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Should Daedric Prey buff non-sorcerer pets?

MurkyWetWolf198
MurkyWetWolf198
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Edited by MurkyWetWolf198 on 15 April 2025 20:49

Should Daedric Prey buff non-sorcerer pets? 56 votes

Yes
75% 42 votes
No
25% 14 votes
  • Soarora
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    At least pets from sets. Dunno about other classes but maybe.
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  • CameraBeardThePirate
    CameraBeardThePirate
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    At the very least, make it so it provides a 15% - 25% buff for other pets. This skill line is basically not worth picking up in subclassing at the moment unless you're using Ward because it has little to no synergy with other abilities.
  • CP5
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    It can't buff things like bear and blastbones by 45%, that kind of edge case was likely the reason why this was done. However, it should provide a smaller bonus to those skills, and something like the skeletal mage/archer could use the whole 45% buff and would still be weak. I'm actually thinking it'd be better for it to give all pets a flat value bonus damage, with the 45% being adjusted to keep things like the twilight at current levels. Something like that would hopefully make the skill useful for giving weaker pets a damage boost they really need, without making powerful pets excessive.
  • MurkyWetWolf198
    MurkyWetWolf198
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    Would having DoT pets buffed by 50% and direct damage pets buffed by 10% be a good middle-ground?
  • CameraBeardThePirate
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    Would having DoT pets buffed by 50% and direct damage pets buffed by 10% be a good middle-ground?

    Yes, except unfortunately Necro's Skeletal Minions count as direct damage and have pitiful tooltips, so that change wouldn't help them at all.
    Edited by CameraBeardThePirate on 15 April 2025 21:20
  • CP5
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    Isn't the only dot pet from the deadric summoning skill line the greater storm atro's channeled beam, (and maybe the familiar's pulses (I never use steve myself))? The charged atro and the twilight would be hit hard by that change.
  • Aylish
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    Well it‘s about daedric summoning, so why not make it work for summoned daedra instead?
  • mdjessup4906
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    Aylish wrote: »
    Well it‘s about daedric summoning, so why not make it work for summoned daedra instead?

    This one. The helm daedroth, air atro from the unhallowed set, stuff like that yes. Skeletons and the like, no, because that's necromancy, fuzzy lore aside. Stuff like warden bear? Idk is the bear alive like an actual pet, or a ghost bear, or an imaginary construct made of magic and force of will, like non-daedric summons? Depends on your interpretation I suppose.
    Warden pets give me necro vibes personally, tree hugger aesthetics aside.
  • mdjessup4906
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    They could do something like give daedric summons the full boost and other summons (says summons in tooltip) a lesser but still useful bonus. "Daedric influence " or something like that.
  • Zallion
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    Daedric summoning = Daedric pets.
  • acastanza_ESO
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    Zallion wrote: »
    Daedric summoning = Daedric pets.

    And that should include procs that summon a Daedric Pet.
    Other class pets, no.
    Edited by acastanza_ESO on 16 April 2025 19:47
  • ForumBully
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    If it doesn't, it isn't useful to other classes and isn't useful to a lot of Sorcs
  • Zyaneth_Bal
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    Yes, because otherwise what’s the point. It’s not like it will be stronger than some paired arc and plar beams anyway.

    Not to mention it doesn even buff maw anymore. Unfun!
    Edited by Zyaneth_Bal on 16 April 2025 20:04
  • Zyaneth_Bal
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    Would having DoT pets buffed by 50% and direct damage pets buffed by 10% be a good middle-ground?
    The only dot any of the existing pets do is familiar’s active ability and maw’s breath attack
    Edited by Zyaneth_Bal on 16 April 2025 20:03
  • Marto
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    Having it buff all pets sounds nice at first glance. But it would lead to situations where pet sorcs feel "forced" to subclass into Warden's Animal Companions and Necromancer's Grave Lord in order to optimize the damage out of Daedric Prey, without any other options.

    Pet builds should not feel forced to go "all in" with pets, they should have the option to have 1, 2, or all 3 of the pet skill lines.
    Edited by Marto on 16 April 2025 20:08
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  • Zyaneth_Bal
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    Marto wrote: »
    Having it buff all pets sounds nice at first glance. But it would lead to situations where pet sorcs feel "forced" to subclass into Warden's Animal Companions and Necromancer's Grave Lord in order to optimize the damage out of Daedric Prey, without any other options.

    Pet builds should not feel forced to go "all in" with pets, they should have the option to have 1, 2, or all 3 of the pet skill lines.

    Artro is still better than bear, so no animal companions. So you’d only want to get 1-2 skills from grave lord if you rly want to go all into pets. I have no idea why people think of animal companions when they hear pets. The skill line only has 2 pets, one of them is netch the other one is bad.

