Nothing Wasted now decays less aggressively (loses 2 stacks instead of 3) but decays every 12 seconds of not generating a corpse, rather than 15 seconds. This is mostly a cadence tweak to help reduce how punishing it feels in some encounters.
madmufffin wrote: »albertberku wrote: »38k hp Maarselok Vateshran StamSorc build with Conservation of Energy is as meta as DK currently. Cant even get their hp under 50%, due to extreme HoT. Even if somehow happens, they just roll dodge once and get to full hp. And damage is just getting carried by proc sets, and they have so much damage that you cant stay near for longer. That is if you are not using that same build yourself or a DK or WW. They never run out of ressources similar to DK. And also have better mobility and crowd control due to Streak.
And which Vateshran weapon is this?
Ice staff. Have you dueled a sorc running Vaet Ice Staff and Maarselok? You won't like it. They have enough sustain they can run armor PoTs. High HP, 37k armor or better, extreme DoT pressure. Better hope you have a good cleanse.
dhoward5b14_ESO wrote: »Templar Changes:
If Templar Balanced Warrior requires me to have major and minor resolve its DOA for me (I just PVE). I can never depend on a healer to have good uptime even on major resolve, and minor resolve not even being sourcable in the class is a non-starter. Even the best healer is not going to keep up combat prayer on you, especially if the team is moving around, spread out for mechs, or you are apart for other reaosns (e.g. portal). I hope you don't expect me to use Rune Focus just for a DPS buff - the Templar is already slot hungry - or extend it to at least 30 seconds.
The buff might be able to come just from slotting a certain number of Templar skills (e.g. 170 per skill slotted with a max of 500), or 170 per Templar skill line (even better). The way it is now (if I understand it correctly) its just unusable and my Templar will remain a mule character. Please just make it simple.
The change to Aetheric Lancer is great, but I would prefer more damage buff to the base class instead so I have more set options.
I am not sure how much the buff to Judgement's Brand will be, but if it's 2% damage and Balanced Warrior is usable at 500 WD then I would expect about 5% overall damage increase which would be pretty good.
Foolebuilt_33 wrote: »My question is why change pummeling goliath? It's one of the only skills left in this game that is rewarding to learn how to and execute correctly. If trying to bring the floor up why not change the other morph of goliath that isnt used anywhere to do single bashes. That allows players to learn with one morph and if wanting to do the double bash still have the opportunity to use the other morph
Ishtarknows wrote: »PvE tanks take a hit to healing and sustain again. Thanks for balancing PvP gripes at the expense of PvE again.
Ishtarknows wrote: »PvE tanks take a hit to healing and sustain again. Thanks for balancing PvP gripes at the expense of PvE again.
I haven't been doing a lot of endgame trial prog for a while so I'd love to hear from someone who does. Why do tanks need so much self healing in pve?
Back in my day we often had a dedicated healer just for the tank and ot.
Agreed, but from a PvE standpoint. None of the newer trials or dungeons have fights where you stand still. Not even the tanks. Look at the final boss fight in Ossein Cage, we're running every second of the fight!Ketarmish29 wrote: »You still want the Templar to play standing still?... PvP Is not a gameplay to stand still!
icefyer_ESO wrote: »Maybe I'm misunderstanding how CoF works. Doesn't it only do two ticks of the resource restore? How does it compare to siphoning's restore, minus the obvious health cost the nightblade one has.
Great, so Sorcerer gets to escape another round of updates unscathed?
Anyone who has looked at the Battlegrounds addon statistics can see that Sorcerer should be nerfed. The fundamental difference between Sorcerer and other classes is that if a Sorcerer doesn’t want to fight you, they can simply use three consecutive Streaks and get away. Seriously, aside from another Sorcerer, what class can actually force a Sorcerer to fight?
On the other hand, if a Sorcerer wants to force a Templar, Dragonknight, or basically any other “short-legged” class to fight, it’s incredibly easy. The Battlegrounds statistics addon shows that Sorcerer has the highest total damage. I’m sure ZOS has much more comprehensive data than an addon—so when rebalancing the classes, are they not even looking at that data?
To the people on the forums who oppose nerfing Sorcerer: please try playing PvP on another class, such as Arcanist. Then you might understand that sorcs——the meta class you’re already playing in PvP, if you play Sorcerer this badly, you’ll only be even worse on other classes.
