While I agree Restoring Light is too strong, as someone with more than half a year (real time) played on their Templar…
I am of the opinion that it has everything to do with Magicka builds’ and their ease of sustain for skills like Extended Ritual. Removing the HoT from Rune is not heavy handed enough of a change to the skill line to actually make a dent in it’s use.
One way that I would handle this, and it would be sweeping, would be to have ZOS take a pass over what should and shouldn’t actually be purgeable. Right now, just about everything is… I feel as though either Stamina or Magicka DoTs/Effects should be able to bypass a cleanse. I don’t care which.
I am of the opinion that it has everything to do with Magicka builds’ and their ease of sustain for skills like Extended Ritual. Removing the HoT from Rune is not heavy handed enough of a change to the skill line to actually make a dent in it’s use.
One way that I would handle this, and it would be sweeping, would be to have ZOS take a pass over what should and shouldn’t actually be purgeable. Right now, just about everything is… I feel as though either Stamina or Magicka DoTs/Effects should be able to bypass a cleanse. I don’t care which.
Turtle_Bot wrote: »While I agree Restoring Light is too strong, as someone with more than half a year (real time) played on their Templar…
I am of the opinion that it has everything to do with Magicka builds’ and their ease of sustain for skills like Extended Ritual. Removing the HoT from Rune is not heavy handed enough of a change to the skill line to actually make a dent in it’s use.
One way that I would handle this, and it would be sweeping, would be to have ZOS take a pass over what should and shouldn’t actually be purgeable. Right now, just about everything is… I feel as though either Stamina or Magicka DoTs/Effects should be able to bypass a cleanse. I don’t care which.
Maybe have magicka DoTs ignore cleanse since stamina abilities already ignore negates silence debuff.
5) Elemental susceptibility - ......
Major_Mangle wrote: »5) Elemental susceptibility - ......For me the issue goes beyond just elemental susceptibility (but yes I agree that ele sus needs some severe adjustments), but status effects as a whole are a big problem. The amount of free damage it offers for little to zero investment is nothing short but insane. People often bring up how they dislike "free damage procs/DoT sets" and how they do all the damage for a player, but rarely do I see the same people say something on status effects (not referring to you in this case React) which by far outperform most of the DoT-proc sets in the game, with very few exceptions. If the player decides to invest a little bit into status effect damage, it´s easy to have multiple status effects hit for 1,5-2k+/tick (with 0 cooldown, certain builds will even allow you to hit someone with 3-4 of the same status effects within the same GCD).
Status effects offers way too much free AFK pressure and either the damage from these status effects needs to be reduced severely, or ZOS should add some limitation on how many of them you can have on you at any given time. Personally I´d like status effects do 0 damage, but offer more utility in terms of "take X% more damage from Y source" or have unique interactions like hemorrhaging that used to apply minor mangle. [/spoiler
Class lines aside, subclassing would be in a far better spot if:
- You can swap 1 line, not 2. This would add a little more class identity back in to the game, while still giving build freedom.
- You can only use IA sets and class script if you are a pure class.
Assassination line + any really strong delayed burst (such as fissure) is super broken, it's turning mid tier players into literally React.
Extended Ritual rework to cleanse 50% of negative effects on you, with a minimum of 2-3 could be a good step in scaling the skill to be more effective in outnumbered situations, while making it more fair in 1v1s, or those situations where healer/tanks bots just turtle up and never die in Xv1.
Just want to preface by stating that I respect you as a player React, and I've always found your posts here on the forums as being very reasonably objective, and as bias-free as the human mind can be.
I spent one full day in Cyrodiil, for the first time since update 46 introduced subclassing. And just to get my own bias out of the way; I'm vehemently against subclassing and enjoyed playing my pure magplar with all its faults. Now, I may be one to enjoy a little exaggeration here and there... but it genuinely felt like 95% of the players I ran into, rather it be casual players or sweaties, all were in lightning form, and streaking around. And my recaps always had a few merciless resolves on them. Oh, a sorc?, ah nah it's a base nb according to my ui... ah ok there's a merciless resolve proc, yep definitely a nb! Man that hurricane and streaking around threw me off though. Oh look, a templar? Oh, they're streaking... and their DW has a red glow, sitting in restoring light hots and being tanky ok ok... Oh hey a DK! With lightning form and timing merciless resolves on me with molten whips. Oh yes finally... an ACTUAL magsorc! Casting hardened ward and lining up curse and... merciless resolves on me... ok ok... But don't take just my word for it, clearly zos must have seen a pattern too, can't be coincidence that both those lines got put in public review via these first patch notes yea?
