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Update 50 PTS – Week 3 Summary

  • ZhuJiuyin
    ZhuJiuyin
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    bptx1yo10t8c.jpg

    Sorc overload deals such high damage on dummies, but what about its usage rate on logs? Here's a statistic someone did during U48, showing that all three Sorc lines have very low usage rates. Even if you double the most popular Sorc line, it's still lower than the popular Arc and Nightblade skill lines.

    This statistic precisely illustrates that balancing based on simulated environments is likely to become detached from reality, ultimately exacerbating the imbalance.

    Don't forget, the developers had planned to nerf Bound Armaments by 10% based on the simulation environment.
    "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.
  • Aldoss
    Aldoss
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    Class Mastery
    • Necromancer – Malevolent Promise [Feedback]: We have been reading your feedback about the Malevolent Promise passive and PvP content and wanted to give a little more context into why it does not work on enemy player characters. When we tested this Class Mastery passive internally, it created an extreme imbalance in PvP situations (we referred to these as “war crimes” in our early dev reveal). Rather than tone down the power of this passive for all content, we opted to make it only usable on non-player enemies in the short term. These passives are not able to be optimal in all possible situations throughout the game as the end-all be-all solutions to Subclassing concerns. Many of these, especially in cases of classes who will benefit greatly from their class refresh pass, are temporary solutions to power imbalances. So, we do hear your feedback and will be making more adjustments to the Class Mastery passives as we work through each class refresh in the future.

    After leaving this game for over a year because of the actions and communication of the combat team, please hear me when I say that this level of communication is truly appreciated and I hope to see more of it.

    With that said, while your words are appreciated, keeping the passive away from players on pts to experience was the wrong action - especially without commentary.

    If your internal testing was that clear, then it would only be shooting yourselves in the foot to not address it head on in the week 1 patch notes. You couldn't possibly have thought that the players maining a class that has been systematically amputated nearly every patch for over 3 years wouldn't have noticed and been upset. And then it takes 3 weeks to finally get an answer?

    What would have happened had you allowed malevolent to be used in pvp in week 1 with a dev comment saying that this is 100% on the chopping block because of concerns of overpoweredness, and then allowed for community input? Worst case scenario you end up with this. Best case, you gain some playerbase support from people who witnessed it first hand and agree with you that cro should not be allowed to use malevolent in pvp.

    I assume by now in the pts cycle it's too late to turn it on for a week to let us see. So I guess I'm gonna ask for receipts of this statement. Under what circumstances did malevolent allow for cro to become a "war crime"? Given some of the metas we've had recently, I'm really confused as to what could possibly have allowed for it to be that powerful. I mean, let's be real, RoA is still in the game - a set that literally bypasses core combat mechanics. If that's not the definition of a "war crime", then I'm really interested to know what was being made possible from internal testing with malevolent!

    Again, thanks for improving the communication. This is really tempting me to reinstall*.

    *but I won't
  • Firstmep
    Firstmep
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    I understand that the feedback threads are mostly dominated by sorc and ww conversations, but I am really disappointed with how little care templar received this time around.
    Judgements brand is horrendously weak in pvp, and the other offensive mastery is just barely serviceable, especially taking into account the offensive passives other classes get access to.
  • Fragile_teacup
    Fragile_teacup
    Soul Shriven
    i would like to ask the testing team to have a duel between dk and nb. perhaps u willl see how bad the passive skill of pure nb is in pvp :(
  • coop500
    coop500
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    ZhuJiuyin wrote: »
    Zastrix wrote: »
    Turtle_Bot wrote: »
    I really wish ZOS had never released the trial dummies, those things have been the absolute worst thing to use as a metric for balancing classes because they give completely unrealistic parsing conditions that doesn't match up with real content. But players throw around dummy parses like they are actual in-game trial runs and use the most unrealistic and cheesed youtube click bait parse numbers as reasons to call for nerfs to other classes without any understanding of how that number was cheesed and why it is not a good comparison of how the class actually performs in real content.
    From what I know, at least for the last 5 years, they pretty much did represent the power difference also in content too (specifically talking about trials). A skilled player able to achieve high values on a parse dummy will also be able to update the build according to actual content requirements -- except for HA builds.