Also, as far as I know, Arcanist currently has very few viable PvP builds outside of burst/one-shot setups. If there are actually some normal, sustained-DPS PvP builds for Arcanist, please tell me about them—I’d genuinely love to learn.
Does ZOS not plan to make any adjustments to Arcanist as well?
And what exactly is going on with the Templar changes? Standing still and doing damage in PvP? Even in the current patch, Aether is merely a usable set; it’s hardly dominant. If Aether Javelin only generates while you’re standing still, does that basically mean Templar is being forced to fight reactively?
And without nerfing Sorcerer, you’re giving Templar a “stand-still-and-deal-damage” playstyle in PvP? Is the idea to let Templar stand there and get shredded?
Have the people responsible for class balance actually played PvP?
Can the people making the game actually play the game before making changes based on assumptions?

Great, so Sorcerer gets to escape another round of updates unscathed?
Anyone who has looked at the Battlegrounds addon statistics can see that Sorcerer should be nerfed. The fundamental difference between Sorcerer and other classes is that if a Sorcerer doesn’t want to fight you, they can simply use three consecutive Streaks and get away. Seriously, aside from another Sorcerer, what class can actually force a Sorcerer to fight?
On the other hand, if a Sorcerer wants to force a Templar, Dragonknight, or basically any other “short-legged” class to fight, it’s incredibly easy. The Battlegrounds statistics addon shows that Sorcerer has the highest total damage. I’m sure ZOS has much more comprehensive data than an addon—so when rebalancing the classes, are they not even looking at that data?
To the people on the forums who oppose nerfing Sorcerer: please try playing PvP on another class, such as Arcanist. Then you might understand that sorcs——the meta class you’re already playing in PvP, if you play Sorcerer this badly, you’ll only be even worse on other classes.
Also, as far as I know, Arcanist currently has very few viable PvP builds outside of burst/one-shot setups. If there are actually some normal, sustained-DPS PvP builds for Arcanist, please tell me about them—I’d genuinely love to learn.
Does ZOS not plan to make any adjustments to Arcanist as well?
And what exactly is going on with the Templar changes? Standing still and doing damage in PvP? Even in the current patch, Aether is merely a usable set; it’s hardly dominant. If Aether Javelin only generates while you’re standing still, does that basically mean Templar is being forced to fight reactively?
And without nerfing Sorcerer, you’re giving Templar a “stand-still-and-deal-damage” playstyle in PvP? Is the idea to let Templar stand there and get shredded?
Have the people responsible for class balance actually played PvP?
Can the people making the game actually play the game before making changes based on assumptions?
"Sorcerers deserve to be nerfed" Meanwhile, the entire enemy team spam locking and deleting people while using WW and DK:
A sorc cannot fight this. While sure, sorcs are great, they cannot stack up to this. Not even a fraction.
My solution though is that these combat changes in this PTS cycle are not enough to bridge the gap. Don't nerf WW and DK, just bridge the gap so that they don't have uncounterable power.
Like yeah, I'm sure Arcanists and Templars are having a grand time trying to counter these folks /s
Great, so Sorcerer gets to escape another round of updates unscathed?
Anyone who has looked at the Battlegrounds addon statistics can see that Sorcerer should be nerfed. The fundamental difference between Sorcerer and other classes is that if a Sorcerer doesn’t want to fight you, they can simply use three consecutive Streaks and get away. Seriously, aside from another Sorcerer, what class can actually force a Sorcerer to fight?
On the other hand, if a Sorcerer wants to force a Templar, Dragonknight, or basically any other “short-legged” class to fight, it’s incredibly easy. The Battlegrounds statistics addon shows that Sorcerer has the highest total damage. I’m sure ZOS has much more comprehensive data than an addon—so when rebalancing the classes, are they not even looking at that data?
To the people on the forums who oppose nerfing Sorcerer: please try playing PvP on another class, such as Arcanist. Then you might understand that sorcs——the meta class you’re already playing in PvP, if you play Sorcerer this badly, you’ll only be even worse on other classes.
Also, as far as I know, Arcanist currently has very few viable PvP builds outside of burst/one-shot setups. If there are actually some normal, sustained-DPS PvP builds for Arcanist, please tell me about them—I’d genuinely love to learn.
Does ZOS not plan to make any adjustments to Arcanist as well?