Subclass was a very bad pandora's box to open, see... if at the very least scribing 'didn't exist', then you'd still have to really carefully theory craft all your bursty subclass options. The amount of ridiculousness that scribing provides... mainly a burst heal that is not class dependent, and then of course vigor to supplement your healing... it's amazing how survivable one can still be. This is not a healthy solution to overall horrid game balance. It just creates yet -another- looping cycle that this game has seen countless times already all Groundhog Day like. But I don't feel like I should be trying to preach this, you were outspoken against subclassing as well.
Your primary point is the TTK matter. And you express how subclassing has shifted the meta. Why were, and still are players most commonly building so 'tanky' in the first place? It all started with proc sets becoming more and more common. Specifically burst ones, but also dot based ones too naturally. Then we have the advent of the "bombing meta." Now we have both in full force. Gankers can be thrown in the mix as well but they at the very least have always had hard-defining counters to them and have existed since this game existed. So primarily it's been all this extra 'fluff' that has been added to the game. This is the actual root cause that needs to be addressed for TTK. Not using 3 different -offensive- subclass combos and then living off it because of scribing providing something that was foundationally dependent on the classes bringing -for themselves-. Class identity! Very important, thrown out the window. Fake theorycrafting. We can keep playing whack-a-mole with nerfing class lines designed for class identity that is now being parasited by [insert your favorite class to gain all advantages here].
Balance can't revolve soley around 'the meta' because it's malleable and adjusts as needs are needed, and solutions are made visible. It is important to look at the meta and see the problems, yes. But using that as a "man this is a breathe of fresh relief" is a sort-sighted perspective. We've had a decade of whack-a-mole nerfs, sledgehammering approach at balance. How do we actually address -that-?
MincMincMinc wrote: »Either put restrictions on subclassing such that only one damage, heal, and tank line can be chosen.
or
Rebalance lines such that they are even distributions of tank, heal, damage so anything can be paired unrestricted.
No other way to do it unless you are fine power creeping the game while also bottlenecking everyone to the same template build.
Yea the warden and templar suggestions are horrible changes for PvE, same with elemental sus, i have tanked on templar for like 7 years, the last thing we need is more of our skills and skill lines nerfed. Barely anyone picks restoring light in PvE, and we have long been seen as the worst tanks. These should not be touched at all.
The HoT for rune was first added because the skill was lacking and fit templar, they then added healing outside the rune because beeing tied to a tiny rune in alot of PvE scenarios was difficult to get the use out of it.
Ever since they announced subclassing i said ZOS should atleast go over base class skill lines and make them like dlc classes, dedicated tank/heal/dps to make it fair.
So one solution would be to move rune focus, and eclipse + swapping around the passives (like sacred ground and prism) to aedric spear and make it our tanking tree while dawns wrath is dps tree. Then rune focus wont be in restoring light
Joy_Division wrote: »I'm of two minds about the OP. I agree with its basic stated premise: that the changes to u46 made the PvP in this game more enjoyable, and that the devs should focus on thinking of ways to make other skill lines more appealing.
But the majority of the post was spent telling the devs how they should nerf the best perfoming lines. So, it's basically what many feared about subclassing; yep. Your good class skills are going to get hit with a nerf bat bc/ subclassing.
It was unexpected bc/ the poster's history has rarely advocated for nerfs. I think that for people who have played this game for so long are so used to thr ZOS solution that nerf is the only way to "improve" the game, they just subconsciously adapt the same mindset.
Joy_Division wrote: »
Gun to my head, would I agree the lines identified by the OP are stronger? Yeah. But that's fine. Yeah, I said it. It's fine to have some skill lines that are fun/inspirational/effective while we think of ways to make the others appealing to use.
Joy_Division wrote: »I'm of two minds about the OP. I agree with its basic stated premise: that the changes to u46 made the PvP in this game more enjoyable, and that the devs should focus on thinking of ways to make other skill lines more appealing.
But the majority of the post was spent telling the devs how they should nerf the best perfoming lines. So, it's basically what many feared about subclassing; yep. Your good class skills are going to get hit with a nerf bat bc/ subclassing.
It was unexpected bc/ the poster's history has rarely advocated for nerfs. I think that for people who have played this game for so long are so used to thr ZOS solution that nerf is the only way to "improve" the game, they just subconsciously adapt the same mindset.