    No, they can't. Before the u46 was released, there were rumors of a sorc achieving over 180K damage (the highest at the time) using Overload. But we all know that in actual PvE, the sorc's usage rate is still very low, tied for last place with the warden.

    This will be werewolf, because unless you're in a WW guild that's just going YOLO or has human babysitters, you will be at a disadvantage if you're even allowed. Melee only cleave with no utility? Yeah lol.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • ZhuJiuyin
    ZhuJiuyin
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    coop500 wrote: »
    ZhuJiuyin wrote: »
    Zastrix wrote: »
    Turtle_Bot wrote: »
    I really wish ZOS had never released the trial dummies, those things have been the absolute worst thing to use as a metric for balancing classes because they give completely unrealistic parsing conditions that doesn't match up with real content. But players throw around dummy parses like they are actual in-game trial runs and use the most unrealistic and cheesed youtube click bait parse numbers as reasons to call for nerfs to other classes without any understanding of how that number was cheesed and why it is not a good comparison of how the class actually performs in real content.
    From what I know, at least for the last 5 years, they pretty much did represent the power difference also in content too (specifically talking about trials). A skilled player able to achieve high values on a parse dummy will also be able to update the build according to actual content requirements -- except for HA builds.

    No, they can't. Before the u46 was released, there were rumors of a sorc achieving over 180K damage (the highest at the time) using Overload. But we all know that in actual PvE, the sorc's usage rate is still very low, tied for last place with the warden.

    This will be werewolf, because unless you're in a WW guild that's just going YOLO or has human babysitters, you will be at a disadvantage if you're even allowed. Melee only cleave with no utility? Yeah lol.

    Yes, I'm also puzzled by their attempts to nerf the Werewolf's damage in PvE. In my opinion, the Werewolf's performance in PTS-PVE is currently only slightly above average, not excessively powerful.
    "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.
  • nightbringer1993
    nightbringer1993
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    Necromancer – Malevolent Promise [Feedback]: We have been reading your feedback about the Malevolent Promise passive and PvP content and wanted to give a little more context into why it does not work on enemy player characters. When we tested this Class Mastery passive internally, it created an extreme imbalance in PvP situations (we referred to these as “war crimes” in our early dev reveal). Rather than tone down the power of this passive for all content, we opted to make it only usable on non-player enemies in the short term. These passives are not able to be optimal in all possible situations throughout the game as the end-all be-all solutions to Subclassing concerns. Many of these, especially in cases of classes who will benefit greatly from their class refresh pass, are temporary solutions to power imbalances. So, we do hear your feedback and will be making more adjustments to the Class Mastery passives as we work through each class refresh in the future.

    So refresh that class this year then!

    You are telling us to wait for 1 and a half year again, and necromancer players are tired of waiting for this class to be playable.

    We have been asking for a refresh for years, and we are tired of waiting. These days I don't even play the game because other classes are just getting stronger and stronger while the one I use is getting weaker. Necromancer is a paid class, and we can't even use it.

    Are you going to see reason, and refresh it this year? Warden is already fine the way it now, just go to cyro and check at the class. Deep fissure does more damage than blastbone and the DK whip seems to be stronger too.

    I was forced to stop playing because of the changes you made!

    look at this thread bellow, people are massively asking for that refresh.
    https://forums.elderscrollsonline.com/en/discussion/691398/what-class-is-the-most-in-need-of-attention-bug-fixes-and-buffs-right-now/p1
    https://forums.elderscrollsonline.com/en/discussion/691015/please-move-up-necromancer-rework-to-2026#latest

    this thread bellow showed how people hate the grave lord sacrifice and want it gone.
    https://forums.elderscrollsonline.com/en/discussion/654213/necromancer-skill-stalking-blastbones-vs-grave-lords-sacrifice#latest

    How long is necromancer going to remain unplayable? I came in this game in 2019 because this class was released, and I paid the Elsweyr chapter as a result. For years we have been nerfed again and again, for years we have been asking for a refresh, and the when classes refresh are announced, we are to to wait two more years. Do you realize how the people who bought that class, and place time and efforts on it must have felt?

