U51 Feedback Thread for Classes and Abilities

  • madmufffin
    madmufffin
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    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

    Well changes are in the right direction, but they are not enough. Sorc passive still untouched, heart of flame nerf only slightly.

    Better than nothing. At least it's responsive to the feedback provided here.
  • FoJul
    FoJul
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    FoJul wrote: »
    ie8d6q6ze23j.png
    Lol
    Yeah sure buffs for siphoning, except
    28b1l2hgq1gm.png
    We have already learned that this isn't a great idea because it's just gonna turn that 10% damage buff into another maintenance buff for all nightblades instead of something that specifically improves strife/funnel/swallow soul.

    I mean not really, unless you just wanna be wierd and use swallow and concealed/suprise attack.

    This gives us the ability to use swallow again without losing what Concealed weapon can offer. Not to mention Concealed's tooltip is much higher than swallow soul.

    But the entire point, is that there is more of a reward to use swallow than something like crushing weapon. This may be the case with this change now. Gotta do more testing to make sure.
  • ArctosCethlenn
    ArctosCethlenn
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    FoJul wrote: »
    I mean not really, unless you just wanna be wierd and use swallow and concealed/suprise attack.

    This gives us the ability to use swallow again without losing what Concealed weapon can offer. Not to mention Concealed's tooltip is much higher than swallow soul.

    But the entire point, is that there is more of a reward to use swallow than something like crushing weapon. This may be the case with this change now. Gotta do more testing to make sure.
    But when concealed was 10% *all damage* back before that screenshotted nerf, that is exactly what happened. Some builds particularly stam builds in pve ran concealed + another spammable and had to use concealed to maintain the 10% buff for everything else. With the current note for strife, now builds may have to use strife to maintain a 10% buff to everything else, plus another spammable for normal fighting eg. dizzy swing or vamp slash or whatever.
  • madmufffin
    madmufffin
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    FoJul wrote: »
    I mean not really, unless you just wanna be wierd and use swallow and concealed/suprise attack.

    This gives us the ability to use swallow again without losing what Concealed weapon can offer. Not to mention Concealed's tooltip is much higher than swallow soul.

    But the entire point, is that there is more of a reward to use swallow than something like crushing weapon. This may be the case with this change now. Gotta do more testing to make sure.
    But when concealed was 10% *all damage* back before that screenshotted nerf, that is exactly what happened. Some builds particularly stam builds in pve ran concealed + another spammable and had to use concealed to maintain the 10% buff for everything else. With the current note for strife, now builds may have to use strife to maintain a 10% buff to everything else, plus another spammable for normal fighting eg. dizzy swing or vamp slash or whatever.

    Using swallow and shadowy disguise to get 20% in pve gonna be funny
  • XVestigeXx
    XVestigeXx
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    Can we please revert Rally's heal from taking you out of stealth? Its only healing yourself, and essentially puts a timer on when you can use shadowy disguise and when you can't. This is like making Core of flame break DK's block. Its also usually worse to run 2h over Duel Wield as is so it just feels like a nerf especially to oldschool Stamblades who are already in a terrible spot compared to something like any build on a sorc
  • Zyaneth_Bal
    Zyaneth_Bal
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    Apparently the pass on stealth abilities has now allowed swallow soul to be cast without leaving stealth? This is simply preposterous, where’s the combat team even looking.
    New stealth interactions must be looked at again and thought over.
    This pass wasn’t even needed and imo it’s better to revert it for now at least as it’s not well thought through from actual combat perspective. Can’t just make these changes in an mmo based solely on the idea if a skill is supposed to be loud/bright or not. This can be considered only after making sure it doesn’t pose any issues for actual gameplay.
  • ArctosCethlenn
    ArctosCethlenn
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    Apparently the pass on stealth abilities has now allowed swallow soul to be cast without leaving stealth? This is simply preposterous, where’s the combat team even looking.
    New stealth interactions must be looked at again and thought over.
    This pass wasn’t even needed and imo it’s better to revert it for now at least as it’s not well thought through from actual combat perspective. Can’t just make these changes in an mmo based solely on the idea if a skill is supposed to be loud/bright or not. This can be considered only after making sure it doesn’t pose any issues for actual gameplay.

    When I tested that was happening on training dummies but nothing else, is it happening vs players and regular npcs now?
  • FoJul
    FoJul
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    FoJul wrote: »
    I mean not really, unless you just wanna be wierd and use swallow and concealed/suprise attack.

    This gives us the ability to use swallow again without losing what Concealed weapon can offer. Not to mention Concealed's tooltip is much higher than swallow soul.

    But the entire point, is that there is more of a reward to use swallow than something like crushing weapon. This may be the case with this change now. Gotta do more testing to make sure.
    But when concealed was 10% *all damage* back before that screenshotted nerf, that is exactly what happened. Some builds particularly stam builds in pve ran concealed + another spammable and had to use concealed to maintain the 10% buff for everything else. With the current note for strife, now builds may have to use strife to maintain a 10% buff to everything else, plus another spammable for normal fighting eg. dizzy swing or vamp slash or whatever.