I don't think I've subconsciously adapted the mindset that nerfing things is the way to improve the game. I've stated over and over again, both here as well as on stream and in any ESO discord I chat in, that they should be primarily focusing on buffing under utilized lines to be similar in power to the most chosen lines. This is undoubtedly the best way forward to reduce the homogenization in what setups people are using, as well as ensuring that people are happy with their power and spend more time interested in the game. As I even state in the OP, "If the team focuses too heavily on nerfing things that people are enjoying/using, they will simply kill interest in the game.".Joy_Division wrote: »
Gun to my head, would I agree the lines identified by the OP are stronger? Yeah. But that's fine. Yeah, I said it. It's fine to have some skill lines that are fun/inspirational/effective while we think of ways to make the others appealing to use.
While I agree with your sentiment here in general, I disagree that things which are objectively too strong should be left that way as "inspiration" for where they should be aiming when adjusting similar lines. Restoring light is what I think is the single most egregious example currently - the line is objectively the best defensive line in the game, by a huge margin. I think it would be very unhealthy if they use this as the benchmark for where other defensive lines should be brought up to.
I don't think anything I suggested here is a huge nerf that would really detract from the amount of enjoyment anyone is having with this new system in PVP. The merciless resolve change would be reverting it back to a power level I think everybody was happy with, the netch change is very minor but addresses what I would describe the problematic spamming of a free ability for too much instant return, and the restoring light would bring the line to a level I'd be comfortable saying could be a "standard" to be aimed for when buffing similar skill lines.
When these adjustments are the only things across the vast pool of skills/lines I'm suggesting be outright nerfed, I think the whole "subconsciously adapted the mindset that nerfing things is the way to improve the game" statement is a bit harsh, especially given my established stance on how they should be buffing under utilized lines.
I did go ahead and remove my thoughts on storm calling. My main concern with this line is how prevalent it has become, leading to the "homogenization" that was one my largest fears going into subclassing. That said, I don't think the line is really too strong overall, but instead represents a power level which would be a healthy benchmark to use when buffing other lines moving forward.
BlackLabel wrote: »Warden needs a nerf or tweaks, specifically netch (shouldn't be free / insta cast time, pick one), also shalks is too strong as a delayed burst skill (remove minor breach).
Buff deadric summoning by adding the same small heal regen ward has to hardened ward.
BlackLabel wrote: »Warden needs a nerf or tweaks, specifically netch (shouldn't be free / insta cast time, pick one), also shalks is too strong as a delayed burst skill (remove minor breach).
Buff deadric summoning by adding the same small heal regen ward has to hardened ward.
I think it honestly is perfectly fine. All the OTHER damage skills need to be buffed to be on par with deep fissure/animal companion.
That's the consequence of the studio refusing to balance PVP and PVE separately - you'll never make everyone happy. The unfortunate reality though it that restoring light is far too strong now, and is one of the few things that is truly overperforming to a level where it needs to be brought down marginally in PVP. I do agree they need to be buffing the other, weaker support lines as I've stated a few times - but not to the levels that restoring light is at currently. I fail to see how the blue betty/bull netch change would have any significant impact on PVE though - you aren't spamming it in that environment, which is the problematic part of the ability that proposal is meant to address.
They could work towards things like this, sure. I think the swapping of skills and passives definitely could resolve some of the issues with the base classes under subclassing. But your proposal here shows that you aren't understanding the restoring light issue from the pvp perspective - because eclipse (or rather, the living dark morph) is an even stronger defensive ability than channeled focus/restoring focus. Even if the sacred ground passive was moved along with your suggestion, restoring light would remain in possibly an even stronger position than it is now. Living dark is one of the strongest self heals that exist in the PVP environment.
On the PVP side of the game, I think many of us have been pleasantly surprised by how subclassing turned out. I was very skeptical prior to it's release, and the system definitely isn't perfect - but it has shifted the meta back towards burst damage for the first time in years. This was a long overdue adjustment. It genuinely feels like the majority of players can be killed again, especially when you coordinate damage with an ally or two, and PVP is a lot more fun because of it. High, direct damage with good counterplay is the healthiest form of damage to have in PVP, as opposed to high proc/dot damage with little to no coutnerplay.
There are a few things that could use "nerfs", but overall I think it would be much healthier for the state of the game to primarily focus on buffing the under utilized lines. Fixing things like useless passives on the base classes or moving skills around to better fit into their lines like in draconic power/dark magic, making a pass on under used morphs in lines like bone tyrant/living death/curative runeforms/winter's embrace, adjusting weak passives located in damage skill lines to make them more competitive, etc.
