Ball of Lightning needs to be brought in line with the other overtuned skills being addressed in the current PTS cycle—especially with subclassing on the horizon.
The core issue with the skill is that it’s not functioning the way the tooltip describes. According to the description, Ball of Lightning “intercepts up to 1 projectile attack made against you every 1 second for 3 seconds.” But in reality, due to the way projectile travel time interacts with the skill, it ends up absorbing way more than 1 per second—often dozens within a split second if multiple players attack at once.
In large fights, this effectively makes the user immune to projectiles, which is already a problem. But it’s even worse when you consider that the skill also teleports you out of melee range. So now you have a teleport that also gives near-total immunity to both melee and ranged attacks for a few seconds.
This is the exact kind of hard-counter design that’s historically been nerfed in ESO—think of Dragonknight’s Reflect before it got reworked. Abilities that invalidate entire playstyles shouldn’t exist in a balanced PvP environment.
A better approach might be to rework Ball of Lightning into a ranged damage reduction effect (say, 25-35% for 2-3 seconds), rather than full-on projectile immunity. That would keep the spirit of the skill—mitigating ranged pressure—without making it an “I can't die” button.
Would love to hear others’ thoughts, but I think it’s overdue that this skill gets some dev attention, especially since similar power-creep skills like Hardened Ward and Polar Wind are finally getting looked at.