    Besides, “forced” is the second name of subclassing, so your post isn’t very relevant as the same applies to all and any classes and specs.
    Edited by Zyaneth_Bal on 16 April 2025 20:16
  • tsaescishoeshiner
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    If it buffed non-sorcerer pets, it should be by a lower amount.

    This could mean it buffs sorcerer pets by 50%, and other pets by 10-20% or something. Or just buff all pets by X%.

    Otherwise, I think it's fine for it to only buff sorc pets. I don't think builds are losing out on a lot of damage from Maw of the Infernal not getting a damage buff.
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  • madmufffin
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    Marto wrote: »
    Having it buff all pets sounds nice at first glance. But it would lead to situations where pet sorcs feel "forced" to subclass into Warden's Animal Companions and Necromancer's Grave Lord in order to optimize the damage out of Daedric Prey, without any other options.

    Pet builds should not feel forced to go "all in" with pets, they should have the option to have 1, 2, or all 3 of the pet skill lines.

    And now instead of being forced to be subclassed with bear and grave lord it just won't be used at all :lol:
  • ForumBully
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    It probably does too much for Wardens Bear and already does too little for its own pets...I think there's a compromise on what it could do for subclass pets. As things are now, Daedric Summoning is looking like an island unto itself that isn't really attractive to anyone now that non pet Sorcs have been invited to GTFO by ZoS
  • Zyaneth_Bal
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    If it buffed non-sorcerer pets, it should be by a lower amount.

    This could mean it buffs sorcerer pets by 50%, and other pets by 10-20% or something. Or just buff all pets by X%.

    Otherwise, I think it's fine for it to only buff sorc pets. I don't think builds are losing out on a lot of damage from Maw of the Infernal not getting a damage buff.

    All this does is limit potential build options. Even if the current 50% would apply to all pets it would not be meta but it would at least be something fun.

    Edited by Zyaneth_Bal on 16 April 2025 21:04
  • Dalsinthus
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    Maw of the Infernal at least. Perhaps they could make it buff Daedric summons?
  • CP5
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    ForumBully raises a good point, deadric summoning is very segmented in a way that it just doesn't mesh with other things nicely. Having it buff other pets in some ways makes subclass options, but without that it feels stale, especially with it no longer buffing proc set pets. Like, with grave lord's sacrifice, I'm actually interested in picking up that skill tree just to make builds focused more on class abilities with the interesting buff to class specific skills. Things like that make those skill lines enticing, and deadric summoning doesn't play well with others at all.
  • Varana
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    As long as they allow other skill lines to buff things like Fatecarver or Jesusbeam (or other exceptionally strong skills), then Daedric Prey should buff all pets, at least in some substantial way.

    Because caring about "muh balance" here but not elsewhere, is crazy.

    Maybe by lowering the effect for non-sorc pets.
    Or lowering the effect in general while transferring power to the sorc pets themselves again.
  • madmufffin
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    Daedric Prey should buff all pets even if it's for a lesser value on non-Sorc pets. As of now the class is completely unappealing to pretty much any build since it takes so many slots to have value from the kit. If 3 button Fatecarver can hit for 175k, then braindead pet army gameplay should also be allowed.
  • Deimus
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    I would say no as a 45% boost seems way too strong to me and I main Necro, but if double Spec Bow with more passive weapon/spell damage than a 5 piece bonus is acceptable power balance to them then I can't see why they would find this an issue.
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  • MashmalloMan
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    Daedric Prey has been way too powerful for years, shoehorning Sorc's into pet builds to be competitive in pve. Buffing is shocking, but negligible when considering it doesn't work for sets.

    My biggest gripe is they could have been more nuanced, nerfing the ability to use it with other pets because of subclassing instead of finding a way to make everyone happy. This is a lose lose. Sorcs get no bonus from sets and subclassing with a pet focus makes no difference other than a silly coat of paint. I don't like being forced to use pets, but I have nothing against the playstyle as a whole. Knowing I had the option was at least enticing.

    They could have easily rebalanced things, shift the power out of Prey and back into underused skills, while allowing it to buff all pets. Skills like Bound Armaments, the explosion and buff management of Daedric Prey, Lightning Flood, and Endless Fury. All these skills suck.