By buffing the alternative options, you will greatly increase the diversity of skill lines in PVP. People will spend more time experimenting with different things and will be able to tailor builds to their playstyles that aren't identical to every other setup you encounter. It will increase the pool of sets utilized and overall just create a more fun environment with a better long term retention of players. If the team focuses too heavily on nerfing things that people are enjoying/using, they will simply kill interest in the game.
Right now, there are genuinely only a handful of things I'd personally say could use an outright nerf in PVP.
1) The Restoring Light Line - Currently way too strong defensively, and when U47 hits it is going to become far more widespread if the hurricane change makes it to live. The passives giving a potential 21% healing which now applies to all heals as opposed to just restoring light skills, coupled with the stacking of the rune + ritual heal over times is one of the things that stand out the most in the new system because it just drastically outweighs any other defensive line you can run. I would suggest considering the following as adjustments;
- Remove the heal over time from both morphs of the rune. The rune gives you Major resolve, Minor mending, a reasonably strong heal over time, and 480 equivalent mag/stam regen depending on morph. That is just way too stacked of a skill. Removing the heal over time retains the major resolve and sustain identity of the ability, but will help alleviate the oppressive healing capabilities of templars that simply stand still in multiple heal over times, out healing everything you can possibly do to them. If hurricane was too buff-dense providing Major resolve, minor expedition, and a dot then the rune is far too buff dense providing the aforementioned bonuses.
- One of the following - Reduce the value of the 13% passive to 6%, or reduce the tooltip healing value of extended ritual. Either of these would likely suffice for reducing the oppressive healing this line provides. I do genuinely believe that if one of these changes was made AND the heal was removed from the rune, this line would still be the number one strongest defensive line.
2) Assassination - On the damage side of the game, I really don't want to see many nerfs. That said, the merciless resolve change made in U46 was completely out of touch with PVP. I've always been a proponent of "the ability is difficult to use, it should hit hard". I still believe that, given how conditional it is. But you should not be able to fire it twice back to back. The logic of "making it more accessible for PVE" is just making the ability far too oppressive in PVP. I'm indifferent about the upcoming change to the damage modifier attached to the ability in U47, but I would recommend reverting the change to the max stacks back to 5, or perhaps 6 if the goal is to provide some leeway for firing it in PVE.
3) Animal Companions - I think this skill line is in a reasonable spot, providing some great passives as well as active abilities. There is one outlier I think needs to be adjusted though, and that is the Blue betty/bull netch. These skills are free, give 250 equivalent regen in their morphs, they purge an effect every 5 seconds or provide a damage buff if they don't purge, and they proc a heal on re-cast/expiration. The skill is giving too much as a free ability. One of the following adjustments should be made, primarily so the skill can no longer be "spammed" to proc a free heal + purge every global cooldown
- Give it a small cost, perhaps in the 800-1,000 resource range.
- Or make it so that the first purge does not occur on cast, instead happening after 5 seconds.
4) Elemental susceptibility - This one isn't exactly subclassing related and I was hesitant to mention it as there are many balance issues in PVP that have existed for a long time prior to subclassing, but this skill has been so strong for so long. A few patches ago the nightblade skill "piercing mark" was given a cost as it was apparently "too strong" - but ele susc is drastically stronger and is available to every class, while performing the same core function as mark. One of the following things should happen.
- Give it a cost. Probably in the 1,800-2,000 magicka range.
- Keep it free, but make it only apply the status effects on cast, instead of repeatedly applying them for free throughout the duration.
- Give it a smaller cost in the 800-1,000 magicka range, but have it now apply one of the 3 elemental status effects at random throughout the duration.
LittlePinkDot wrote: »On the PVP side of the game, I think many of us have been pleasantly surprised by how subclassing turned out. I was very skeptical prior to it's release, and the system definitely isn't perfect - but it has shifted the meta back towards burst damage for the first time in years. This was a long overdue adjustment. It genuinely feels like the majority of players can be killed again, especially when you coordinate damage with an ally or two, and PVP is a lot more fun because of it. High, direct damage with good counterplay is the healthiest form of damage to have in PVP, as opposed to high proc/dot damage with little to no coutnerplay.
