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PTS Update 46 - Feedback Thread for Classes & Abilities

  • acastanza_ESO
    acastanza_ESO
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    You are being bombarded with a laser beam, it is obviously direct damage and always should have been, I support this change.

    "Direct damage" does not mean "bombard". Direct damage is the opposite of damage over time, in the same way single target and area of effect are opposites. A single beam that deals continuous Damage over a period of Time cannot by definition be direct damage. Words have meaning.

    Nah, Channeled Direct Damage is exactly what this is.
  • Foxtrot39
    Foxtrot39
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    Is consuming darkness and morphs gonna rot in the gutter for the 6th year in a row as worst ult of the game with no use point outside passive boosting?
  • Stx
    Stx
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    You are being bombarded with a laser beam, it is obviously direct damage and always should have been, I support this change.

    "Direct damage" does not mean "bombard". Direct damage is the opposite of damage over time, in the same way single target and area of effect are opposites. A single beam that deals continuous Damage over a period of Time cannot by definition be direct damage. Words have meaning.

    Actually, indirect damage would be the opposite of direct damage. Direct is just the terminology this game uses, in other games it is called Strike damage, special attack damage, whatever.

    This game has clear classifications and each ability has more than one. Direct, DoT, Single target, AoE, Channel, casted, instant.

    Beam is now a direct damage AoE channel, due to game balance reasons, not because it’s logical to call it that. This was a common sense change as you can not have a spammable ability benefit from things like thaumaturge CP or Rapid rot.
  • Tommy_The_Gun
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    Regarding beam change.... it is weird and I think it is a step in a wrong direction.

    It is not intuitive, unlogical and kinda break established rules.

    Beams = lasers.

    If pointed at something, they will keep heating it. It is not a projectile but rather something like a hitscan.

    It behaves like damage over time. It always did. But now it will still behave like DOT... but won't be. It is um... yeah. Not intuitive & unlogical.

    Now, I am not sure why this change was made, but if it was made to solve some problems caused by subclassing sytem - then I can already tell you that it will at the very least create equal (or greater) amount of problems - just elsewhere.

    The 1st problem / major impact is PvP & stealth. The only type of damage that removes stealth / invisibility is Direct damage. And there aren't many AOEs with Direct Damage (arrow spray comes to mind). So now all of those beams will be kinda like arrow spray ? What kind of sense does that makes ? ? ?

    So now for example Arcanist players (or all players with Arcanist skill line) will be able to basically "wave" their mouse or do a 360 turn and "detect" stuff.... I mean it is already getting kinda harder & harder to play stealthy due to the share amount of hard counters with very low opportunity cost. Now it will get even more harder.

    ZOS, don't be surprised if players will be using beam skills for that very reason ^ . Most likely it is not your intension as I have seen nothing about stealth & invisibility in the dev comment, but it is just an example of a issue that this change will cause. And In the greater picture it is kinda killing diversity & build types.
    Edited by Tommy_The_Gun on 5 May 2025 21:13
  • xylena_lazarow
    xylena_lazarow
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    Assassin tree is still grossly overpowered in PvP. Players who haven't read the notes are gonna assume the double spectral bow is some sort of cheat. The rest of the line is loaded too, instant spammable that puts cast time skills to shame, best single target execute, insane crit passives that blow away every other source of crit chance. It's a one stop shop that's gonna largely homogenize the PvP damage meta into Assassin NB derivatives, overshadowing all of subclassing.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • huskandhunger
    huskandhunger
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    It's bring your werewolf to work day, woaah, let's give them snacks and treats like weapon passives so they can keep up with subclassing 🦴 🍖 ‼️🐺💕
  • Dino-Jr
    Dino-Jr
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    Glad to see some of the feedback on DK sustain was addressed. Thanks for that ZOS.
  • Varana
    Varana
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    Nah, Channeled Direct Damage is exactly what this is.

    Can we please have Instant Damage over Time then as well?

    ---
    Stx wrote: »
    Beam is now a direct damage AoE channel, due to game balance reasons, not because it’s logical to call it that.

    And therein lies the problem.
    It is not a logical thing.

    But instead of thinking about which synergies exist in the game and how they might influence each other beforehand, they try to put some band-aid on the duct tape that's holding this thing together.

    I have absolutely no idea how any of this could happen.
    Arcanist beams have existed for a while now.
    The Necro passives have existed for a few years longer. They have frelling tool tips that say what they do.

    How could a combat team miss that?!?
  • Alchimiste1
    Alchimiste1
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    this was the big combat change week ?

    feedback basically useless imo
  • CameraBeardThePirate
    CameraBeardThePirate
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    Varana wrote: »
    Nah, Channeled Direct Damage is exactly what this is.

    Can we please have Instant Damage over Time then as well?