    So now refresh that class, for this year's winter. You still have 6 months to work on it. Otherwise I guess I will stop eso+ and leave the game because I am tired of witnessing other classes being buffed again and again.
    PC EU
  • Firstmep
    Firstmep
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    Necromancer – Malevolent Promise [Feedback]: We have been reading your feedback about the Malevolent Promise passive and PvP content and wanted to give a little more context into why it does not work on enemy player characters. When we tested this Class Mastery passive internally, it created an extreme imbalance in PvP situations (we referred to these as “war crimes” in our early dev reveal). Rather than tone down the power of this passive for all content, we opted to make it only usable on non-player enemies in the short term. These passives are not able to be optimal in all possible situations throughout the game as the end-all be-all solutions to Subclassing concerns. Many of these, especially in cases of classes who will benefit greatly from their class refresh pass, are temporary solutions to power imbalances. So, we do hear your feedback and will be making more adjustments to the Class Mastery passives as we work through each class refresh in the future.

    So refresh that class this year then!

    You are telling us to wait for 1 and a half year again, and necromancer players are tired of waiting for this class to be playable.

    We have been asking for a refresh for years, and we are tired of waiting. These days I don't even play the game because other classes are just getting stronger and stronger while the one I use is getting weaker. Necromancer is a paid class, and we can't even use it.

    Are you going to see reason, and refresh it this year? Warden is already fine the way it now, just go to cyro and check at the class. Deep fissure does more damage than blastbone and the DK whip seems to be stronger too.

    I was forced to stop playing because of the changes you made!

    look at this thread bellow, people are massively asking for that refresh.
    https://forums.elderscrollsonline.com/en/discussion/691398/what-class-is-the-most-in-need-of-attention-bug-fixes-and-buffs-right-now/p1
    https://forums.elderscrollsonline.com/en/discussion/691015/please-move-up-necromancer-rework-to-2026#latest

    this thread bellow showed how people hate the grave lord sacrifice and want it gone.
    https://forums.elderscrollsonline.com/en/discussion/654213/necromancer-skill-stalking-blastbones-vs-grave-lords-sacrifice#latest

    How long is necromancer going to remain unplayable? I came in this game in 2019 because this class was released, and I paid the Elsweyr chapter as a result. For years we have been nerfed again and again, for years we have been asking for a refresh, and the when classes refresh are announced, we are to to wait two more years. Do you realize how the people who bought that class, and place time and efforts on it must have felt?

    So now refresh that class, for this year's winter. You still have 6 months to work on it. Otherwise I guess I will stop eso+ and leave the game because I am tired of witnessing other classes being buffed again and again.

    This seems to a be trend, and I don't like it one bit. They also said they'll look at the templar class set when the refresh happens.
    I mean come on now..
  • danko355
    danko355
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    i would like to ask the testing team to have a duel between dk and nb. perhaps u willl see how bad the passive skill of pure nb is in pvp :(

    Yeah, or sorc vs nb. Or necro vs nb. Or arc vs nb. Basically any class now gets better options due to new class masteries. Pure nightblade always had worst defense kit (not solved by masteries at all), doesn't get any sustain buffs (while necro got infinite stamina sustain, sorc got infinite passive healing, and dk can run literally 3stat food WITHOUT any sustain sets/jewelry enchants/mundus due to 1 skill only, Heart of Flame, which instead of nerfing gets further buffs. I'm wondering what was in the head of a responsible person inventing this skill, which is THE MOST overpowered skill in the history of ESO PVP, and then thought: "yeah, that's not enough, lets buff it even further".)
    What kind of class design is that that some classes, e.g. pure NB, or U49 Necro need to run Orzorga food plus some jewelry enchants plus 3stat potions with 30% recovery increases, and still struggle with the sustain, while DK could run around with 600-700 recoveries AND Food without recoveries AND potions without recoveries (e.g. health + mag resist + physical resist) and still have infinite sustain due to ONE class skill?