There are a few things that could use "nerfs", but overall I think it would be much healthier for the state of the game to primarily focus on buffing the under utilized lines. Fixing things like useless passives on the base classes or moving skills around to better fit into their lines like in draconic power/dark magic, making a pass on under used morphs in lines like bone tyrant/living death/curative runeforms/winter's embrace, adjusting weak passives located in damage skill lines to make them more competitive, etc.
By buffing the alternative options, you will greatly increase the diversity of skill lines in PVP. People will spend more time experimenting with different things and will be able to tailor builds to their playstyles that aren't identical to every other setup you encounter. It will increase the pool of sets utilized and overall just create a more fun environment with a better long term retention of players. If the team focuses too heavily on nerfing things that people are enjoying/using, they will simply kill interest in the game.
Right now, there are genuinely only a handful of things I'd personally say could use an outright nerf in PVP.
1) The Restoring Light Line - Currently way too strong defensively, and when U47 hits it is going to become far more widespread if the hurricane change makes it to live. The passives giving a potential 21% healing which now applies to all heals as opposed to just restoring light skills, coupled with the stacking of the rune + ritual heal over times is one of the things that stand out the most in the new system because it just drastically outweighs any other defensive line you can run. I would suggest considering the following as adjustments;
- Remove the heal over time from both morphs of the rune. The rune gives you Major resolve, Minor mending, a reasonably strong heal over time, and 480 equivalent mag/stam regen depending on morph. That is just way too stacked of a skill. Removing the heal over time retains the major resolve and sustain identity of the ability, but will help alleviate the oppressive healing capabilities of templars that simply stand still in multiple heal over times, out healing everything you can possibly do to them. If hurricane was too buff-dense providing Major resolve, minor expedition, and a dot then the rune is far too buff dense providing the aforementioned bonuses.
- One of the following - Reduce the value of the 13% passive to 6%, or reduce the tooltip healing value of extended ritual. Either of these would likely suffice for reducing the oppressive healing this line provides. I do genuinely believe that if one of these changes was made AND the heal was removed from the rune, this line would still be the number one strongest defensive line.
2) Assassination - On the damage side of the game, I really don't want to see many nerfs. That said, the merciless resolve change made in U46 was completely out of touch with PVP. I've always been a proponent of "the ability is difficult to use, it should hit hard". I still believe that, given how conditional it is. But you should not be able to fire it twice back to back. The logic of "making it more accessible for PVE" is just making the ability far too oppressive in PVP. I'm indifferent about the upcoming change to the damage modifier attached to the ability in U47, but I would recommend reverting the change to the max stacks back to 5, or perhaps 6 if the goal is to provide some leeway for firing it in PVE.
3) Animal Companions - I think this skill line is in a reasonable spot, providing some great passives as well as active abilities. There is one outlier I think needs to be adjusted though, and that is the Blue betty/bull netch. These skills are free, give 250 equivalent regen in their morphs, they purge an effect every 5 seconds or provide a damage buff if they don't purge, and they proc a heal on re-cast/expiration. The skill is giving too much as a free ability. One of the following adjustments should be made, primarily so the skill can no longer be "spammed" to proc a free heal + purge every global cooldown
- Give it a small cost, perhaps in the 800-1,000 resource range.
- Or make it so that the first purge does not occur on cast, instead happening after 5 seconds.
4) Elemental susceptibility - This one isn't exactly subclassing related and I was hesitant to mention it as there are many balance issues in PVP that have existed for a long time prior to subclassing, but this skill has been so strong for so long. A few patches ago the nightblade skill "piercing mark" was given a cost as it was apparently "too strong" - but ele susc is drastically stronger and is available to every class, while performing the same core function as mark. One of the following things should happen.
- Give it a cost. Probably in the 1,800-2,000 magicka range.
- Keep it free, but make it only apply the status effects on cast, instead of repeatedly applying them for free throughout the duration.
- Give it a smaller cost in the 800-1,000 magicka range, but have it now apply one of the 3 elemental status effects at random throughout the duration.
I'm late to the subclassing party on console. Still leveling up skill lines on characters, haven't tried the new builds in PvP yet.
How has the meta shifted back to burst damage? Is there some reason I cannot use DoT damage anymore?
LittlePinkDot wrote: »On the PVP side of the game, I think many of us have been pleasantly surprised by how subclassing turned out. I was very skeptical prior to it's release, and the system definitely isn't perfect - but it has shifted the meta back towards burst damage for the first time in years. This was a long overdue adjustment. It genuinely feels like the majority of players can be killed again, especially when you coordinate damage with an ally or two, and PVP is a lot more fun because of it. High, direct damage with good counterplay is the healthiest form of damage to have in PVP, as opposed to high proc/dot damage with little to no coutnerplay.