    Well ppl were slotting it and stacking it with major bezerk. cause before this change, it used to give flat 10% passively. Thats why it was slotted...They learned their lesson making ppl have to actually cast the ability, which most ppl are gonna not wanna do. I mean i guess you could run swallow soul as a buff.
  • madmufffin
    madmufffin
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    FoJul wrote: »
    FoJul wrote: »
    I mean not really, unless you just wanna be wierd and use swallow and concealed/suprise attack.

    This gives us the ability to use swallow again without losing what Concealed weapon can offer. Not to mention Concealed's tooltip is much higher than swallow soul.

    But the entire point, is that there is more of a reward to use swallow than something like crushing weapon. This may be the case with this change now. Gotta do more testing to make sure.
    But when concealed was 10% *all damage* back before that screenshotted nerf, that is exactly what happened. Some builds particularly stam builds in pve ran concealed + another spammable and had to use concealed to maintain the 10% buff for everything else. With the current note for strife, now builds may have to use strife to maintain a 10% buff to everything else, plus another spammable for normal fighting eg. dizzy swing or vamp slash or whatever.

    Well ppl were slotting it and stacking it with major bezerk. cause before this change, it used to give flat 10% passively. Thats why it was slotted...They learned their lesson making ppl have to actually cast the ability, which most ppl are gonna not wanna do. I mean i guess you could run swallow soul as a buff.

    Every NB and their dog casts shadowy disguise as a stat stick buff in PVE for the 15% more damage. Swallow soul will be used the exact same way.
  • NxJoeyD
    NxJoeyD
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    ZhuJiuyin wrote: »
    Why give Sorc so many redundant abilities?

    If U51 were released as it is now, Sorc would be the class with the most redundant abilities in the game (and it already is).

    Sorc currently has:
    1. Gaining 5-10% maximum resources across multiple passive abilities (Blood Magic, Expert Summoner)
    2. Reducing resource consumption across multiple passive abilities (Unholy Knowledge, Persistence)
    3. Immobilizing debuffs across multiple active abilities (Encase, Daedric Tomb)
    4. Resource recovery across multiple active and passive abilities (Endless Fury, Energy Overload, Rebate)

    Now, why add this unique Offensive Penetration to Sorc? Sorc could already get a similar buff from Crystal Weapon (although the skill has flaws and low values, it can be easily adjusted), and you even stripped Sorc of Critical, making Sorc's only continuous healing skill (Power Surge) unusable. This clearly demonstrates the developers' lack of understanding of the Sorc class mechanism and its pain points (even the Templars).

    @ZOS_Kevin, @ZOS_Amy, @ZOS_JessicaFolsom This hybridization wasn't wrong, but it's a severe nerf to Sorc and Templars. Please at least add a corresponding buff to each of these classes on the same class line as compensation.

    For example: Blood Magic: When you cast a Dark Magic ability with a cost, you heal for 1600 Health if you are not at full Health. This portion of the ability scales off your Max Health. Provides you with 6% criticality.

    Enduring Rays: Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 2 seconds and grants you 10% weapon and spell damage.

    These buffs only need to apply to Sorc and Templars, and should be used as a transition until these two classes are reworked, or simply cancel this change for Sorc and Templars until the classes are reworked. There's no need for these two classes to suffer significant losses for the sake of hybridization.

    Second this. The Pen passive is fine but on a parse losing 6% Crit is much more noticeable, especially when Sorcs were one of the few classes that had native access to both Major & Minor, despite not being a “Crit” class. This 6% makes up for a good number of Sorc downsides so it would make more sense for the class to lose the resource pool buff and instead keep the Crit buff.
  • FoJul
    FoJul
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    madmufffin wrote: »
    FoJul wrote: »
    FoJul wrote: »
    I mean not really, unless you just wanna be wierd and use swallow and concealed/suprise attack.

    This gives us the ability to use swallow again without losing what Concealed weapon can offer. Not to mention Concealed's tooltip is much higher than swallow soul.

    But the entire point, is that there is more of a reward to use swallow than something like crushing weapon. This may be the case with this change now. Gotta do more testing to make sure.
    But when concealed was 10% *all damage* back before that screenshotted nerf, that is exactly what happened. Some builds particularly stam builds in pve ran concealed + another spammable and had to use concealed to maintain the 10% buff for everything else. With the current note for strife, now builds may have to use strife to maintain a 10% buff to everything else, plus another spammable for normal fighting eg. dizzy swing or vamp slash or whatever.

    Well ppl were slotting it and stacking it with major bezerk. cause before this change, it used to give flat 10% passively. Thats why it was slotted...They learned their lesson making ppl have to actually cast the ability, which most ppl are gonna not wanna do. I mean i guess you could run swallow soul as a buff.