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    Stx wrote: »
    Beam is now a direct damage AoE channel, due to game balance reasons, not because it’s logical to call it that.

    And therein lies the problem.
    It is not a logical thing.

    But instead of thinking about which synergies exist in the game and how they might influence each other beforehand, they try to put some band-aid on the duct tape that's holding this thing together.

    I have absolutely no idea how any of this could happen.
    Arcanist beams have existed for a while now.
    The Necro passives have existed for a few years longer. They have frelling tool tips that say what they do.

    How could a combat team miss that?!?

    We do have instant damage over time.

    Instant, Channel, and Cast Time do not refer to the damage or damage interval - they refer to how they interact with the global cooldown and how long the abilities take to cast.

    DoTs like Poison Injection, Debilitate, etc are considered "Instant DoTs" because the cast time is instant.

    DoTs like the 2H scribe skill and Elemental Explosion will thus be considered Cast Time DoTs.

    After this change, the only Channeled DoTs remaining will be Resto Staff heavy attack, Lightning Staff heavy attack, and (I believe) Overload heavy attack.
  • Stx
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    Ironically, we do have instant damage over time.

    We have DoTs that are instant cast, and we also have pets and summons such as Dark Shade, skeletal minion, and Sorc pets that deal direct damage… over time.
  • Alaztor91
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    vvecqut4xn3n.png
    bxs5hw7e7vgb.png

    So, which one is it? Obviously no one expects a perfect release and that every single variable will be accounted for, but are we really supposed to believe that Subclassing in its current state is polished enough to be ready for release?
  • wolfie1.0.
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    You are being bombarded with a laser beam, it is obviously direct damage and always should have been, I support this change.

    Laser beams are more akin to being hit with a stream of water than a blast from a projectile.

    While it makes sense from a balancing perspective this change is going to confuse the heck out for anyone that's trying to learn the game. Why would a channel act this way? It makes no sense. Even within how the game defines its own mechanics.

    I was under the impression that subclasses were supposed to at least make sense and allow for easier game mechanics but it doesn't appear to be the case.
  • xencthlu
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    It's nice Zenimax listened to my request for reducing the cost of dragon knight abilities, but I notice they only reduced the cost of... magicka abilities? I'm not sure I'm reading this right. The nerfs to sustain hit both stamina and magicka. I struggle with my stamina recovery more than my magicka.

    (Guys, can you please move your concerns about multiclassing to the multiclassing thread?)
    Edited by xencthlu on 5 May 2025 22:52
  • PrinceShroob
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    Alaztor91 wrote: »
    [So, which one is it? Obviously no one expects a perfect release and that every single variable will be accounted for, but are we really supposed to believe that Subclassing in its current state is polished enough to be ready for release?

    The bell can't be unrung. Once subclassing is live, there will be no reining it in. They can't go "oopsie!" and pull it from the game.

    That's the whole problem. They weren't prepared going in, and they won't be prepared in two weeks. Given their track record over the course of this PTS cycle, their approach seems to be to wait until something they didn't anticipate happens, nerf that specific interaction, and then wait for the next bombshell.

  • Rkindaleft
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    Given what you said about there being huge combat changes in 11.0.3 compared to what we actually got, I'm pretty disappointed.

    When Subclassing was first announced literally anyone who knows literally anything about the games' combat predicted even before the PTS came out there would be massive balance issues and power creep associated with Subclassing, and instead of just reworking some skills and passives only when Subclassed it feels like they're just going full steam ahead with an idea that hasn't really been thought through properly.

    Don't get me wrong, I think there exists a version of Subclassing that could be good, but I don't think this kind of huge shift in gameplay is realistically going to be healthy in a limited testing period with a small number of changes and if hybridization, Grave Lord's Sacrifice and Jabs are anything to go by, I feel like it's reasonable to assume the problems that have arisen with Subclassing pretty much won't be addressed in the future.

    Edited by Rkindaleft on 5 May 2025 23:00
    https://youtube.com/@rkindaleft PlayStation NA. I upload parses and trial POVs sometimes.
    All Solo, Dungeon and Arena trifectas.
    8/10 Trial trifectas.
    TTT | IR | GH | GS | DB | PB | DM | Unstoppable
  • Cynical_Alchemist
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    PTS 11.0.3 states that beams are now considered direct damage rather than DoTs. Are they still considered channels?

    This affects the Deadly Strike set, and one of the more common builds for Arcanists.
  • MurkyWetWolf198
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    Honestly, I think I’m excited for next patch. Subclassing seems really interesting for PvE dps, especially for 4 man content. I don’t mind the powercreep, I just want the weaker subclass options to get done love (Dark Magic, Winter’s Embrace, etc.). Hopefully they see which ones are underperforming and adjust in later updates.
    PvP is pure chaos, probably won’t touch it.
    Healing seems a bit unfortunate, pearls and pillager double whammy sucks.
    Tanking seems actually cracked and I might do it more often.
  • randconfig
    randconfig
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    All the combat changes were great, especially the beam ability type being changed to direct damage and giving Stormcaller the ability to use the synergy of Lightning Splash.