And what exactly is going on with the Templar changes? Standing still and doing damage in PvP? Even in the current patch, Aether is merely a usable set; it’s hardly dominant. If Aether Javelin only generates while you’re standing still, does that basically mean Templar is being forced to fight reactively?
And without nerfing Sorcerer, you’re giving Templar a “stand-still-and-deal-damage” playstyle in PvP? Is the idea to let Templar stand there and get shredded?
Have the people responsible for class balance actually played PvP?
Can the people making the game actually play the game before making changes based on assumptions?
"Sorcerers deserve to be nerfed" Meanwhile, the entire enemy team spam locking and deleting people while using WW and DK:
A sorc cannot fight this. While sure, sorcs are great, they cannot stack up to this. Not even a fraction.
My solution though is that these combat changes in this PTS cycle are not enough to bridge the gap. Don't nerf WW and DK, just bridge the gap so that they don't have uncounterable power.
Like yeah, I'm sure Arcanists and Templars are having a grand time trying to counter these folks /s

Great, so Sorcerer gets to escape another round of updates unscathed?
Anyone who has looked at the Battlegrounds addon statistics can see that Sorcerer should be nerfed. The fundamental difference between Sorcerer and other classes is that if a Sorcerer doesn’t want to fight you, they can simply use three consecutive Streaks and get away. Seriously, aside from another Sorcerer, what class can actually force a Sorcerer to fight?
On the other hand, if a Sorcerer wants to force a Templar, Dragonknight, or basically any other “short-legged” class to fight, it’s incredibly easy. The Battlegrounds statistics addon shows that Sorcerer has the highest total damage. I’m sure ZOS has much more comprehensive data than an addon—so when rebalancing the classes, are they not even looking at that data?
To the people on the forums who oppose nerfing Sorcerer: please try playing PvP on another class, such as Arcanist. Then you might understand that sorcs——the meta class you’re already playing in PvP, if you play Sorcerer this badly, you’ll only be even worse on other classes.
Also, as far as I know, Arcanist currently has very few viable PvP builds outside of burst/one-shot setups. If there are actually some normal, sustained-DPS PvP builds for Arcanist, please tell me about them—I’d genuinely love to learn.
Does ZOS not plan to make any adjustments to Arcanist as well?
And what exactly is going on with the Templar changes? Standing still and doing damage in PvP? Even in the current patch, Aether is merely a usable set; it’s hardly dominant. If Aether Javelin only generates while you’re standing still, does that basically mean Templar is being forced to fight reactively?
And without nerfing Sorcerer, you’re giving Templar a “stand-still-and-deal-damage” playstyle in PvP? Is the idea to let Templar stand there and get shredded?
Have the people responsible for class balance actually played PvP?
Can the people making the game actually play the game before making changes based on assumptions?
"Sorcerers deserve to be nerfed" Meanwhile, the entire enemy team spam locking and deleting people while using WW and DK:
A sorc cannot fight this. While sure, sorcs are great, they cannot stack up to this. Not even a fraction.
My solution though is that these combat changes in this PTS cycle are not enough to bridge the gap. Don't nerf WW and DK, just bridge the gap so that they don't have uncounterable power.
Like yeah, I'm sure Arcanists and Templars are having a grand time trying to counter these folks /s
That’s honestly hilarious. Your situation would have been exactly the same even if you were playing Dragonknight or Werewolf. Do you seriously expect a single Sorcerer to be able to carry a fight against eight players on their own?
You were literally the person on your team who died the least. The real problem here is that you were matched against a team that was much stronger than yours. That’s a matchmaking/ranking problem with ESO, not evidence that Sorcerer is incapable of dealing with them.
You haven’t actually addressed my point at all.
Instead, why not push ESO to introduce some proper Battlegrounds, with stronger rewards for actually completing objectives? That would encourage players to focus on playing the Battleground mechanics instead of obsessing over their kill/death ratio.
Great, so Sorcerer gets to escape another round of updates unscathed?
Anyone who has looked at the Battlegrounds addon statistics can see that Sorcerer should be nerfed. The fundamental difference between Sorcerer and other classes is that if a Sorcerer doesn’t want to fight you, they can simply use three consecutive Streaks and get away. Seriously, aside from another Sorcerer, what class can actually force a Sorcerer to fight?
On the other hand, if a Sorcerer wants to force a Templar, Dragonknight, or basically any other “short-legged” class to fight, it’s incredibly easy. The Battlegrounds statistics addon shows that Sorcerer has the highest total damage. I’m sure ZOS has much more comprehensive data than an addon—so when rebalancing the classes, are they not even looking at that data?