    Every NB and their dog casts shadowy disguise as a stat stick buff in PVE for the 15% more damage. Swallow soul will be used the exact same way.

    thats cool, not really talking about PvE...
  • ArctosCethlenn
    ArctosCethlenn
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    FoJul wrote: »

    thats cool, not really talking about PvE...
    Still a bad idea for pvp and something zos already learned was a bad idea from old concealed weapon. If they want to buff us siphoning magblades they should buff the skills themselves, in a way that doesn't force every flavor of nightblade to start also doing siphoner things. Strife giving 10% damage just means every gankblade on earth buffs it before their incap + bow combo.
  • Molagcat
    Molagcat
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    Regarding the changes to “Nothing Wasted,” since it’s very difficult to maintain this passive in PvP, I’m really happy that the number of stacks lost has been changed to 2.
    However, I find it unacceptable that the duration has been reduced to 12 seconds. 12 seconds is far too short for PvP.
    I’d prefer it if the number of stacks lost remained at 3 and the duration was extended to 20~30 seconds.
    (Ideally, the number of stacks lost would be reduced to 2 and the duration would be extended as well.)
    Please make adjustments that take PvP into consideration.
  • ioResult
    ioResult
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    FoJul wrote: »
    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.
    The current devs seemingly don't understand that the Nightblade class was literally designed to be able to sneak up on people and attack from close range with crit damage being its main mechanism for burst. ZOS got rid of the ability to sneak anywhere with the Shadowy Disguise toggle nonsense combined with everything taking you out of stealth, so Nightblades are left with nothing in PvP without subclassing and Vampire. Then throw Rallying Cry on opponents and solo Nightblades have become a thing of the past.

    When Nightblades were using the old Mechanical Acuity, ZOS, you reworked the entire set mechanics to take it away from Nightblades. Now DKs are abusing the same set to throw out 20-30K lashes and such in PvP with Battle Spirit active. Are you guys gonna rework the set again and make it useless for them too? Or is it only Nightblades that get such treatment?

    And now they're messing with even more things pulling Nightblades out of stealth "for realism"?

    You want realism @ZOS_Kevin ?

    How about a serious movement penalty for each piece of heavy armor?

    Or how about your block mitigation goes down by 50% if you're moving while blocking?

    Or how about Shield ulti requires the caster to STAND STILL and brace? If you move, the Sword & Board ulti is done?

    I mean if we're going for "realism" in a fantasy game, we can do these too and come up with more.
    But yeah ZOS...Cloak was the problem.
    --
    sudo rm -rf /
    don't try this at ~
  • Luneca
    Luneca
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    Can ZOS
    FoJul 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?

    As stated, Soul Cleaver is better for a healing focus and "with damage" as a side effect IMO. It does increase the healing significantly, but then NB, like templar, suffers from an issue: the in-class heals simply are lackluster. So you'd need subclassing to take true advantage of the class set.

    It's strange how this is the case for certain classes, that in certain roles (esp. healing), the in-class options are simply inadequate. And then ZOS introduces something that brings this to a complete focus.

    I'd still take the set over the templar class sets to be honest, and did farm it when it came out since I liked the mask piece. Though it was a painful experience solo in IA.
  • Firstmep
    Firstmep
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    Luneca wrote: »
    Can ZOS
    FoJul 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?

    As stated, Soul Cleaver is better for a healing focus and "with damage" as a side effect IMO. It does increase the healing significantly, but then NB, like templar, suffers from an issue: the in-class heals simply are lackluster. So you'd need subclassing to take true advantage of the class set.

    It's strange how this is the case for certain classes, that in certain roles (esp. healing), the in-class options are simply inadequate. And then ZOS introduces something that brings this to a complete focus.

    I'd still take the set over the templar class sets to be honest, and did farm it when it came out since I liked the mask piece. Though it was a painful experience solo in IA.

    Templar heals are anything but lacking. Especially the 2 masteries bastion and guardian account for some 60% of my overall healing on plar, so much so that I dropped my burst heal in pvp as I was barely using it.
  • Faint_One
    Faint_One
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    @ZOS_Kevin Feedback for new pts patch previews:
    Templar:Looks quite better now. Random landing of Lancers is not a big trouble on me,but still glad to see it become easier to use.

