Templar
Balanced Warrior
It's nice that the cap of 500 W/S Damage can be reached fairly easily on a PvE build, even on a solo Magplar with 5L/2M armor pieces, and I personally think the change is fine. I'm also curious to learn about the future Templar kit you have in mind, though I realise we'll have to wait a bit for its refresh.
That being said, it's not a big buff or anything and it does kind of feel like a sidegrade to me (as someone else mentioned before). Since the Developer Comment underneath this change said that "This won't solve those problems entirely...", I don't really understand why the Templar hasn't been buffed some more.
If you feel like the new Balanced Warrior passive would've been too strong if the amount of W/S Damage would be increased further, buffing the Class Masteries in the meantime could work too. Perhaps Judgement's Brand's bonus could be increased to 1750 or something, or maybe Bright Harbinger's W/S Damage buff could be trippled instead of doubled for the player. I don't know.
Nope that's not what I'm saying at all. Lash damage is out of whack with everything else in the game. Full stop.Zyaneth_Bal wrote: »You’re asking to bring down damage then ttk at the same time, make up your mind.
This just reads like the usual “I don’t want anyone to kill me but to be able to kill everyone”, you want survivability nerfed because you can’t kill, you want damage nerfed because you die to it, this is a loop.
Stalemates are coming from what I said before - infinite sustain. That is the crux of the problem in PvP right now. Infinite sustain causes infinite shields and infinite heals. Power creep combines with it too to make heal-to-full possible with one button click even when a DK has like 15% of its total HP.Zyaneth_Bal wrote: »Pvpers do want damage up for some classes and setups but not down, high damage is fun, stalemates and tanks are not.
Jabbs_Giggity wrote: »tomofhyrule wrote: »I'm baffled as to why DK's sustain is still untouched.
I'm a DK main. I still think Core of Flame and its morphs are busted. Everything that is in the "this is OP" complaints is because of one thing: unlimited sustain. That's Core of Flame for DK, and that's cheap skills combined with Conservation for Sorc Werewolf, and that's multiple enhanced status effects from a free spammable.
One of those was addressed. One of those was sort of addressed, but not wholly. And one of those was ignored.
Corrosive's also been an issue for a while, but the mitigation was reduced a bit ago. Still, that mitigation isn't enough for the raw offensive power it has, so much so that Magma Shell is completely overshadowed in every circumstance (you trade all of the damage it does for a worse version of barrier on your team, and then it locks you out of ult gen for 15 seconds).
A lot of the DK being OP issues would be solved from just:
- kneecap the amount of resources from Core of Flame and its morphs (I'd go back to the enemies hit-based heal it used to have)
- Severely reduce the mitigation offerred by Corrosive Armor
Whip just hits far too hard and the ability to access delayed burst makes sure that neither of these would be sufficient to mitigate much of the problem behaviors of DK (should they of course deem DK as ‘not in a healthy state’ in PvP).
Long story short, my whip should not be hitting in an insta-hit for 15-19k building no pen with 2 defensive sets (Bloodspawn and Rally) out of corro and onslaught. This is obviously made worse by the fact they have multiple iterations of damage in their ‘combo’ (Core of Flame, Flames of Oblivion, Petrify damage on break, etc.)
Don't forget all the built in damage modifiers DK has, on top of the access to upfront and delayed burst.
10% from Landslide
10% from Minor Brutality
10% damage done from Take Flight
10% Major Berserk from Lead from the front class mastery
7% to AOE and DoT damage from World in Ruin passive
5% Flame Damage from Traumatic Burns passive
215wd from Minor Courage tied to a burst heal
This is all on top of modifiers like Major Protection from Storm Voice
Infinite sustain from CoF and Battle Roar
I get that other classes haven't been reworked yet, but with how overloaded this class is and the reworks being pushed back 1-2 years, I see no other way to balance the game without bringing DK down in power for the time being.
Nope that's not what I'm saying at all. Lash damage is out of whack with everything else in the game. Full stop.Zyaneth_Bal wrote: »You’re asking to bring down damage then ttk at the same time, make up your mind.