To the people on the forums who oppose nerfing Sorcerer: please try playing PvP on another class, such as Arcanist. Then you might understand that sorcs——the meta class you’re already playing in PvP, if you play Sorcerer this badly, you’ll only be even worse on other classes.
Also, as far as I know, Arcanist currently has very few viable PvP builds outside of burst/one-shot setups. If there are actually some normal, sustained-DPS PvP builds for Arcanist, please tell me about them—I’d genuinely love to learn.
Does ZOS not plan to make any adjustments to Arcanist as well?
And what exactly is going on with the Templar changes? Standing still and doing damage in PvP? Even in the current patch, Aether is merely a usable set; it’s hardly dominant. If Aether Javelin only generates while you’re standing still, does that basically mean Templar is being forced to fight reactively?
And without nerfing Sorcerer, you’re giving Templar a “stand-still-and-deal-damage” playstyle in PvP? Is the idea to let Templar stand there and get shredded?
Have the people responsible for class balance actually played PvP?
Can the people making the game actually play the game before making changes based on assumptions?
"Sorcerers deserve to be nerfed" Meanwhile, the entire enemy team spam locking and deleting people while using WW and DK:
A sorc cannot fight this. While sure, sorcs are great, they cannot stack up to this. Not even a fraction.
My solution though is that these combat changes in this PTS cycle are not enough to bridge the gap. Don't nerf WW and DK, just bridge the gap so that they don't have uncounterable power.
Like yeah, I'm sure Arcanists and Templars are having a grand time trying to counter these folks /s
That’s honestly hilarious. Your situation would have been exactly the same even if you were playing Dragonknight or Werewolf. Do you seriously expect a single Sorcerer to be able to carry a fight against eight players on their own?
You were literally the person on your team who died the least. The real problem here is that you were matched against a team that was much stronger than yours. That’s a matchmaking/ranking problem with ESO, not evidence that Sorcerer is incapable of dealing with them.
You haven’t actually addressed my point at all.
Instead, why not push ESO to introduce some proper Battlegrounds, with stronger rewards for actually completing objectives? That would encourage players to focus on playing the Battleground mechanics instead of obsessing over their kill/death ratio.
No you're misinterpreting my point. I'm saying that Sorc is the only one able to stand up to a DK or WW and that means that they are the only non refreshed class that can stand up to DK and WW, if you nerf them, NO ONE CAN STAND UP TO WEREWOLVES AND DKs.
No matter whether or not my team was good or bad, the determining factor on who wins a match is how many DKs and WWs are on the other team. Versus how little are on yours.
Instead of using that philosophy, we should buff the other classes other than Sorc, to the point where they can be formidable against DKs and WWs. WWs should not be grinding inside of BGs with virtually zero counters besides poison, and DKs just supplement those teams with more oppression.
Anyways if there were other counters to DKs and WWs and all of us were on equal playing fields, I would agree with your point, but that's just not reality.
And while I agree with you that matchmaking has a problem, and I agree with your BG solution, good players gravitate towards good setups, this includes META, because that's how skill based upward growth is in every competitive game ever.
The good players are not using the bad classes or using bad gear, because they want to continue utilizing their experience on classes and setups that do not punish them for their use.
And to clarify, I'm not saying your point is an invalid one, I'm just saying that it makes no sense on why we should make only the top two folks stay top two instead of letting a third or fourth class stay higher, so that there is actually another counter to classes with zero counters. Once ZOS figures out other classes like Arcanist and Templar should be buffed a certain way, then we can talk about tempering conservation of energy to a more moderate state.
.Great, so Sorcerer gets to escape another round of updates unscathed?
Anyone who has looked at the Battlegrounds addon statistics can see that Sorcerer should be nerfed. The fundamental difference between Sorcerer and other classes is that if a Sorcerer doesn’t want to fight you, they can simply use three consecutive Streaks and get away. Seriously, aside from another Sorcerer, what class can actually force a Sorcerer to fight?
On the other hand, if a Sorcerer wants to force a Templar, Dragonknight, or basically any other “short-legged” class to fight, it’s incredibly easy. The Battlegrounds statistics addon shows that Sorcerer has the highest total damage. I’m sure ZOS has much more comprehensive data than an addon—so when rebalancing the classes, are they not even looking at that data?