There are a few things that could use "nerfs", but overall I think it would be much healthier for the state of the game to primarily focus on buffing the under utilized lines. Fixing things like useless passives on the base classes or moving skills around to better fit into their lines like in draconic power/dark magic, making a pass on under used morphs in lines like bone tyrant/living death/curative runeforms/winter's embrace, adjusting weak passives located in damage skill lines to make them more competitive, etc.
By buffing the alternative options, you will greatly increase the diversity of skill lines in PVP. People will spend more time experimenting with different things and will be able to tailor builds to their playstyles that aren't identical to every other setup you encounter. It will increase the pool of sets utilized and overall just create a more fun environment with a better long term retention of players. If the team focuses too heavily on nerfing things that people are enjoying/using, they will simply kill interest in the game.
Right now, there are genuinely only a handful of things I'd personally say could use an outright nerf in PVP.
1) The Restoring Light Line - Currently way too strong defensively, and when U47 hits it is going to become far more widespread if the hurricane change makes it to live. The passives giving a potential 21% healing which now applies to all heals as opposed to just restoring light skills, coupled with the stacking of the rune + ritual heal over times is one of the things that stand out the most in the new system because it just drastically outweighs any other defensive line you can run. I would suggest considering the following as adjustments;
- Remove the heal over time from both morphs of the rune. The rune gives you Major resolve, Minor mending, a reasonably strong heal over time, and 480 equivalent mag/stam regen depending on morph. That is just way too stacked of a skill. Removing the heal over time retains the major resolve and sustain identity of the ability, but will help alleviate the oppressive healing capabilities of templars that simply stand still in multiple heal over times, out healing everything you can possibly do to them. If hurricane was too buff-dense providing Major resolve, minor expedition, and a dot then the rune is far too buff dense providing the aforementioned bonuses.
- One of the following - Reduce the value of the 13% passive to 6%, or reduce the tooltip healing value of extended ritual. Either of these would likely suffice for reducing the oppressive healing this line provides. I do genuinely believe that if one of these changes was made AND the heal was removed from the rune, this line would still be the number one strongest defensive line.
2) Assassination - On the damage side of the game, I really don't want to see many nerfs. That said, the merciless resolve change made in U46 was completely out of touch with PVP. I've always been a proponent of "the ability is difficult to use, it should hit hard". I still believe that, given how conditional it is. But you should not be able to fire it twice back to back. The logic of "making it more accessible for PVE" is just making the ability far too oppressive in PVP. I'm indifferent about the upcoming change to the damage modifier attached to the ability in U47, but I would recommend reverting the change to the max stacks back to 5, or perhaps 6 if the goal is to provide some leeway for firing it in PVE.
3) Animal Companions - I think this skill line is in a reasonable spot, providing some great passives as well as active abilities. There is one outlier I think needs to be adjusted though, and that is the Blue betty/bull netch. These skills are free, give 250 equivalent regen in their morphs, they purge an effect every 5 seconds or provide a damage buff if they don't purge, and they proc a heal on re-cast/expiration. The skill is giving too much as a free ability. One of the following adjustments should be made, primarily so the skill can no longer be "spammed" to proc a free heal + purge every global cooldown
- Give it a small cost, perhaps in the 800-1,000 resource range.
- Or make it so that the first purge does not occur on cast, instead happening after 5 seconds.
4) Elemental susceptibility - This one isn't exactly subclassing related and I was hesitant to mention it as there are many balance issues in PVP that have existed for a long time prior to subclassing, but this skill has been so strong for so long. A few patches ago the nightblade skill "piercing mark" was given a cost as it was apparently "too strong" - but ele susc is drastically stronger and is available to every class, while performing the same core function as mark. One of the following things should happen.
- Give it a cost. Probably in the 1,800-2,000 magicka range.
- Keep it free, but make it only apply the status effects on cast, instead of repeatedly applying them for free throughout the duration.
- Give it a smaller cost in the 800-1,000 magicka range, but have it now apply one of the 3 elemental status effects at random throughout the duration.
I'm late to the subclassing party on console. Still leveling up skill lines on characters, haven't tried the new builds in PvP yet.
How has the meta shifted back to burst damage? Is there some reason I cannot use DoT damage anymore?