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Combat Updates – Update 51 PTS

  • Arunei
    Arunei
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    MSattrtand wrote: »
    Wuuffyy wrote: »

    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.

    For the love of Eights, can you stop writing about Werewolf sustain in PvE? I'm tired of parsing.
    hnf1205kg51b.png

    I'm double-bash-weaving for the whole fight. My sustain is perfectly fine with green food and tri-stat potions.
    fcpxmdfx09ot.png

    If you want to double-bash-weave with green food and armour potions, well, you can, but that's not a good idea. But it's technically possible.
    0yr04n4sx3mn.png

    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.
    Your Stam parses mean nothing when one of the big reasons the Stam cost increase is a problem is BECAUSE Mag builds' sustain will be ass. A Trial Dummy providing you every relevant buff also doesn't apply to solo content when the only buffs you're getting are from your own Skills and Gear.
    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

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

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • tomofhyrule
    tomofhyrule
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    Arunei wrote: »
    Trial Dummy providing you every relevant buff also doesn't apply to solo content when the only buffs you're getting are from your own Skills and Gear.

    And here is the crux of most balancing issues.

    If you balance against every person being solo, then groups are OP. If you balance against groups, then soloists are left in the dust.

    Which is the right answer?
  • GeneralGrundmann
    GeneralGrundmann
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    Don't know if this is "the" right answer.


    It depends what you would like to compare.

    Comparing trial builds for dps = 21m dummy

    Comparing solo builds for dps = 6m dummy


    Any other comparisons are more difficult if not impossible. Healing for example.

    A trial build dps might slot zero self heals because he gets all the healing it needs from the group.

    A solo build needs healing skills or relies only on pale order.


    Balancing a game like this is for all situations is impossible, especially cross-comparisons.
  • LadyGP
    LadyGP
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    Whats happening right now with OSR is insane..

    This little cllip right here, how decisions are made, is something ZoS should take directly to the heart, inject in their veins, whatever it needs. The way decisions are being made right now are.... all over the place.

    https://youtu.be/SVgcOWPU6k0?si=1aKFvmoUcpkxj3YE&t=788

    Because they won't click the link I'm sure I'll type it all out.

    Context: Leading from the heart.

    "It doesn't feel safe. It feels safe to have numbers making decisions for you. I think as soon as you get lost in that you're not really making decisions anyway.. you're just letting consequences roll out of data points.. which is unfortunate."

    "I think for us leading with heart is the only thing we can do really well."


    Look at what the very first thing he did when he became CEO.... I'll wait.

    - xcatguy
    Edited by LadyGP on 16 August 2026 16:24
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • Wuuffyy
    Wuuffyy
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    Arunei wrote: »
    Trial Dummy providing you every relevant buff also doesn't apply to solo content when the only buffs you're getting are from your own Skills and Gear.

    And here is the crux of most balancing issues.

    If you balance against every person being solo, then groups are OP. If you balance against groups, then soloists are left in the dust.

    Which is the right answer?

    Fully optimized groups are pulling 230-250k (I've seen those group CMXs in actual content with my own eyes). Worry about the little guy (solo/small scale) and make sure less of it affects the big guy (big groups/large scale) when possible... but definitely focus on the little guy first.

    Werewolf sustain nerfs? They smash the competition and leave sorc as the only viable option to maintain werewolf sustain and it 'feel good'. Little Jimmy turning into a NB werewolf or turning into a werewolf from a magden is destroyed yet 'The Wolfinator' is over here chugging along still on sorc next patch based on my own PTS insight.

    Anyone with a unique IA sustain wolf build- hurt deeply.

    Anyone with a 4-man PvE tank built for self-sustain- hurt deeply.

    Anyone on a mag build outside of parsing on 'da 21m dummy and/or a fully optimized group- hurt deeply.

    Sustain nerfs were for PvP, geared towards 'overbearing werewolf issues' yet leaves Conservation of Energy unchecked and trickles down to each facet of PvE and off-meta PvP uniquely.
    Edited by Wuuffyy on 16 August 2026 16:37
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Arunei
    Arunei
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    Arunei wrote: »
    Trial Dummy providing you every relevant buff also doesn't apply to solo content when the only buffs you're getting are from your own Skills and Gear.