To the people on the forums who oppose nerfing Sorcerer: please try playing PvP on another class, such as Arcanist. Then you might understand that sorcs——the meta class you’re already playing in PvP, if you play Sorcerer this badly, you’ll only be even worse on other classes.
Also, as far as I know, Arcanist currently has very few viable PvP builds outside of burst/one-shot setups. If there are actually some normal, sustained-DPS PvP builds for Arcanist, please tell me about them—I’d genuinely love to learn.
Does ZOS not plan to make any adjustments to Arcanist as well?
And what exactly is going on with the Templar changes? Standing still and doing damage in PvP? Even in the current patch, Aether is merely a usable set; it’s hardly dominant. If Aether Javelin only generates while you’re standing still, does that basically mean Templar is being forced to fight reactively?
And without nerfing Sorcerer, you’re giving Templar a “stand-still-and-deal-damage” playstyle in PvP? Is the idea to let Templar stand there and get shredded?
Have the people responsible for class balance actually played PvP?
Can the people making the game actually play the game before making changes based on assumptions?
"Sorcerers deserve to be nerfed" Meanwhile, the entire enemy team spam locking and deleting people while using WW and DK:
A sorc cannot fight this. While sure, sorcs are great, they cannot stack up to this. Not even a fraction.
My solution though is that these combat changes in this PTS cycle are not enough to bridge the gap. Don't nerf WW and DK, just bridge the gap so that they don't have uncounterable power.
Like yeah, I'm sure Arcanists and Templars are having a grand time trying to counter these folks /s
That’s honestly hilarious. Your situation would have been exactly the same even if you were playing Dragonknight or Werewolf. Do you seriously expect a single Sorcerer to be able to carry a fight against eight players on their own?
You were literally the person on your team who died the least. The real problem here is that you were matched against a team that was much stronger than yours. That’s a matchmaking/ranking problem with ESO, not evidence that Sorcerer is incapable of dealing with them.
You haven’t actually addressed my point at all.
Instead, why not push ESO to introduce some proper Battlegrounds, with stronger rewards for actually completing objectives? That would encourage players to focus on playing the Battleground mechanics instead of obsessing over their kill/death ratio.
No you're misinterpreting my point. I'm saying that Sorc is the only one able to stand up to a DK or WW and that means that they are the only non refreshed class that can stand up to DK and WW, if you nerf them, NO ONE CAN STAND UP TO WEREWOLVES AND DKs.
No matter whether or not my team was good or bad, the determining factor on who wins a match is how many DKs and WWs are on the other team. Versus how little are on yours.
Instead of using that philosophy, we should buff the other classes other than Sorc, to the point where they can be formidable against DKs and WWs. WWs should not be grinding inside of BGs with virtually zero counters besides poison, and DKs just supplement those teams with more oppression.
Anyways if there were other counters to DKs and WWs and all of us were on equal playing fields, I would agree with your point, but that's just not reality.
And while I agree with you that matchmaking has a problem, and I agree with your BG solution, good players gravitate towards good setups, this includes META, because that's how skill based upward growth is in every competitive game ever.
The good players are not using the bad classes or using bad gear, because they want to continue utilizing their experience on classes and setups that do not punish them for their use.
And to clarify, I'm not saying your point is an invalid one, I'm just saying that it makes no sense on why we should make only the top two folks stay top two instead of letting a third or fourth class stay higher, so that there is actually another counter to classes with zero counters. Once ZOS figures out other classes like Arcanist and Templar should be buffed a certain way, then we can talk about tempering conservation of energy to a more moderate state.
Achieving class balance is inherently difficult. Even in a game like World of Warcraft, class imbalances have persisted for years. But we still need to try to achieve it. It's completely normal for every class to have its strong periods, but if a class remains overpowered indefinitely, doesn't that mean it's time for some nerfs?
On the other hand, if you just buff the weaker classes, you run into the issue of power creep, which also makes the PvP pace much faster. Remember when the Nightmarket ring first came out? The battlegrounds literally felt like a shooter game.
Besides, skilled players should be able to adapt and play different classes, learning the unique characteristics of each. Nerfing the overpowered classes while buffing the underperforming ones is simply what balancing should be.
Based on the adjustments they've announced, Dragonknights will be getting nerfed. By that logic, Sorcerers, who are equally strong, should be nerfed as well. Whether ZOS chooses to bridge the gap by buffing or nerfing, the ultimate goal should be to ensure that every class remains viable and fun to play.