This just reads like the usual “I don’t want anyone to kill me but to be able to kill everyone”, you want survivability nerfed because you can’t kill, you want damage nerfed because you die to it, this is a loop.
And the Sorc passives for damage are out of whack with every other class passive. Full stop.
Not talking about reducing damage in general at all.Stalemates are coming from what I said before - infinite sustain. That is the crux of the problem in PvP right now. Infinite sustain causes infinite shields and infinite heals. Power creep combines with it too to make heal-to-full possible with one button click even when a DK has like 15% of its total HP.Zyaneth_Bal wrote: »Pvpers do want damage up for some classes and setups but not down, high damage is fun, stalemates and tanks are not.
DK sustain is just plain stupid broken. Sorcs can literally streak forever now. But Nightblades can't even cloak and run into a keep anymore without running out of Mag.
Sustain is the number one thing broken, among like 4 or 5, in PvP today.
Expert Hunter/Magelight: Love to see some non class skills getting attention and while the changes are very much welcome imo, it still drives me insane that these only work on the bar it's slotted on or needs to be double slotted. Preferably I'd like to have them only on my back bar for utility use, but if I want the crit buff (and I do) it needs to be on the front bar. Really ruins so many builds for me that it hasn't been made to work on one bar like almost all of the other skills that grant this kind of passive buff.
Imbue Weapon: This has been my go-to spammable for years and from a little testing, it already feels better to use. Little tweaks like this are appreciated, seriously.
Exploitation: As a mostly solo player, I love the change to this sorc passive. Will finally allow me to swap up what trait I run on my weapons.
Can we at least convert Blazing Shield into a Spammable that scales with Resistance if this is the route we’re heading?
Yo, so now that Elemental Weapon is better than Swallow soul, Is Magblade officially done for? With this skill change, there is 0 incentive for me to use swallow soul in PvP.
I feel like Swallow soul should nuke since we are trying to go towards class fantasy, but instead y'all made it much easier to just slot Crushing weapon instead, as it is 3x more rewarding than swallow soul.
I feel like I'm not getting heard. Not only only am I PvP player, but I'm also a magblade (ranged) playstyle enjoyer, and after every update, it seems everything gets stronger, except swallow soul. We lack a ranged stun, a ranged ultimate, and we have let the ranged spammable get worse and worse when compared to other classes.
I wouldn't really complain if I had a ranged stun, or a delayed burst. The way that the class mechanics work, it will never compete in this era of ESO.
I also understand that my class will get reworked at some point, that time is now unknown, but I will not be putting hundreds of hours in this game anymore until I can play my class again.
Cons- No timed burst, no timed stun, no timed ultimate, terrible spammable,
Pros- Sustain, healing, mobility, 1 okayish DoT
Product- Unkillable Target Dummy
Yo, so now that Elemental Weapon is better than Swallow soul, Is Magblade officially done for? With this skill change, there is 0 incentive for me to use swallow soul in PvP.
I feel like Swallow soul should nuke since we are trying to go towards class fantasy, but instead y'all made it much easier to just slot Crushing weapon instead, as it is 3x more rewarding than swallow soul.
I feel like I'm not getting heard. Not only only am I PvP player, but I'm also a magblade (ranged) playstyle enjoyer, and after every update, it seems everything gets stronger, except swallow soul. We lack a ranged stun, a ranged ultimate, and we have let the ranged spammable get worse and worse when compared to other classes.
I wouldn't really complain if I had a ranged stun, or a delayed burst. The way that the class mechanics work, it will never compete in this era of ESO.
I also understand that my class will get reworked at some point, that time is now unknown, but I will not be putting hundreds of hours in this game anymore until I can play my class again.
Cons- No timed burst, no timed stun, no timed ultimate, terrible spammable,
Pros- Sustain, healing, mobility, 1 okayish DoT
Product- Unkillable Target Dummy
ItsNotLiving wrote: »Yo, so now that Elemental Weapon is better than Swallow soul, Is Magblade officially done for? With this skill change, there is 0 incentive for me to use swallow soul in PvP.