    DK:Complex,reduce potential of flame core‘s recovery ability is viable,but power lash & Molten Whip not completely same with it.
    On pvp side molten whip mostly like to focus burst on ONE target with pure damage rather than power lash to continually pour out fully aoe damage combine heal in a short window time.So the latter seems need to take on more risk while using it.
    On pve side molten whip usually combine with stone fist to makes proc damage on stamdk as stamdk suffer more magika resouce pressure to use both lash and talon even with flamecore.
    Maybe its better way to re-adjust whole whip to makes molten whip deals more damage than cut halve,reduce each healing of power lash but slightly more on continuous hit same target,ALSO importantly turn molten’s empower whip to aoe and power lash to single will significant balance stam and magdk‘s AOE ability by different play style.
    Change of Landslide also looks nice,consider to wildfire share same issue with it(now with same stacks),maybe makes wildfire's damage apply by dot but just increase by stacks of landslide is more easy way?( I see pyrebrand change to make stack quicker its also logical)

    NightbladeI've test new funnel health,it gives an interesting result by heals much much more in dungeon&trial contents,so its seems worth to use with cost increase by healer. The real problem is NB‘s passive “Transfer” and “Share the Spoils” both benefit by SPAM siphon skills, mostly only means Strife & Funnel Health(swallow not got changed),that will cause a little trouble on NB healers,but again still worth its value.
    Oh and please DONT try to bring back summerset type NB to now live, that will erase necessity of healer too much under now version values.

    NecromancerNice comfortable changes,not a big matter but not sure why always buff icy colo,pestilent is all-around weak than frozen one.

    WardenConsider its under reworking so also complex.I can only say its not really need to buff the number of damages skills.Warden now works too heavily with buff of status effect chance, so the top priority is try to reduce dependency of scribe skills as they cost huge and with less class features(Also same with sorc, sorc just better as they cast less time).
    And please be notice that warden not a class with bad resource recovery, its only just cost TOO MUCH.
    cyema9hso44n.png
    nacyp0yegaym.png

    Thanks for all Devs.
  • Luneca
    Luneca
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    Firstmep wrote: »
    Luneca wrote: »
    Can ZOS
    FoJul 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?

    As stated, Soul Cleaver is better for a healing focus and "with damage" as a side effect IMO. It does increase the healing significantly, but then NB, like templar, suffers from an issue: the in-class heals simply are lackluster. So you'd need subclassing to take true advantage of the class set.

    It's strange how this is the case for certain classes, that in certain roles (esp. healing), the in-class options are simply inadequate. And then ZOS introduces something that brings this to a complete focus.

    I'd still take the set over the templar class sets to be honest, and did farm it when it came out since I liked the mask piece. Though it was a painful experience solo in IA.

    Templar heals are anything but lacking. Especially the 2 masteries bastion and guardian account for some 60% of my overall healing on plar, so much so that I dropped my burst heal in pvp as I was barely using it.

    I'm talking about the skill line itself, not masteries.
  • acanca
    acanca
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    Funnel health isnt really useable as a reliable heal tool unless you are hugging the people you are trying to heal, its healing is good but the range on the heal is way too short. Giving it a 28 metre heal radius would be an amazing quality of life change..
    Without that change i doubt funnel health will see much use.
    Edited by acanca on 14 August 2026 08:30
  • Firstmep
    Firstmep
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    Luneca wrote: »
    Firstmep wrote: »
    Luneca wrote: »
    Can ZOS
    FoJul 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?

    As stated, Soul Cleaver is better for a healing focus and "with damage" as a side effect IMO. It does increase the healing significantly, but then NB, like templar, suffers from an issue: the in-class heals simply are lackluster. So you'd need subclassing to take true advantage of the class set.

    It's strange how this is the case for certain classes, that in certain roles (esp. healing), the in-class options are simply inadequate. And then ZOS introduces something that brings this to a complete focus.

    I'd still take the set over the templar class sets to be honest, and did farm it when it came out since I liked the mask piece. Though it was a painful experience solo in IA.

    Templar heals are anything but lacking. Especially the 2 masteries bastion and guardian account for some 60% of my overall healing on plar, so much so that I dropped my burst heal in pvp as I was barely using it.

    I'm talking about the skill line itself, not masteries.

    Honor the dead is not amazing but decent value considering how much of a refund you can get on the cost. Rune focus is amazing constant self healing, extended ritual, I don't think I need to explain how strong of an aoe hot it is.

    So I don't know which templar healing is lackluster. It's not 10-15k self heal ala ww spammable but you do get a ton of healing over time that does add up.
  • Luneca
    Luneca
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    Firstmep wrote: »
    Luneca wrote: »
    Firstmep wrote: »
    Luneca wrote: »
    Can ZOS
    FoJul 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?

    As stated, Soul Cleaver is better for a healing focus and "with damage" as a side effect IMO. It does increase the healing significantly, but then NB, like templar, suffers from an issue: the in-class heals simply are lackluster. So you'd need subclassing to take true advantage of the class set.

    It's strange how this is the case for certain classes, that in certain roles (esp. healing), the in-class options are simply inadequate. And then ZOS introduces something that brings this to a complete focus.

    I'd still take the set over the templar class sets to be honest, and did farm it when it came out since I liked the mask piece. Though it was a painful experience solo in IA.

    Templar heals are anything but lacking. Especially the 2 masteries bastion and guardian account for some 60% of my overall healing on plar, so much so that I dropped my burst heal in pvp as I was barely using it.

