whole playstyle is wiped from the game"
No, Ganker NB is literally the main thing that continues to cause this tank meta, when a large portion of Cyrodiil is gankblades with over tuned damage and can have the best form of mitigation & defense known as cloak, everyone builds tanky to avoid being 1 shot by the absurd amount of gankblades. The less gankers in Cyrodiil the healthier the PVP will be overall. Not saying NB needs to be gutted, but this class is far overtuned and this cloak nerf was a long time coming. This change should go through but we know it won't since the game has a massive NB population who somehow think the class is in a bad spot and will cry anytime ZOS throws a justified nerf hammer at it.
I fully expect this cloak nerf to be changed multiple times in this PTS cycle to appeal to the Crying NB's who are incapable of adapting and not spamming cloak 24/7.
Turtle_Bot wrote: »propertyOfUndefined wrote: »General Issues w/ Necromancer in its Current PTS State
Every class in ESO seems to have a distinct identity. When you think of Sorcerers, for instance, mobility immediately comes to mind. They're like lightning—here one moment, gone the next—zooming across the battlefield. Dragonknights (DKs), on the other hand, evoke wars of attrition. They take a hit to give a hit and will likely be the last ones standing.
Nightblades are the stealthy assassins of the game, boasting the highest burst potential, like ninjas lurking in the shadows. Nuff said. Templars? They’re the textbook paladins—masters of healing, purging, and even executing enemies when the time is right. Wardens excel at wearing opponents down with an array of debuffs, snares, roots, and stuns, fitting perfectly into the "controller" archetype.
Arcanists are all about big AoE damage. Their beam-focused playstyle seems to have been designed with the popular one-bar heavy attack builds for solo players in mind. ZOS clearly crafted this class from an identity that developed organically within the game. To me, they’re easily the best out-of-the-box class for solo play. In addition to their impressive damage, Arcanists are likely the toughest class to kill, even surpassing DKs, thanks to their abundance of buffs and shields.
And then there’s the Necromancer.
Necromancers have corpses. But the corpses feel like they add nothing special to gameplay, often coming across as unnecessary complexity for the sake of complexity.
At one point, Necromancers boasted the best damage-oriented ult in the game, and they excelled at generating ult quickly. However, after nerfs to major vulnerability, they lost their edge, and nothing was introduced to fill that gap. In PvP, the "Harmony" synergy at least gave them a niche playstyle as bombers with self-activated synergies, but even that was taken away. Now, we’re left with a class that feels like it lacks a true identity. Their defining mechanic—corpses—is poorly implemented and extremely unrewarding.
When new features are introduced, like class mastery scripts, and the perk they offer is an extra corpse, I usually just roll my eyes. For a class like Arcanist, an extra Crux would be amazing. For a Necromancer, an extra corpse probably amounts to a couple more HoT ticks. Maybe useful for a tank or healer, but there's no real payoff for damage dealers.
I implore the developers to settle on a clear vision for the Necromancer's identity. Please devise ways to make corpses truly valuable regardless of what role a player chooses to fulfill—similar to how Crux benefits Arcanists. And finally, please ensure that Necromancers are competitive in both PvE and PvP, because let's face it, nobody is hitting other players with that siphon for more than a second or 2.
In all honesty, Necromancer should have been the "summoner" class when it was first introduced. Sure sorcs had daedric beasts (pets), but realistically sorc was first and foremost, the mage class (until ZOS shoehorned it into being the pet class by nerfing the mage aspect into the ground and overbuffing the pets).
When people think of necromancers, they think of raising the dead and buffing their army/debuffing/debilitating their enemies to allow their army of undead to overwhelm them.
When people think of Sorcerers they think of mages with big flashy spells that deal a lot of damage, supported with Arcane skills that provide buffs.
Somehow ZOS has managed to combine those 2 themes into a strained, conflicting mix in sorcerer that has caused no end of issues for sorcerer as well as left no space for necro to be what it's supposed to be. It's sad really, because it's probably too late now to fix it because that would require giving out class change tokens to players who like pet sorcs so they can continue to play as a summoner without having to completely restart on a new character and we all know that ain't happening...
Historically, Sorcerers have been Conjurors in TES. Giving them "pets" is not really unexpected.
Necromancer would also make use of Conjuration magic, but instead of summoning their minions, they are resurecting them.
That's a good enough destinction to have different gameplay for Sorcerers and Necromancers. The problem is that ZOS only implemented Necros half-heartedly. Instead of using the corpse mechanic to resurrect ... anything, Necromancers still summon all their minions, and then use their corpses to, I don't even know. There are virtually no satisfying offensive corpse consuming skills.