    Good PVP character balance is a combination of 3 pillars: Damage (your weapon/spell damage, AOE/DOT capabilities, burst combo, etc.), Defense (your mitigations, escape tools, burst healing, HOTs, etc.) and Sustain (mag/stam recovery, skills or sets that help you keep your resources up, like Siphoning Strikes). A good balance makes sure these 3 pillars are at the edges of a triangle. Go full damage - you are a glass canon and can't sustain long enough. Go super tanky, and you hit like a wet noodle and can't kill anyone.
    With the recent DK buffs this triangle is completely forgotten. DKs can literally forget about their sustain and go full damage or full tankiness, cause they will never run out of resources if they keep hitting Heart of Flame. That skill is the masterpiece that has all the best of this triangle, defense (17% HP every 2 seconds), infinite sustain (15% mag and stam every 2 seconds) AND delayed damage helping to burst. Just wow.
    Edited by danko355 on 2 May 2026 10:24
  • Grasshoppermouse
    Grasshoppermouse
    Soul Shriven
    I'm a bit concerned about the plan to nerf werewolves, because werewolves already, because of the nature of the beast, come with several serious disadvantages. One is that they're melee only, and the other is that players are already forced onto a one bar build. They can't sneak, they are attacked on sight by NPCs, and their paws are too clumsy to craft. This is all great, because it adds to the immersion of being a werewolf, but I think it's important that devs keep all that in mind and realize they need to keep some nice perks that make the werewolf transformation worth it.

    The first thing to remember is a lot of classes can deal decent damage from a distance. Even Warden, which isn't considered a great DPS class, can spam cliff racers to the face from a pretty good distance away. If I'm playing a Warden/werewolf, the werewolf form has to do enough damage that I can see a situation where I'd want to force myself to get into my enemy's space where I'm much more vulnerable, or it needs to be much tankier than my mer form so that I feel like I can take the extra damage I will be receiving. Remember, great DPS isn't worth it if your werewolf can't get close enough to the enemy to deliver that damage.

    I'd also like devs to remember that a werewolf transformation is a *monster* transformation, and it also has to be slotted in as an Ult to use it. It should feel to the player like they're using an ultimate when they transform, and it should feel to anyone fighting a werewolf player like the player just used an ultimate. I don't want a situation where turning into a werewolf is just the fastest way to nerf yourself. It's immersion breaking to have a monster transformation make players less scary, and just disappointing for someone who wants to play a werewolf and have an actual reason outside of roleplay to use the ability.
  • coop500
    coop500
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    Just disable Signet Ring mythic in WW form, it already excludes Warden Bear so do the same with WW and see how things work out.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Wuuffyy
    Wuuffyy
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    coop500 wrote: »
    Just disable Signet Ring mythic in WW form, it already excludes Warden Bear so do the same with WW and see how things work out.

    I need this, a wep/spell (and the normal mag/stam ofc) scaling modifier ‘while under battle spirit’ for heals (versus health-based), and potentially a werewolf-only ‘15% reduction to damage procs while under battle spirit’ (cause majors/minors).

    Give werewolf its own makeshift version of masteries (little to no damage increases for now) and then a promise of continued monitoring and that could mean the difference between a balancing nightmare were nobody wins and actually making werewolf good enough to compete without intravenous cheese infusions.

    Should at least curb some of the legitimate complaints and hopefully focus feedback on the areas that still need improvement.
    Edited by Wuuffyy on 2 May 2026 20:23
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • dark_hunterxmg
    dark_hunterxmg
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    coop500 wrote: »
    Just disable Signet Ring mythic in WW form, it already excludes Warden Bear so do the same with WW and see how things work out.

    I don't think that this is the answer. The mythic needs to be adjusted. I'd rather not be excluded from mythic items. We were already excluded from monomyth front bar bonuses. Everyone but us got Major Force on demand.
  • Wuuffyy
    Wuuffyy
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    coop500 wrote: »
    Just disable Signet Ring mythic in WW form, it already excludes Warden Bear so do the same with WW and see how things work out.

    I don't think that this is the answer. The mythic needs to be adjusted. I'd rather not be excluded from mythic items. We were already excluded from monomyth front bar bonuses. Everyone but us got Major Force on demand.

    Could be either/or. A big offender right now is ANY spammable with a high chance/guaranteed status effect (force pulse/surprise -I bet- with meta subclass spec).