    I'm talking about the skill line itself, not masteries.

    Honor the dead is not amazing but decent value considering how much of a refund you can get on the cost. Rune focus is amazing constant self healing, extended ritual, I don't think I need to explain how strong of an aoe hot it is.

    So I don't know which templar healing is lackluster. It's not 10-15k self heal ala ww spammable but you do get a ton of healing over time that does add up.

    Thanks for your opinion, I have mine. Now, not going to engage in pointless back and forth.
  • HazelnutSquash
    HazelnutSquash
    Soul Shriven
    I am a longtime player and nightblade PvP main who made a new forum account to add my concerns.

    Expert Hunter

    The Expert Hunter change is a severe nerf to invisibility that is hard to overstate. I personally lean on Shadowy Disguise, not primarily as a ganker, but simply because it allows me to engage with combat at will. This playstyle has all sorts of uses. You may avoid being outnumbered. You may safely engage in PvE activities. You may stealthily place camps. You may survive and rez players. You may burn siege under another player's nose. You may keep your Tel Var safe. Indeed, my love for this playstyle started as a new solo player in Imperial City, many moons ago. It's what made my being in that place viable as a beginner. Cloak is not merely a tool for gaining a combat advantage over other players.

    Over the years, I have already found myself in situations where cloak fails completely, e.g. where you are detected and hunted from range. These have involved the strongest countermeasures that already exist, namely detection potions, the Sentry set and, to some extent, Streak. Players that combine these can already neutralise cloak completely. On the day that these players turned up at every Cyrodiil encounter, my playstyle became completely unviable. I am talking even before werewolf gained stealth detection. Other countermeasures, such as Magelight and Expert Hunter, also work decently well already, except their utility may be misunderstood by inexperienced players. You have to proactively weave them into your rotation once you are in combat with a nightblade at melee range.

    The binary nature of Shadowy Disguise is hard to underestimate. It either works or it doesn't. Unlike Streak, it's also no immediate relief from combat on it's own. As a caster nightblade you need distance or speed or Shadow Image to make it work well. I suppose this is much less true for a melee stamblade spec, a tanky brawler or a dodge roller who uses cloak occasionally. However, a nightblade can be so much more than just another brawler class with a sprinkling of uniqueness in the form of cloak.

    Cloak is balanced by it's counters having limitations or causing inconvenience to the average player. Detection potions have a cooldown, as does Sentry. Magelight and Expert Hunter only work in close combat and require a bar slot. And so on. Up until werewolf, it was not really possible to speculatively use these skills and detect a nightblade that mostly kept it's distance. Werewolf, this summer, changed that.

    ZOS, in Expert Hunter, you are seeking to give every class unlimited, long range detection with no cooldown. My prediction is that this will break Shadowy Disguise almost entirely. It will no longer be a viable skill. It doesn't matter how high the cost of Expert Hunter is. For example, an out-of-combat player gets much higher regen than what the stat sheet says, as per the game's design. They'll most likely be free to spam the skill, such as while standing on a flag. Unlike existing skills, this will reveal nightblades to them from range who may or may not actually be intent on attack. Furthermore, I predict that being able to cast Expert Hunter without uncloaking will make the overall viability of cloak yet worse, as nightblades will be hunting each other.

    In short, please revert Expert Hunter. At the very least add a cooldown similar to a detection potion, which only has 33% uptime. The same for the werewolf detection mechanic.

    Rally

    Secondly we come to Rally. This is currently the only heal that doesn't uncloak you. It is extremely frustrating that this is set to change due to some sort of consistency pass, without considering how skills are actually used or only doing so from a beginner or role-playing perspective. In short, Rally makes it possible to prolong cloak sustain in combination with Siphoning Attacks. You regain the ability to move in cloak without running down your magicka as quickly. It's a game changer, if you value that in your build. And just to be clear, it's a game changer for utility, not because it's great for competitive play.

    Please let me lay out the sacrifices that are involved. For starters, Rally is not a popular skill any more. There are better heals and better buff skills nowadays. In my build, it ends up an otherwise redundant skill that I am forced to slot. Secondly, you are forced into running 2H. That makes you a melee player or you're giving up a better back bar weapon, in case you're ranged like me.

    It's a hard pill to swallow that my magblade, a build that I've loved for 10 years, is apparently toxic for running a heal in cloak, as per the spoiler in the patch notes. Seeing as Draugrkin was also nerfed, I can only figure that the toxic playstyle being referred to is that of the pulse ganker. However, those builds have no room for Rally, because they rely on the combination of a bow and lightning staff. They combine Snipe with Force Shock, as far as I know, or they're giving up much of their strength.