I feel like Swallow soul should nuke since we are trying to go towards class fantasy, but instead y'all made it much easier to just slot Crushing weapon instead, as it is 3x more rewarding than swallow soul.
I feel like I'm not getting heard. Not only only am I PvP player, but I'm also a magblade (ranged) playstyle enjoyer, and after every update, it seems everything gets stronger, except swallow soul. We lack a ranged stun, a ranged ultimate, and we have let the ranged spammable get worse and worse when compared to other classes.
I wouldn't really complain if I had a ranged stun, or a delayed burst. The way that the class mechanics work, it will never compete in this era of ESO.
I also understand that my class will get reworked at some point, that time is now unknown, but I will not be putting hundreds of hours in this game anymore until I can play my class again.
Cons- No timed burst, no timed stun, no timed ultimate, terrible spammable,
Pros- Sustain, healing, mobility, 1 okayish DoT
Product- Unkillable Target Dummy
Haven’t played magblade in years but should Soulcleaver be helping out swallow soul a bit? I know concealed weapon is an insane spammable but Soulcleaver got buffed last patch so maybe?
ItsNotLiving wrote: »Haven’t played magblade in years but should Soulcleaver be helping out swallow soul a bit? I know concealed weapon is an insane spammable but Soulcleaver got buffed last patch so maybe?
ArctosCethlenn wrote: »ItsNotLiving wrote: »Haven’t played magblade in years but should Soulcleaver be helping out swallow soul a bit? I know concealed weapon is an insane spammable but Soulcleaver got buffed last patch so maybe?
Cleaver does a ton for Swallow Soul, yeah. Big issue with the current round of changes is it kinda removes the choice; if you have enough sustain to run funnel health, you should always run funnel health since it'll heal others too, unless you are just 100% solo. I'm mostly ok with the buffs to funnel, but I think SS should still bring something that makes it the stronger damage morph, even if that's just a small buff or debuff (like how stam jabs and mag jabs now have similar tooltip damage, but stam jabs has a higher chance to proc its status debuff).
To keep SS in line with siphoning's theme it shouldn't lose self healing, I'd lean towards adding a minor buff + debuff combination, such as enervation to people you hit and force for the NB. Something to keep SS as the stronger damage morph.
No it wouldn't lmao? Lifesteal is like 600 per second base, before factoring in % healing boosts and battle spirit. I've seen SS ticks as high as 7k from hits on players, even larger from tagging npcs while fighting on resources with players trying to parse on me.If we are talking about changes, We should bring the damage up slightly higher than guild tooltips, and add minor lifesteal. Not only will your teammates benefit from it, but it keeps the class fantasy with siphoning, and gives us a flat heal rather than a scaling heal, which is what is keeping the skill from being good.
If they buff the damage they are also buffing the healing, this is why the skill has remained untouched. Lifesteal would be a similar heal to what it is now.
I don't think this change would break the game at all, and I whole heartedly believe is the best thing for the skill without making it abuseable.
ArctosCethlenn wrote: »No it wouldn't lmao? Lifesteal is like 600 per second base, before factoring in % healing boosts and battle spirit. I've seen SS ticks as high as 7k from hits on players, even larger from tagging npcs while fighting on resources with players trying to parse on me.If we are talking about changes, We should bring the damage up slightly higher than guild tooltips, and add minor lifesteal. Not only will your teammates benefit from it, but it keeps the class fantasy with siphoning, and gives us a flat heal rather than a scaling heal, which is what is keeping the skill from being good.
If they buff the damage they are also buffing the healing, this is why the skill has remained untouched. Lifesteal would be a similar heal to what it is now.
I don't think this change would break the game at all, and I whole heartedly believe is the best thing for the skill without making it abuseable.