    They could simply let it ride on werewolf, nerf the value of Signet as it’s seemingly overperforming everywhere, and sidegrade our ‘guaranteed status effect’ into minor breach (to replace sundered loss) plus give us the exact same ‘burst’ structure as Stonefist (can google yourself- but it’s like 2 or 3 hits and then next is ‘empowered’) for ‘Rip and Tear’ which would also give us the base ‘chance’ for a little potential burst now and then too.
    Edited by Wuuffyy on 2 May 2026 22:42
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Estin
    Estin
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    I really think NB should be looked over again for their class passives, mainly for PvP. Maybe they're good in PvE, I don't know. Looking at the sorc parses in pve I wouldn't think so. But sorc is getting their refresh this november/december and have some of the strongest passives in PvP. NB has to wait until June next year and their passives still leave them squishy and their crit damage passive gives them no benefit over subclassing unless they go full glass canon. Not to mention their scaling weapon damage passive is barely going to see much benefit against the increased healing other classes will be receiving since it is only going to work when the target is at low HP. At best it's just going to help NBs heal the damage they're receiving from everyone else.
  • ImPoStier
    ImPoStier
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    You guys actually nerfed NB? You can’t be serious, they needed about 5% more damage not nerfed, they have 0 cleave, you can’t make a class with 0 cleave do the same damage as a class with 100% cleave
  • Wuuffyy
    Wuuffyy
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    I just learned from a kind forum-goer that the weapon and spell damage for werewolf has been bugged while dueling in 'overland' since the change last PTS week. The passive is bugged and has been giving the FULL PvE VALUE (33% weapon and spell damage) while not in an actual PVP area.

    This is yet another item/issue GREATLY inflating ‘PvP parses’ artificially, whether this be on stats page and/or in combat, if so.

    Proof:

    Control (normal 'overland' weapon/spell damage). Location: Glenumbra bridge outside of town:

    hbu8uhjsi4dp.png

    Control (normal nerfed 'Battle Spirit' weapon/spell damage). Location: Imperial City Sewers, in base:

    bgfcwqbwojfs.png

    Proof of 'bugged' wep/spell in dueling while in overland content. Yet another bug/exploit that could be 'inflating parses'. Location: Glenumbra bridge outside of town (player visible in background):

    c4bxnpgil0xq.png

    @ZOS_JessicaFolsom @ZOS_Kevin - is the team aware of this *visual bug?
    Edited by Wuuffyy on 3 May 2026 18:34
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Faint_One
    Faint_One
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    Should be notice that values on dummy or info not actually means it's power rates in real contents,classes which focus on AOE should not be covered by the one on Singles,so thats why like arc alway need to be lowest on dummy,for now in pts week3, that's slightly wrong on Dk and Cros,also a bit on nbs.
    DK lost pyrebrand’s special single power so drop behind while necro got full power AOE from corpseburster,that's some things need to think more.
  • coop500
    coop500
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    Faint_One wrote: »
    Should be notice that values on dummy or info not actually means it's power rates in real contents,classes which focus on AOE should not be covered by the one on Singles,so thats why like arc alway need to be lowest on dummy,for now in pts week3, that's slightly wrong on Dk and Cros,also a bit on nbs.
    DK lost pyrebrand’s special single power so drop behind while necro got full power AOE from corpseburster,that's some things need to think more.

    Yes, fully agreed. Dummy parses are helpful, but not the full story.

    From my own personal testing, Werewolf is slightly ahead in raw DPS vs other one bar builds against a dummy, at the cost of the ult upkeep and limited utility, and no range or flexibility. This sounds fair to me.
    Plus most other one bar builds being easier to play than the new WW, especially beam and DK breath which have more comfortable sub-ability timers to cycle through, while WW feels like one ability could use just a few seconds longer duration so I can comfortably fit two claw furies together (like you can with arcanist beam and DK breath builds)
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • coop500
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    Coming back in to say direct feedback to the devs @ZOS_Kevin @ZOS_JessicaFolsom
    Please consider passing on the idea of disabling the new Signet Ring mythic on werewolf entirely to the balance team. This ring is carrying the werewolf spec across numbers it normally can't achieve, and once it's nerfed some patches later, werewolf will be left with the nerfs they get beforehand because of this ring's unhealthy interaction with the new werewolf ult system.
    Edited by coop500 on 3 May 2026 17:54
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Dracane
    Dracane
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    Mgic wrote: »
    I really truly hope that people understand Werewolf should never, in any world have comparable damage to a full glass canon PvE DDs? and based on what I'm reading in this thread, some people genuinely are:

    This was essentially the case in Week 1, I built a 70k Magicka Sorcerer build, using 2 Shields and the new Class Mastery to heal on skill cast. This build was almost immortal against the live meta setups, my friend built a Werewolf that shredded it in seconds. Over 12k DPS in PvP while remaining tanky enough to survive my combos, it was absolutely obscene. No Streak or Shield could do anything against it. I've been playing ESO PvP for almost a decade and it was the strongest thing I have *ever* seen, at least under our conditions.

    @Mgic I wanted to come back to this comment, because I remember it seemed strange to me at the time. My suspicions were correct: I saw you in Anime's stream recap on this 70k MagSorc. The 8 fights I saw against 4 different players were your build getting rolled over by everyone and never doing any damage in return.

    So to say "It was almost immortal" and that only a Werewolf could stop it seems far-fetched to say the least. What's up with that entire thing? Not to cast any blame, because magicka stacking can't compete with procs and the DPS all other specs can output, including proc sorc.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • huskandhunger
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    re2b3i7woclh.png

    Consider toning down the raw power of this passive as well from "up to once every 200ms" to "up to once every 2 seconds" to match status effect damage over times
    Edited by huskandhunger on 3 May 2026 19:44
  • Wuuffyy
    Wuuffyy
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    re2b3i7woclh.png

    Consider toning down the raw power of this passive as well from "up to once every 200ms" to "up to once every 2 seconds" to match status effect damage over times

    Agreed. It seems (based on what the general consensus) tried to make the old implosion proc less potent in execute... but somehow managed to make it more potent (at least outside of execute, by a large margin, that is)
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • YandereGirlfriend
    YandereGirlfriend
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    re2b3i7woclh.png

    Consider toning down the raw power of this passive as well from "up to once every 200ms" to "up to once every 2 seconds" to match status effect damage over times

    Just disable Class Masteries for WW and call it a day. EZ.

    Then we don't have to nerf Sorc just because of its interaction with WW.
  • Prionyx
    Prionyx
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    danko355 wrote: »
    i would like to ask the testing team to have a duel between dk and nb. perhaps u willl see how bad the passive skill of pure nb is in pvp :(

    Yeah, or sorc vs nb. Or necro vs nb. Or arc vs nb. Basically any class now gets better options due to new class masteries. Pure nightblade always had worst defense kit (not solved by masteries at all), doesn't get any sustain buffs (while necro got infinite stamina sustain, sorc got infinite passive healing, and dk can run literally 3stat food WITHOUT any sustain sets/jewelry enchants/mundus due to 1 skill only, Heart of Flame, which instead of nerfing gets further buffs. I'm wondering what was in the head of a responsible person inventing this skill, which is THE MOST overpowered skill in the history of ESO PVP, and then thought: "yeah, that's not enough, lets buff it even further".)
    What kind of class design is that that some classes, e.g. pure NB, or U49 Necro need to run Orzorga food plus some jewelry enchants plus 3stat potions with 30% recovery increases, and still struggle with the sustain, while DK could run around with 600-700 recoveries AND Food without recoveries AND potions without recoveries (e.g. health + mag resist + physical resist) and still have infinite sustain due to ONE class skill?

    Good PVP character balance is a combination of 3 pillars: Damage (your weapon/spell damage, AOE/DOT capabilities, burst combo, etc.), Defense (your mitigations, escape tools, burst healing, HOTs, etc.) and Sustain (mag/stam recovery, skills or sets that help you keep your resources up, like Siphoning Strikes). A good balance makes sure these 3 pillars are at the edges of a triangle. Go full damage - you are a glass canon and can't sustain long enough. Go super tanky, and you hit like a wet noodle and can't kill anyone.
    With the recent DK buffs this triangle is completely forgotten. DKs can literally forget about their sustain and go full damage or full tankiness, cause they will never run out of resources if they keep hitting Heart of Flame. That skill is the masterpiece that has all the best of this triangle, defense (17% HP every 2 seconds), infinite sustain (15% mag and stam every 2 seconds) AND delayed damage helping to burst. Just wow.