    Still hoping for a change to Animate Blastbones ultimate for necromancer, since the summons count towards the maximum summon cap and the ultimate is long overdue for a buff (buff duration of blastbones outside of combat, reduce ultimate cost, make the blastbones not require corpses to spawn, or just anything to buff the ultimate), but other than that I'm happy with everything so far!
  • acastanza_ESO
    acastanza_ESO
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    PTS 11.0.3 states that beams are now considered direct damage rather than DoTs. Are they still considered channels?

    This affects the Deadly Strike set, and one of the more common builds for Arcanists.

    It's still a channel, Deadly Strikes interaction with the beams is unchanged.
    Edited by acastanza_ESO on 5 May 2025 23:21
  • jcole42397
    jcole42397
    Soul Shriven
    Hoping there are more combat changes inbound in the coming weeks? GLS still needs some QoL changes at the minimum (instant summon/buff time).

    Also echoing the sentiment that the changes to beams seems illogical and is only being made from a balancing perspective, which I think is a poor way to decide changes. Hope those changes are reconsidered - it seems a shame to sanitize the system before it goes live.
  • randconfig
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    Yudo wrote: »
    Very happy that non-pet sorcs received some attention again in 11.0.1, and certainly step forward.
    There is still one dead passive, but that is the same as before the changes.

    Looking at the currents state , sorcs have ultimately lost 5% max resources and 10% damage on armaments.
    Changing shields was OK, but Deadric summoning line needs more love for it to be competitive.
    I think this is overall a net nerf, and now that shield heal is removed, unwarranted.

    Too bad Necromancers still haven’t received even an acknowledgment from the devs. It’s interesting that they responded to the Sorcerer discourse so quickly while sidelining years of Necromancer players’ feedback.
    They responded so quickly because all they did was return some stats to a passive. Needless to say this is incomparable to a class rework most people demand for necro.

    As a necromancer main, I'm not demanding for a class rework for necro, just want one ultimate to be buffed. Necromancer is in a good place for the most part.
  • ZhuJiuyin
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    The change to Lightning Splash is good, but Sorc's Dark Magic still needs more love. As a damage line, Dark Magic, except for Crystal and Exploitation, the rest of the skills and passives are either mediocre or terrible. More buffs are needed to make the Dark Magic line suitable for Subclassing, otherwise almost no one will choose this line.

    In addition, even in v11.0.3, Sorc cannot make non-pet builds playable by simply replacing Daedric Summoning. More damage power needs to be allocated to Dark Magic, and Daedric Prey of Daedric Summoning needs to be nerfed. After all, Daedric Prey exists as a band-aid for U35, should be taken to nerf it and buff Dark Magic to make non-pet builds viable.

    The poor skill distribution of Sorc, "Those who do not wish to interact with the pet gameplay can now replace this skill line as a whole." is basically unfeasible, swapping Daedric Summoning alone still cannot make non-pet sorc viable in PVE. Either need to swap a lot of non-pet damage skills and passives in Daedric Summoning to Dark Magic, or need to heavily buff Dark Magic and Storm Calling, or need to completely rework all three sorc skill lines.

    In addition, SHOCK Damage is still weak. Since Piercing Cold can be adjusted to 7/15%, can we also consider buffing Energized moderately? After all, other than Burning, Poisoned, Sundered and Hemorrhaging, other status effects are still unattractive.

    @ZOS_GinaBruno @ZOS_Kevin Any chance we'll see Dark Magic buffed to accommodate Subclassing before 6/2?
    "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.
  • Stx
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    Sorcerer trees are particularly unsuited for subclassing due to how spread out over all three trees the sustain, buffs, healing, and tanking abilities and passives are. It’s going to be difficult to balance for subclassing without some big changes.

    Stormcalling is the easiest, it can clearly be made the shock damage tree.

    Daedric summoning is a little tricky because it’s obvious theme is summoning minions or bound armor / weapons. It is clearly a dps line, but also has tank sprinkled in and heal as well. I think no matter if you make this a dps line or a tank line, some players will be upset. But I suppose this tree could be a dps line or a heal line and remove the tanky stuff.

    Dark magic has dps elements to it, but I think it would be easily converted to a skill line focused solely on control, defense, and therefore leans into tanking. I have no idea what to do about crystal frags. It would be weird to just stick it in one of the other two lines, but it’s such an iconic ability and clearly belongs in a dps line.
  • ZhuJiuyin
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    Stx wrote: »
    Sorcerer trees are particularly unsuited for subclassing due to how spread out over all three trees the sustain, buffs, healing, and tanking abilities and passives are. It’s going to be difficult to balance for subclassing without some big changes.