Short of overhauling the whole class in this respect, I think a good place to start would be to change Boneyard to summon a Blastbones when it consumes a corpse, instead of +30% DoT damage, which doesn't get anyone excited.
argonian37 wrote: »Zos. This change to cloak is not just a nerf.is a functional change in a central skill that destroys every playstyle and build in the class except of brawlers. In PVP, Cloak is the main survival and positioning tool for NBs, is the tool that we use for tick for heals and change our position in fights for a class that is squishy, doesnt have good shields, and has clunky ultimates and skills. We need to control when we use the skill, a toggle option is just not reliable in battlefields with ball groups and zergs around.
You can rework skills like mark target for example that nobody uses and use it to give the 10% dmg bonus for pve that you want to add.
If you want to stop the bow gankers, you can add bonuses and rework the benefits of having close melee fights but dont destroy our class because of that, because the OP nature of long range weapons and skills is not a problem that you would solve destroying the functionality of the central skill of NBs and is an issue that exceeds the class.
Please dont let this change continue to the Live server
necro_the_crafter wrote: »Its so funny to see nightblades overreacting to cloack change i cant stop laughing xD
Chill guys, your core concept hasnt been destroyed, it will be fine as a toggle, if anyone had play with vamps sating fury will understand that its not that bad, its easy to toggle in and out of that ability. And its as easy with a new cloack.
Seriously tho, only thing to complain its new cloak mana cost. As ZoS hadnt stated that ability rework was aimed at nerfing nbs ability to stealth mana cost should be adressed, as its is on pts drains mana ~50% faster thanks to recovery disable during toggle.
Now imagine you would've been trated as a necro, leaving healing morph of cloack on, and replacing invis cloack with a plain damage buff that also makes your every third surprise attack an aoe... God I hate GLS.
necro_the_crafter wrote: »Its so funny to see nightblades overreacting to cloack change i cant stop laughing xD
Chill guys, your core concept hasnt been destroyed, it will be fine as a toggle, if anyone had play with vamps sating fury will understand that its not that bad, its easy to toggle in and out of that ability. And its as easy with a new cloack.
Seriously tho, only thing to complain its new cloak mana cost. As ZoS hadnt stated that ability rework was aimed at nerfing nbs ability to stealth mana cost should be adressed, as its is on pts drains mana ~50% faster thanks to recovery disable during toggle.
Now imagine you would've been trated as a necro, leaving healing morph of cloack on, and replacing invis cloack with a plain damage buff that also makes your every third surprise attack an aoe... God I hate GLS.
To be honest, yeah, they ruined it. ZOS should have gone the 33% increased cost patch like roll dodge and streak.
argonian37 wrote: »Zos. This change to cloak is not just a nerf.is a functional change in a central skill that destroys every playstyle and build in the class except of brawlers. In PVP, Cloak is the main survival and positioning tool for NBs, is the tool that we use for tick for heals and change our position in fights for a class that is squishy, doesnt have good shields, and has clunky ultimates and skills. We need to control when we use the skill, a toggle option is just not reliable in battlefields with ball groups and zergs around.
You can rework skills like mark target for example that nobody uses and use it to give the 10% dmg bonus for pve that you want to add.
If you want to stop the bow gankers, you can add bonuses and rework the benefits of having close melee fights but dont destroy our class because of that, because the OP nature of long range weapons and skills is not a problem that you would solve destroying the functionality of the central skill of NBs and is an issue that exceeds the class.
Please dont let this change continue to the Live server
YandereGirlfriend wrote: »acastanza_ESO wrote: »The Hardened Ward nerf really, really hurts Sorc Tanks in PVE. I'd be fine if this was a "while under the effect of battle spirit" change though. Please, please, please revert this change, but instead half the heal while under the effect of battlespirit.
Clannfear Buddy has entered the chat.
acastanza_ESO wrote: »YandereGirlfriend wrote: »acastanza_ESO wrote: »The Hardened Ward nerf really, really hurts Sorc Tanks in PVE. I'd be fine if this was a "while under the effect of battle spirit" change though. Please, please, please revert this change, but instead half the heal while under the effect of battlespirit.
Clannfear Buddy has entered the chat.
Being able to drop Clannfear literally doubled the population of Sorc tanks overnight. It's so much better right now. Tanking on Sorc is fun and feels really good.
If the current state of Sorc tank is bringing more people into tanking (I'd argue the numbers show that it is), I'd be very hesitant to nerf it for PVE. That said, definitely needs a nerf for PVP, hence - battlespirit.
No, not a tiny group, everyone who isn't a nightblade wanted this ability toned down. This nerf was a long time coming and will be a good change.