Seriously, even as a sorc I've always had to run either Magelight/Expert Hunter or the Treasure Hunter set since I hate using potions for such a major buff and I dislike the Bound Armaments ability (don't like that its stamina based and find it feels clunky to use). I did mess around with subclassing a bit and had fun, but I truly prefer being a pure sorc build and now I'm back to one of them taking up room on my front bar in my current build.I feel the same way about magelight / hunter . They should work on both bars to give classes without a slottable crit skill an option for one. If not, it just continues to mean that subclassing isn't optional in some cases.
Before this becomes an argument and I ask you for evidence and all that non sense. I will say, that mechanically speaking, lifesteal is 600 every 1 second, and swallow soul is 40% of whatever damage you dealt. So in PvE, it will be a slight nerf to your own healing, but adds healing for everyone else, which is way more useful.
Not only that, but you mentioned using a NPC to proc the healing, is not a guaranteed factor in most fights.
But we also know that the healing in PvP gets affected big time, especially when Swallow Soul is involved. Because for 1, swallow soul is underperforming and has a slight delay to its damage dealing factor. And after the direct dmg and healing negative effect from battle spirit, You can sometimes hit 2k heals from swallow soul heal tick. Saying you ticked for 7k is not real against a player. It just simply is not.
But even then say you 2k heal every 2 seconds, over 10 seconds thats 10k healing.
However Minor lifesteal does not get affected by battle spirit, so 600 x 10 ticks (10 seconds) thats 6k healing.
- Dont forget this healing is applied to other ppl who also attack the same target.
Like I said I don't want this to become a back and forth, Just an acknowledgement that the changes to the ability weren't good, and having a scaling heal is the reason why this argument even existed. Proving my point even further.


ArctosCethlenn wrote: »Before this becomes an argument and I ask you for evidence and all that non sense. I will say, that mechanically speaking, lifesteal is 600 every 1 second, and swallow soul is 40% of whatever damage you dealt. So in PvE, it will be a slight nerf to your own healing, but adds healing for everyone else, which is way more useful.
Not only that, but you mentioned using a NPC to proc the healing, is not a guaranteed factor in most fights.
But we also know that the healing in PvP gets affected big time, especially when Swallow Soul is involved. Because for 1, swallow soul is underperforming and has a slight delay to its damage dealing factor. And after the direct dmg and healing negative effect from battle spirit, You can sometimes hit 2k heals from swallow soul heal tick. Saying you ticked for 7k is not real against a player. It just simply is not.
But even then say you 2k heal every 2 seconds, over 10 seconds thats 10k healing.
However Minor lifesteal does not get affected by battle spirit, so 600 x 10 ticks (10 seconds) thats 6k healing.
- Dont forget this healing is applied to other ppl who also attack the same target.
Like I said I don't want this to become a back and forth, Just an acknowledgement that the changes to the ability weren't good, and having a scaling heal is the reason why this argument even existed. Proving my point even further.
"Slight nerf to your own healing" first of all, on our last pve night we had fights where I was around 15k healing per second from swallow soul alone. admittedly I did not take much damage on that fight so it was all overhealing, but here:
Average SS hot tick was 27k, 15.3k (over)healing per second; fight was vet xoryn. Changing swallow soul to apply minor lifesteal would just make it even worse and force anyone who wants to run the skill to run funnel, even more than the current round of changes, because it'd be a choice between minor lifesteal procs or spreading around a gigantic bloody hot.
Battle Spirit doesn't actually double dip vs swallow soul, and yeah I was wrong about it with lifesteal; the damage gets reduced, but the healing based on that damage doesn't get cut in half a second time. This is from before the latest cleaver buff
8.2k hit, 4k tick, but notably I wasn't actually near a keep for the +20% healing done from Combat Medic to kick in. Considering in the past week I've landed 9-12k ss hits on players, a 7k tick is probably at the high end but is certainly possible. But even if we take that to be massive exaggeration, minor lifesteal would be significantly more awful, particularly because there are so many other sources of it.

madmufffin wrote: »Everything on here honestly looks amazing. Many thanks for some responsive adjustments team! https://forums.elderscrollsonline.com/en-gb/discussion/697671/combat-updates-update-51-pts#latest