    So what gives? Please revert the Rally change. Not everything needs to be harmonised and standardised when it works and does no harm. Rally's position in the 2H skill line limits it's use, yet it's current implementation gives it a niche. Isn't that an example of a good skill?
  • Luneca
    Luneca
    ✭✭✭✭✭
    ^ Wow all this text above to try to persuade others that cloak isn't OP, but managing to lay out exactly the case for why it should be actioned against and why rally shouldn't heal without breaking stealth. But then trying an emotional appeal.

    You won't be convincing anyone. And if you guys keep posting nonsense then it will just have to be proven that invis/stealth is a bad mechanic for the game. That means a show and tell situation where ZOS will have no choice but to take an even harder action against it.

    Holding back right now since I also play NB, but the pretend outrage at something everyone knew was coming to attempt to preserve their cheese from getting grated is grating. And it almost looks like it needs a definitive response.
  • HazelnutSquash
    HazelnutSquash
    Soul Shriven
    Luneca wrote: »
    And if you guys keep posting nonsense then it will just have to be proven that invis/stealth is a bad mechanic for the game. That means a show and tell situation where ZOS will have no choice but to take an even harder action against it.
    Indeed I have no problem laying out how I play and what the strengths of NB are. I know some people would rather see invisibility gone, or at least gone in PvP, or perhaps curtail exactly the non-combat and combat-adjacent activities I described. If ZOS also feel that way, so be it. Let them confirm it. I at least want them to make an informed decision.

    From my point of view, sorc and nightblade have unique PvP playstyles while everything else falls into the same (boring) brawler category. Also, no, I did not see this coming. Unlike DK, WW, and to some extent sorcs by their sustain passive, nightblade is not actually in a competitive spot in PvP.
  • Luneca
    Luneca
    ✭✭✭✭✭
    Luneca wrote: »
    And if you guys keep posting nonsense then it will just have to be proven that invis/stealth is a bad mechanic for the game. That means a show and tell situation where ZOS will have no choice but to take an even harder action against it.
    Indeed I have no problem laying out how I play and what the strengths of NB are. I know some people would rather see invisibility gone, or at least gone in PvP, or perhaps curtail exactly the non-combat and combat-adjacent activities I described. If ZOS also feel that way, so be it. Let them confirm it. I at least want them to make an informed decision.

    From my point of view, sorc and nightblade have unique PvP playstyles while everything else falls into the same (boring) brawler category. Also, no, I did not see this coming. Unlike DK, WW, and to some extent sorcs by their sustain passive, nightblade is not actually in a competitive spot in PvP.

    "Unique" ah the word that comes up all the time to justify a bad mechanic that is unfair at its core. It's funny that you named the two classes that essentially do the same thing: avoid/make difficult targeting them and allow them to have an advantage leagues above the rest.

    You want ZOS to make an informed decision by posting something completely false? Buddy, NBs get detected at further range? WW detect destroys NBs? Haha, good one.

    Maybe I'm a god, or it's a fact that all of these detects outside detect potion don't actually work as well as NBs on the forums claim they do. Because in my experience, after detection guess what? I just move barely any distance or around a corner and...wow, I use cloak again! I also have NEVER been detected at a range.

    Sometimes immediately after being detected I use cloak point blank and it doesn't fail. This "binary nature" you talk about it working or not working actually isn't what you claim it is, because if we are talking about the binary nature in actual combat the reality is that cloak works when it shouldn't and so does going into stealth.

    The other reality is that detects can fail. I have seen people spam detect with me literally right next to them and it doesn't work, but then I come to the forums and read "ohhi poor NBs, cloak doesn't even work at all". Yeah, maybe start claming that when detects start working on the Z plane properly, but now? No.

    The WW detect made absolutely 0 difference in reality in my opinion and the effect is overstated. This change is different though, because now a skill that people already spam will work reliably. And that's what NBs currently enjoying stealth/invis without any reliable counter are afraid of.

    That's why you are asking for a CD on a skill that already has little value to being slotted besides detection in a PvP environment. And that's why the other guy in the other thread ran a nonsequitor argument instead of addressing how it's bad for cloak to be countered on a cast-by-cast nature besides "it will make combat boring". Which sounds exactly like the argument you are making right now.

    It's boring because an absolute advantage in combat is getting cut and a reliable counter that might not be slotted anyway? Wow. Okay.

    The fact that NB is in a bad spot doesn't justify leaving a skill that implemented poorly is a bad argument because it means the class is FORCED to use the mechanic to compete. I'll say it a trillion times, BUFF the rest of NB beyond this skill for once.

    It literally makes no sense to pretend that a mechanic isn't OP, but the mechanic gaining a counter is. But of course we are on ESO forums.
  • Jabbs_Giggity
    Jabbs_Giggity
    ✭✭✭✭✭
    Luneca wrote: »
    Luneca wrote: »
    And if you guys keep posting nonsense then it will just have to be proven that invis/stealth is a bad mechanic for the game. That means a show and tell situation where ZOS will have no choice but to take an even harder action against it.
    Indeed I have no problem laying out how I play and what the strengths of NB are. I know some people would rather see invisibility gone, or at least gone in PvP, or perhaps curtail exactly the non-combat and combat-adjacent activities I described. If ZOS also feel that way, so be it. Let them confirm it. I at least want them to make an informed decision.