    They just want to bully us. Everyone were saying that NB needs massive buffs in pvp but they keep nerfing NB each week, there is no other logical answer to how they make these NB changes
  • Wuuffyy
    Wuuffyy
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    Prionyx wrote: »
    They just want to bully us. Everyone were saying that NB needs massive buffs in pvp but they keep nerfing NB each week, there is no other logical answer to how they make these NB changes

    Down with BIG nightblade! Kidding, I agree that it really seems there is a disconnect between the forums and their implementations. I wonder how they decide to choose what they decide to change, honestly.
    Edited by Wuuffyy on 3 May 2026 23:26
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Arunei
    Arunei
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    ✭✭✭✭
    re2b3i7woclh.png

    Consider toning down the raw power of this passive as well from "up to once every 200ms" to "up to once every 2 seconds" to match status effect damage over times

    Just disable Class Masteries for WW and call it a day. EZ.

    Then we don't have to nerf Sorc just because of its interaction with WW.
    Honestly I'd prefer Mastery Passives to be disabled for WW for now as well as a test than to see WW overall nerfed yet again.
    PC-NA | Been around since closed beta

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • Wuuffyy
    Wuuffyy
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    Arunei wrote: »
    Just disable Class Masteries for WW and call it a day. EZ.

    Or just give werewolf its own ‘masteries’. They are just passives after all. They don’t even have to infuse a tons of damage or anything and we can avoid completely locking werewolf us out of yet another system that will stifle creativity further alongside build expression.

    I quite literally have a viable suggestion on my general PTS forum post with 4 of 5 of the possible passives ~provided~. (Just simple things that aren’t injecting power anywhere in particular/crazy at all).

    They could honestly just make ‘place holder passives’ for ‘werewolf mastery’ that are like 2-4% damage here, 2-4% healing there and then 2-4% damage taken reduced’ and just change them later… so we have them to work with and they’re not ‘calling it’.
    Edited by Wuuffyy on 4 May 2026 00:39
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Arunei
    Arunei
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    ✭✭✭✭
    Wuuffyy wrote: »
    Arunei wrote: »
    Just disable Class Masteries for WW and call it a day. EZ.

    Or just give werewolf its own ‘masteries’. They are just passives after all. They don’t even have to infuse a tons of damage or anything and we can avoid completely locking werewolf us out of yet another system that will stifle creativity further alongside build expression.

    I quite literally have a viable suggestion on my general PTS forum post with 4 of 5 of the possible passives ~provided~. (Just simple things that aren’t injecting power anywhere in particular/crazy at all).

    They could honestly just make ‘place holder passives’ for ‘werewolf mastery’ that are like 2-4% damage here, 2-4% healing there and then 2-4% damage taken reduced’ and just change them later… so we have them to work with and they’re not ‘calling it’.
    You somehow got Yandere's quote attributed to me lol.

    But I doubt they'd be able to make a whole set of balanced WW Mastery Passives this PTS cycle. Like they were working on Mastery Passives since months ago. While I would really like WW Mastery Passives, it's not something we'd get for U50. It could be something for them to work on for maybe U51 or something, but in the meantime I'd prefer to see Mastery Passives disabled for WW as opposed to it getting nerfed itself.
    PC-NA | Been around since closed beta

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • KaironBlackbard
    KaironBlackbard
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    My questions:
    1) Does Prowl fix our ability to duck under the Graven Deep lasers of death or not? That's the main reason we have been calling for Crouch. Mechanical Problems that require Crouch. As many have said in other threads, we don't like having to untransform to get past a laser.
    2) Can we still last 45 seconds easily off one set of 250 ultimate? Or are we toast? From what I read it's 100 ult every 10 seconds which is insanely pricey.
    3) Does WW Ultgen effects bypass the ultgen cap without using corpses? Because if not then we won't last as long as we used to under the previous version with the timer in high level content.
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