    Example of how they could change things:
    • Daedric Prey increases damage dealt by 30% for Daedric pets (Maw, Atro, Tormentor, Familiar) and 15% for non Daedric pets (Bear, Archer, Blastbones, Defiler?).
    • Daedric Prey now explodes after 3.5s instead of 6s, the damage debuff continues to last 6s. This makes it easier to manage, allows overflow, and has quicker payoff to avoid the explosion being constantly wasted.
    • Bound Armaments now provides 6% stam/mag instead of 8% stam.... Or completely change the effect to something more powerful because this skill sucks. Revert the 10% damage nerf. Double stacks is unique, it works here, but it should not have been added to Grim Focus.
    • Mages Wrath is already powerful in pvp due to the delayed burst, keep it the same, although that 4 to 2s nerf may have killed it..
    • Endless Fury 2s window removed, now behaves closer to a traditional execute scaling from 33% health with a % multiplier similar in function to Impale, but stands out by having a minor AOE element to it. Without the delay, this ability can get a much higher tooltip because it can't be abused for auto deletes with other delayed burst.
    • Lightning Flood's synergy can now be activated from the caster. (DPS)
    • Liquid Lightning's synergy can now be activated up to 3 times. (Support/Utility)
    • Expert Summoner continues to offer 5% mag/stam/HP with permanent pets, but now also includes 8% critical damage and critical healing without a permanent pet. (Chose a stat that doesn't scale Ward, is capped, but still synergizes with Sorc's identity, pen also an option, but less synergies and no healer role passives anywhere).

    Anyway, something like that. Buff bad skills, nerf how OP Daedric Prey was, make it more reliable, and provide some type of buff for subclassing other pets and sets in.... Because FFS this is a game and it's meant to be fun. Why are we nerfing creativity and build diversity?
    Edited by MashmalloMan on 17 April 2025 08:03
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  • Turtle_Bot
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    Deimus wrote: »
    I would say no as a 45% boost seems way too strong to me and I main Necro, but if double Spec Bow with more passive weapon/spell damage than a 5 piece bonus is acceptable power balance to them then I can't see why they would find this an issue.

    Not to mention Fatecarver/Jesus Beam + GLS + Rapid Rot + Assassination line seems to be an acceptable power balance to them as well...
  • madmufffin
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    Daedric Prey has been way too powerful for years, shoehorning Sorc's into pet builds to be competitive in pve. Buffing is shocking, but negligible when considering it doesn't work for sets.

    My biggest gripe is they could have been more nuanced, nerfing the ability to use it with other pets because of subclassing instead of finding a way to make everyone happy. This is a lose lose. Sorcs get no bonus from sets and subclassing with a pet focus makes no difference other than a silly coat of paint. I don't like being forced to use pets, but I have nothing against the playstyle as a whole. Knowing I had the option was at least enticing.

    They could have easily rebalanced things, shift the power out of Prey and back into underused skills, while allowing it to buff all pets. Skills like Bound Armaments, the explosion and buff management of Daedric Prey, Lightning Flood, and Endless Fury. All these skills suck.

    Example of how they could change things:
    • Daedric Prey increases damage dealt by 30% for Daedric pets (Maw, Atro, Tormentor, Familiar) and 15% for non Daedric pets (Bear, Archer, Blastbones, Defiler?).
    • Daedric Prey now explodes after 3.5s instead of 6s, the damage debuff continues to last 6s. This makes it easier to manage, allows overflow, and has quicker payoff to avoid the explosion being constantly wasted.
    • Bound Armaments now provides 6% stam/mag instead of 8% stam.... Or completely change the effect to something more powerful because this skill sucks. Revert the 10% damage nerf. Double stacks is unique, it works here, but it should not have been added to Grim Focus.
    • Mages Wrath is already powerful in pvp due to the delayed burst, keep it the same, although that 4 to 2s nerf may have killed it..
    • Endless Fury 2s window removed, now behaves closer to a traditional execute scaling from 33% health with a % multiplier similar in function to Impale, but stands out by having a minor AOE element to it. Without the delay, this ability can get a much higher tooltip because it can't be abused for auto deletes with other delayed burst.
    • Lightning Flood's synergy can now be activated from the caster. (DPS)
    • Liquid Lightning's synergy can now be activated up to 3 times. (Support/Utility)
    • Expert Summoner continues to offer 5% mag/stam/HP with permanent pets, but now also includes 8% critical damage and critical healing without a permanent pet. (Chose a stat that doesn't scale Ward, is capped, but still synergizes with Sorc's identity, pen also an option, but less synergies and no healer role passives anywhere).

    Anyway, something like that. Buff bad skills, nerf how OP Daedric Prey was, make it more reliable, and provide some type of buff for subclassing other pets and sets in.... Because FFS this is a game and it's meant to be fun. Why are we nerfing creativity and build diversity?

    These all sound wonderful tbh. I'd also take it a bit further and make the sorc passive give 10% to physical and shock so that it's comparable to similar benefits in other classes. The phys will be a bit strong because of maelstrom greatsword builds, but the shock is very much needed to salvage that entire side of the class line. Fixing lightning flood cast animation should be a very high priority as well since it's very inconsistent.
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