However, it's obvious that the current PvP imbalance is also negatively affecting the PvE experience. If balancing is so difficult for ZOS, why not just separate PvE and PvP into two completely independent build systems?
.Great, so Sorcerer gets to escape another round of updates unscathed?
Anyone who has looked at the Battlegrounds addon statistics can see that Sorcerer should be nerfed. The fundamental difference between Sorcerer and other classes is that if a Sorcerer doesn’t want to fight you, they can simply use three consecutive Streaks and get away. Seriously, aside from another Sorcerer, what class can actually force a Sorcerer to fight?
On the other hand, if a Sorcerer wants to force a Templar, Dragonknight, or basically any other “short-legged” class to fight, it’s incredibly easy. The Battlegrounds statistics addon shows that Sorcerer has the highest total damage. I’m sure ZOS has much more comprehensive data than an addon—so when rebalancing the classes, are they not even looking at that data?
To the people on the forums who oppose nerfing Sorcerer: please try playing PvP on another class, such as Arcanist. Then you might understand that sorcs——the meta class you’re already playing in PvP, if you play Sorcerer this badly, you’ll only be even worse on other classes.
Also, as far as I know, Arcanist currently has very few viable PvP builds outside of burst/one-shot setups. If there are actually some normal, sustained-DPS PvP builds for Arcanist, please tell me about them—I’d genuinely love to learn.
Does ZOS not plan to make any adjustments to Arcanist as well?
And what exactly is going on with the Templar changes? Standing still and doing damage in PvP? Even in the current patch, Aether is merely a usable set; it’s hardly dominant. If Aether Javelin only generates while you’re standing still, does that basically mean Templar is being forced to fight reactively?
And without nerfing Sorcerer, you’re giving Templar a “stand-still-and-deal-damage” playstyle in PvP? Is the idea to let Templar stand there and get shredded?
Have the people responsible for class balance actually played PvP?
Can the people making the game actually play the game before making changes based on assumptions?
"Sorcerers deserve to be nerfed" Meanwhile, the entire enemy team spam locking and deleting people while using WW and DK:
A sorc cannot fight this. While sure, sorcs are great, they cannot stack up to this. Not even a fraction.
My solution though is that these combat changes in this PTS cycle are not enough to bridge the gap. Don't nerf WW and DK, just bridge the gap so that they don't have uncounterable power.
Like yeah, I'm sure Arcanists and Templars are having a grand time trying to counter these folks /s
That’s honestly hilarious. Your situation would have been exactly the same even if you were playing Dragonknight or Werewolf. Do you seriously expect a single Sorcerer to be able to carry a fight against eight players on their own?
You were literally the person on your team who died the least. The real problem here is that you were matched against a team that was much stronger than yours. That’s a matchmaking/ranking problem with ESO, not evidence that Sorcerer is incapable of dealing with them.
You haven’t actually addressed my point at all.
Instead, why not push ESO to introduce some proper Battlegrounds, with stronger rewards for actually completing objectives? That would encourage players to focus on playing the Battleground mechanics instead of obsessing over their kill/death ratio.
No you're misinterpreting my point. I'm saying that Sorc is the only one able to stand up to a DK or WW and that means that they are the only non refreshed class that can stand up to DK and WW, if you nerf them, NO ONE CAN STAND UP TO WEREWOLVES AND DKs.
No matter whether or not my team was good or bad, the determining factor on who wins a match is how many DKs and WWs are on the other team. Versus how little are on yours.
Instead of using that philosophy, we should buff the other classes other than Sorc, to the point where they can be formidable against DKs and WWs. WWs should not be grinding inside of BGs with virtually zero counters besides poison, and DKs just supplement those teams with more oppression.
Anyways if there were other counters to DKs and WWs and all of us were on equal playing fields, I would agree with your point, but that's just not reality.
And while I agree with you that matchmaking has a problem, and I agree with your BG solution, good players gravitate towards good setups, this includes META, because that's how skill based upward growth is in every competitive game ever.
The good players are not using the bad classes or using bad gear, because they want to continue utilizing their experience on classes and setups that do not punish them for their use.
And to clarify, I'm not saying your point is an invalid one, I'm just saying that it makes no sense on why we should make only the top two folks stay top two instead of letting a third or fourth class stay higher, so that there is actually another counter to classes with zero counters. Once ZOS figures out other classes like Arcanist and Templar should be buffed a certain way, then we can talk about tempering conservation of energy to a more moderate state.