    Stormcalling is the easiest, it can clearly be made the shock damage tree.

    Daedric summoning is a little tricky because it’s obvious theme is summoning minions or bound armor / weapons. It is clearly a dps line, but also has tank sprinkled in and heal as well. I think no matter if you make this a dps line or a tank line, some players will be upset. But I suppose this tree could be a dps line or a heal line and remove the tanky stuff.

    Dark magic has dps elements to it, but I think it would be easily converted to a skill line focused solely on control, defense, and therefore leans into tanking. I have no idea what to do about crystal frags. It would be weird to just stick it in one of the other two lines, but it’s such an iconic ability and clearly belongs in a dps line.

    I think the easiest way is to make good use of the skill morph, eliminate some useless/less used morphs and rework them, so that each skill line of sorc is damage + defense/damage + treatment
    Example: Dark Magic
    Negate Magic, one of the two Morphs, focuses on damage and the other focuses on healing (but the damage of Suppression Field needs to be greatly increased, otherwise the current damage is still not suitable for the ultimate)
    Crystal Shard, both of its current variants are iconic and don't need much change.
    Encase, the same two Morphs, one focused on damage, one focused on treatment, Vibrant Shroud is fine, but the damage of Shattering Spines is insufficient. Major Maim should be removed and given a 10-second dot to facilitate weaving.
    Rune Prison: Neither is great, but Rune Cage is a ranged control ability in PVP and doesn't need to be adjusted for now, while Defensive Rune can be reworked into an ability suitable for tanks.
    Dark Exchange, no changes are needed for now.
    Daedric Mines, same problem as Encase, Daedric Refuge is ok, but Daedric Tomb is terrible and needs to be reworked.

    Unholy Knowledge, with a 6% cost reduction, seems a bit weak compared to Templar Dawn's Wrath's Restoring Spirit, which also reduces the ultimate cost by 5%. Should give Unholy Knowledge a buff applicable to damage. Example: Increases the damage of a Sorc class ability by 5%
    There's nothing wrong with Blood Magic, but it would be nice to be able to apply the healing to allies as well
    Persistence is the same as Unholy Knowledge, it's too cheap. Should give a buff appropriate for treatment.
    Exploitation is in a similar situation to Unholy Knowledge, being too mediocre when compared to other passive abilities of the same type. Compared with NB's Hemorrhage, the latter also has an additional Critical Damage by 10%. Exploitation should be given a damage buff, such as increasing Sorc's Critical by 5%, or increasing direct damage by 5%.
    "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.
  • Grim_Overlord
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    Especially with Sorcerer, I don't think there is a fix that would satisfy the new system other than moving some skills between lines. While I am not a fan of making skill lines all tank skills or all dps or healer skills, I do like the idea of having them stilted towards one or two of these roles with some off-role utility splashed in on theme. I think Storm Calling actually embodies this well, its just that the utility and damage of the DPS skills and passives are underwhelming, even on live. Meanwhile, streak is unique and very effective, and the passive healing from Surge is unique enough on a class skill to pass.

    This balance does not translate to their other lines(though again, please buff shock damage as a whole, either with 10% increased damage or increased Concussion damage at least), and I cannot see it being achieved without moving frags and exploitation to Summoning and Storm Calling respectively. Frags would just need to be rebranded in flavor as bound crystal, unsatisfying though that may be for some. Dark Magic makes most sense as utility, with a few healing and damaging pieces scattered throughout.
  • ZhuJiuyin
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    The new Fatecarver (direct damage) does not appear to be enhanced by Eagle Eye or Wrath of the Imperium.
    However, the new Fatecarver can trigger sets such as Prior Thierric and Nazaray.
    "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.
  • LonePirate
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    Is there a game whose developers do not understand (to be kind) or despise (to be unkind) their PVP community as much as ZOS does with the ESO PVP community? I have not seen anything in these first four weeks of this PTS cycle that will address player complaints with the current state of skills and sets in PVP. Is it a communication issue? It is simply apathy?
  • Zyaneth_Bal
    Zyaneth_Bal
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    LonePirate wrote: »
    Is there a game whose developers do not understand (to be kind) or despise (to be unkind) their PVP community as much as ZOS does with the ESO PVP community? I have not seen anything in these first four weeks of this PTS cycle that will address player complaints with the current state of skills and sets in PVP. Is it a communication issue? It is simply apathy?
    Although pvpers do suffer most but they have the same position with their game’s entire community.
    I have never seen devs treat their players with such disrespect and disregard.
  • Dino-Jr
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    Anyone else not seeing their existing characters on pts? All I can use is a newly created one.
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