    From my point of view, sorc and nightblade have unique PvP playstyles while everything else falls into the same (boring) brawler category. Also, no, I did not see this coming. Unlike DK, WW, and to some extent sorcs by their sustain passive, nightblade is not actually in a competitive spot in PvP.

    "Unique" ah the word that comes up all the time to justify a bad mechanic that is unfair at its core. It's funny that you named the two classes that essentially do the same thing: avoid/make difficult targeting them and allow them to have an advantage leagues above the rest.

    You want ZOS to make an informed decision by posting something completely false? Buddy, NBs get detected at further range? WW detect destroys NBs? Haha, good one.

    Maybe I'm a god, or it's a fact that all of these detects outside detect potion don't actually work as well as NBs on the forums claim they do. Because in my experience, after detection guess what? I just move barely any distance or around a corner and...wow, I use cloak again! I also have NEVER been detected at a range.

    Sometimes immediately after being detected I use cloak point blank and it doesn't fail. This "binary nature" you talk about it working or not working actually isn't what you claim it is, because if we are talking about the binary nature in actual combat the reality is that cloak works when it shouldn't and so does going into stealth.

    The other reality is that detects can fail. I have seen people spam detect with me literally right next to them and it doesn't work, but then I come to the forums and read "ohhi poor NBs, cloak doesn't even work at all". Yeah, maybe start claming that when detects start working on the Z plane properly, but now? No.

    The WW detect made absolutely 0 difference in reality in my opinion and the effect is overstated. This change is different though, because now a skill that people already spam will work reliably. And that's what NBs currently enjoying stealth/invis without any reliable counter are afraid of.

    That's why you are asking for a CD on a skill that already has little value to being slotted besides detection in a PvP environment. And that's why the other guy in the other thread ran a nonsequitor argument instead of addressing how it's bad for cloak to be countered on a cast-by-cast nature besides "it will make combat boring". Which sounds exactly like the argument you are making right now.

    It's boring because an absolute advantage in combat is getting cut and a reliable counter that might not be slotted anyway? Wow. Okay.

    The fact that NB is in a bad spot doesn't justify leaving a skill that implemented poorly is a bad argument because it means the class is FORCED to use the mechanic to compete. I'll say it a trillion times, BUFF the rest of NB beyond this skill for once.

    It literally makes no sense to pretend that a mechanic isn't OP, but the mechanic gaining a counter is. But of course we are on ESO forums.

    Personally, I don't mind the cloak mechanic in the game. However, I do think there is mechanics that shouldn't be in the game and or adjusted. Stealth pots should not exist at all. Being a non-NB and going invis in the middle of combat is ridiculous. Also, Vampires when sprinting should not go invis, maybe have a damage reduction in "mist form" while sprinting, but not invis.
    NB cloak should have a condition that while in combat you have to be at least 5m away before cloak can activate again.
  • Vaqual
    Vaqual
    ✭✭✭✭✭
    Strife getting an update/buff was a necessity for a long time. The ability simply has to many conditional downsides (overriding high ticks with low ticks, low base damage, losing heals on shielded/high mitigation targets , spamming diminishes total heal per cast), but 10 % damage is quite a big step.
    The concerns that NBs will use it for prebuffing are a bit wild, because NBs actually using NB abilities seems like a reasonable concept. The fact that it won't outpace the rest of the kit without commiting a 5-piece set and that the damage bonus can be reduced through pressure (as on Soulcleaver) are both limiting the impact of this buff a little.
    Since this is my favourite and personally most class defining ability I am of course happy, and I would hope to see something like this go live, but it is certainly a good bit more than I would ever personally have put on this ability.

    In the past I suggested:
    1) Increased bleed status proc chance (while staying magic damage)
    2) % damage based on remaining heal ticks from Strife (spam vs hot usage)
    3) Minor heal cash out on early recast

    I think these ideas are thematically fitting and can also give a reasonable amount of power to this ability/line. I am however in no way sad to see extra offensive power going to the NB kit outside of the Assassination line. It is a welcome change, although I am a bit wary that this might be a smidge too much free power in the hands of certain ranged setups.
  • acanca
    acanca
    ✭✭✭
    Werewolf Skill Cost Changes

    The changes feel like an attempt to balance Conservation of Energy by increasing the cost of skills on Werewolf.

    And i guess it does make a certain sense, sorcerer werewolf is a problem due to having an overabundance of sustain in pvp.

    But this change feels terrible on Arcanist Werewolf, Warden Werewolf, Templar Werewolf, Nightblade Werewolf, DragonKnight Werewolf and Necromancer Werewolf.