Achieving class balance is inherently difficult. Even in a game like World of Warcraft, class imbalances have persisted for years. But we still need to try to achieve it. It's completely normal for every class to have its strong periods, but if a class remains overpowered indefinitely, doesn't that mean it's time for some nerfs?
On the other hand, if you just buff the weaker classes, you run into the issue of power creep, which also makes the PvP pace much faster. Remember when the Nightmarket ring first came out? The battlegrounds literally felt like a shooter game.
Besides, skilled players should be able to adapt and play different classes, learning the unique characteristics of each. Nerfing the overpowered classes while buffing the underperforming ones is simply what balancing should be.
Based on the adjustments they've announced, Dragonknights will be getting nerfed. By that logic, Sorcerers, who are equally strong, should be nerfed as well. Whether ZOS chooses to bridge the gap by buffing or nerfing, the ultimate goal should be to ensure that every class remains viable and fun to play.
However, it's obvious that the current PvP imbalance is also negatively affecting the PvE experience. If balancing is so difficult for ZOS, why not just separate PvE and PvP into two completely independent build systems?
.Great, so Sorcerer gets to escape another round of updates unscathed?
Anyone who has looked at the Battlegrounds addon statistics can see that Sorcerer should be nerfed. The fundamental difference between Sorcerer and other classes is that if a Sorcerer doesn’t want to fight you, they can simply use three consecutive Streaks and get away. Seriously, aside from another Sorcerer, what class can actually force a Sorcerer to fight?
On the other hand, if a Sorcerer wants to force a Templar, Dragonknight, or basically any other “short-legged” class to fight, it’s incredibly easy. The Battlegrounds statistics addon shows that Sorcerer has the highest total damage. I’m sure ZOS has much more comprehensive data than an addon—so when rebalancing the classes, are they not even looking at that data?
To the people on the forums who oppose nerfing Sorcerer: please try playing PvP on another class, such as Arcanist. Then you might understand that sorcs——the meta class you’re already playing in PvP, if you play Sorcerer this badly, you’ll only be even worse on other classes.
Also, as far as I know, Arcanist currently has very few viable PvP builds outside of burst/one-shot setups. If there are actually some normal, sustained-DPS PvP builds for Arcanist, please tell me about them—I’d genuinely love to learn.
Does ZOS not plan to make any adjustments to Arcanist as well?
And what exactly is going on with the Templar changes? Standing still and doing damage in PvP? Even in the current patch, Aether is merely a usable set; it’s hardly dominant. If Aether Javelin only generates while you’re standing still, does that basically mean Templar is being forced to fight reactively?
And without nerfing Sorcerer, you’re giving Templar a “stand-still-and-deal-damage” playstyle in PvP? Is the idea to let Templar stand there and get shredded?
Have the people responsible for class balance actually played PvP?
Can the people making the game actually play the game before making changes based on assumptions?
"Sorcerers deserve to be nerfed" Meanwhile, the entire enemy team spam locking and deleting people while using WW and DK:
A sorc cannot fight this. While sure, sorcs are great, they cannot stack up to this. Not even a fraction.
My solution though is that these combat changes in this PTS cycle are not enough to bridge the gap. Don't nerf WW and DK, just bridge the gap so that they don't have uncounterable power.
Like yeah, I'm sure Arcanists and Templars are having a grand time trying to counter these folks /s
That’s honestly hilarious. Your situation would have been exactly the same even if you were playing Dragonknight or Werewolf. Do you seriously expect a single Sorcerer to be able to carry a fight against eight players on their own?
You were literally the person on your team who died the least. The real problem here is that you were matched against a team that was much stronger than yours. That’s a matchmaking/ranking problem with ESO, not evidence that Sorcerer is incapable of dealing with them.
You haven’t actually addressed my point at all.
Instead, why not push ESO to introduce some proper Battlegrounds, with stronger rewards for actually completing objectives? That would encourage players to focus on playing the Battleground mechanics instead of obsessing over their kill/death ratio.
No you're misinterpreting my point. I'm saying that Sorc is the only one able to stand up to a DK or WW and that means that they are the only non refreshed class that can stand up to DK and WW, if you nerf them, NO ONE CAN STAND UP TO WEREWOLVES AND DKs.