    So while it does somehow bring sorcerer Werewolfs sustain in line (though not even that well), it prevents the vast majority of classes from using Werewolf in pvp.

    The changes to Hircine's Fortitude also feel like an attempt to bring werewolfs potential for healing more in line with other builds. But again most of the healing for a werewolf, specially a sorcerer werewolf comes from Rip and Tear and again Conservation of Energy.

    This means the nerfs won't affect Sorcerer Werewolf with Conservation of Energy much as they will be able to sustain and heal relatively well with Conservaton of Energy and Rip and Tear and in the meanwhile none of the other classes will be able to use werewolf for pvp.

    In my opinion this will require an other nerf further down the line because the werewolf changes miss the mark for the most part.

    In my opinion the cost changes for werewolf should be reverted, rip and tear healing nerfed and hircines fortitude buffed to compensate. And finally, conservation of energy should have its healing and sustain reduced with battle spirit active.

    Because the werewolf changes are very reasonable when viewed with conservation of energy sorcerer ww in mind but when wieved as 'pure' ww changes, they make the archetype borderline unplayable while leaving the biggest problem with the archetype, that being the healing on rip and tear and sorcerer conservation of energy class mastery, alone.
    Edited by acanca on 15 August 2026 17:48
  • FoJul
    FoJul
    ✭✭✭✭
    Vaqual wrote: »
    Strife getting an update/buff was a necessity for a long time. The ability simply has to many conditional downsides (overriding high ticks with low ticks, low base damage, losing heals on shielded/high mitigation targets , spamming diminishes total heal per cast), but 10 % damage is quite a big step.
    The concerns that NBs will use it for prebuffing are a bit wild, because NBs actually using NB abilities seems like a reasonable concept. The fact that it won't outpace the rest of the kit without commiting a 5-piece set and that the damage bonus can be reduced through pressure (as on Soulcleaver) are both limiting the impact of this buff a little.
    Since this is my favourite and personally most class defining ability I am of course happy, and I would hope to see something like this go live, but it is certainly a good bit more than I would ever personally have put on this ability.

    In the past I suggested:
    1) Increased bleed status proc chance (while staying magic damage)
    2) % damage based on remaining heal ticks from Strife (spam vs hot usage)
    3) Minor heal cash out on early recast

    I think these ideas are thematically fitting and can also give a reasonable amount of power to this ability/line. I am however in no way sad to see extra offensive power going to the NB kit outside of the Assassination line. It is a welcome change, although I am a bit wary that this might be a smidge too much free power in the hands of certain ranged setups.

    Watch Strife get nerfed because a melee or subclass build breaks the game.

    Meanwhile DK lost 3% sustain from their overly sustaining skill.
  • Panderbander
    Panderbander
    ✭✭✭✭✭
    acanca wrote: »
    Werewolf Skill Cost Changes

    The changes feel like an attempt to balance Conservation of Energy by increasing the cost of skills on Werewolf.

    And i guess it does make a certain sense, sorcerer werewolf is a problem due to having an overabundance of sustain in pvp.

    But this change feels terrible on Arcanist Werewolf, Warden Werewolf, Templar Werewolf, Nightblade Werewolf, DragonKnight Werewolf and Necromancer Werewolf.

    So while it does somehow bring sorcerer Werewolfs sustain in line (though not even that well), it prevents the vast majority of classes from using Werewolf in pvp.

    The changes to Hircine's Fortitude also feel like an attempt to bring werewolfs potential for healing more in line with other builds. But again most of the healing for a werewolf, specially a sorcerer werewolf comes from Rip and Tear and again Conservation of Energy.

    This means the nerfs won't affect Sorcerer Werewolf with Conservation of Energy much as they will be able to sustain and heal relatively well with Conservaton of Energy and Rip and Tear and in the meanwhile none of the other classes will be able to use werewolf for pvp.

    In my opinion this will require an other nerf further down the line because the werewolf changes miss the mark for the most part.

    In my opinion the cost changes for werewolf should be reverted, rip and tear healing nerfed and hircines fortitude buffed to compensate. And finally, conservation of energy should have its healing and sustain reduced with battle spirit active.

    Because the werewolf changes are very reasonable when viewed with conservation of energy sorcerer ww in mind but when wieved as 'pure' ww changes, they make the archetype borderline unplayable while leaving the biggest problem with the archetype, that being the healing on rip and tear and sorcerer conservation of energy class mastery, alone.

    I actually 100% agree with the assessment here. Nerf Conservation of Energy (it's not just problematic on werewolves) and reallocate healing power from the passive Rip and Tear into Hircine's Fortitude/Rage.

    I'd argue in addition to the reallocation that Hircine's Rage requires additional scaling. There's no reason I should have 6k+ WD and still see Fortitude pulling better numbers when the build is clearly leaning towards damage at that point. The current system just incentivises high health even more.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
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