No matter whether or not my team was good or bad, the determining factor on who wins a match is how many DKs and WWs are on the other team. Versus how little are on yours.
Instead of using that philosophy, we should buff the other classes other than Sorc, to the point where they can be formidable against DKs and WWs. WWs should not be grinding inside of BGs with virtually zero counters besides poison, and DKs just supplement those teams with more oppression.
Anyways if there were other counters to DKs and WWs and all of us were on equal playing fields, I would agree with your point, but that's just not reality.
And while I agree with you that matchmaking has a problem, and I agree with your BG solution, good players gravitate towards good setups, this includes META, because that's how skill based upward growth is in every competitive game ever.
The good players are not using the bad classes or using bad gear, because they want to continue utilizing their experience on classes and setups that do not punish them for their use.
And to clarify, I'm not saying your point is an invalid one, I'm just saying that it makes no sense on why we should make only the top two folks stay top two instead of letting a third or fourth class stay higher, so that there is actually another counter to classes with zero counters. Once ZOS figures out other classes like Arcanist and Templar should be buffed a certain way, then we can talk about tempering conservation of energy to a more moderate state.
Achieving class balance is inherently difficult. Even in a game like World of Warcraft, class imbalances have persisted for years. But we still need to try to achieve it. It's completely normal for every class to have its strong periods, but if a class remains overpowered indefinitely, doesn't that mean it's time for some nerfs?
On the other hand, if you just buff the weaker classes, you run into the issue of power creep, which also makes the PvP pace much faster. Remember when the Nightmarket ring first came out? The battlegrounds literally felt like a shooter game.
Besides, skilled players should be able to adapt and play different classes, learning the unique characteristics of each. Nerfing the overpowered classes while buffing the underperforming ones is simply what balancing should be.
Based on the adjustments they've announced, Dragonknights will be getting nerfed. By that logic, Sorcerers, who are equally strong, should be nerfed as well. Whether ZOS chooses to bridge the gap by buffing or nerfing, the ultimate goal should be to ensure that every class remains viable and fun to play.
However, it's obvious that the current PvP imbalance is also negatively affecting the PvE experience. If balancing is so difficult for ZOS, why not just separate PvE and PvP into two completely independent build systems?
Fair points tbh. This changed my opinion.
I guess it's more just that PvP in general does not feel fun, or particularly engaging or even particularly rewarding right now(even while I play a sorc), and won't for the next 6 or however many months until warden gets it's refresh and starts being able to compete. PvP feels awful and will continue to feel awful(mostly because I refuse to swap classes on the way to grand warlord, mostly because I want mine to get there for a specific reason), and I'm not really sure going back to the same cycle as before of buffs and nerfs will even fix this "tailspin" as another user called it earlier.
I also wouldn't really like it if everyone became a superhero like the DK over other classes, because wars of attrition where everyone battles on forever isn't fun either.
They should be more hardcore in their battle spirit specific nerfs and honestly stop the PvE ***.
But even though I say that, Cyrodiil feels about 4 times better than BGs do right now. So something is BG specific that makes the game mode suck, and those balance issues far more apparent. It's much less punishing and exhausting In Cyrodiil. And I am excluding vengeance, because no one likes vengeance.
[*]Necromancer
- Pummeling Goliath’s bash attack will now have a 1-second cooldown, but deals ~73% more damage on hit, helping smooth out how strong the Ultimate is. This is mainly aimed at correcting the need to double bash weave, which we know isn’t particularly fun. Bash weaving is hard enough! This will nerf some of the ceiling potential, which we’re also okay with based on their logs.
Did you consider that maybe there are people who actually like the double bash weave rotation? Did you consider that there are people out there who enjoyed learning and mastering a more difficult yet actually rewarding playstyle? Did you consider that bash Goliath is the only DPS ultimate in the game that enables a new playstile and that by nerfing it you're just helping homogenize the game even more?
They didn’t seem to consider this or care when destroying werewolf sustain which ergo directly affects ‘werewolf bash weaving’ as well.
I loved the skill expression despite it being 1-bar.



MSattrtand wrote: »Double-bash-weaving on 6-mil dummy, so only my own sustain. Green food, tri-stat potions. Sustain is bad. Do not double-bash-weave in groups that can't even provide the Orb.
And no, you can't sustain double-bash-weaving on Mag Werewolf, like any other Mag spec. And yes, once again I'm talking only about PvE.