    And here is the crux of most balancing issues.

    If you balance against every person being solo, then groups are OP. If you balance against groups, then soloists are left in the dust.

    Which is the right answer?
    The right answer in this case would be trying several things they seem unwilling to do:

    1) Adjust CoE because it's overtuned regardless but is especially busted on WW. Increasing the Stam cost is just going to drive everyone to playing Sorcs for it. And mind you I don't PvP much at all and one of the characters I play is a Sorc, so I'm not saying to lower CoE because I want to see Sorc nerfed. I want to see other things NOT get nerfed because it's too strong.

    2) Make WW Skills cost whatever your highest resource is. That way at least Mag WWs would still be able to sustain because the Skills would cost Mag (though the heal should swap to a Stam Skill in this case if they could do that).

    3) Make CoE require a Sorc Skill be used to activate.

    4) Disable CoE when a player is transformed while in Cyro/IC/BGs.

    5) Make the increase smaller, say the Stam Skills cost 1.5k Stam instead, rather than going up as high as.they have.

    6) Make use of Battle Spirit more and add the Stam Skill cost increases there instead of to WW overall where it will also affect PvE, which they've said they're happy in the past with where PvE WW was so why do something that nerfs it?
    Edited by Arunei on 16 August 2026 17:10
    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

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

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • LadyGP
    LadyGP
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    We need more on the 6 or more group stacking for PVP nerfs. It's absolutely out of control. Yes, ball groups should have a place in this game but there comes a point where it is so out of balanced you're pushing everyone away besides the ball groups.

    Stop letting ballgroups kill your game ZoS. You know there has been a problem for years, we know there has been a problem. Cap dps, more nerfs for shield stacking, whatever you need to do... figure it out.

    - xcatguy
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • soldierofzion82
    soldierofzion82
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    "Seething Fury (Molten Whip’s buff) is now halved in PvP, reducing how deadly their burst combos can be."

    Halving the burst combo is a little harsh. How about knocking it down to 75% of what it was? 50% seems excessive.

    Just a consideration... I mean, if I have to swap to slapping people as a DK Vampire Lord then okay. I will continue to bring pain to the NBs and Sorcs that try to run away from me.

    It's always this or that. Can't please everyone. I get it, but this seems a tad extra when DK DPS isn't wanted in PVE group content. Got to leave us at least one area of the game where we can shine besides PVE tanking.

    The class refresh for DK has been amazing. Looking forward to the others. Keep up the great work!
  • Wuuffyy
    Wuuffyy
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    "Seething Fury (Molten Whip’s buff) is now halved in PvP, reducing how deadly their burst combos can be."

    Halving the burst combo is a little harsh. How about knocking it down to 75% of what it was? 50% seems excessive.

    Just a consideration... I mean, if I have to swap to slapping people as a DK Vampire Lord then okay. I will continue to bring pain to the NBs and Sorcs that try to run away from me.

    It's always this or that. Can't please everyone. I get it, but this seems a tad extra when DK DPS isn't wanted in PVE group content. Got to leave us at least one area of the game where we can shine besides PVE tanking.

    The class refresh for DK has been amazing. Looking forward to the others. Keep up the great work!

    It is 75%. So you have base whip which was 100% and original buff was 100%; now 50% buff instead.

    So 150% instead of 200% which equates to 75%. Very good change consider>>

    That knocks the 41k whip from the video to 30k. My corro/onslaught whips from 27k to about 20k (again, 2-3 defensive sets depending on if you count Mono). My non-corro onsalught whips from 15-19k to about 11-14k. Which are all appropriate.

    Edited by Wuuffyy on 16 August 2026 23:22
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • soldierofzion82
    soldierofzion82
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    Wuuffyy wrote: »
    "Seething Fury (Molten Whip’s buff) is now halved in PvP, reducing how deadly their burst combos can be."

    Halving the burst combo is a little harsh. How about knocking it down to 75% of what it was? 50% seems excessive.

    Just a consideration... I mean, if I have to swap to slapping people as a DK Vampire Lord then okay. I will continue to bring pain to the NBs and Sorcs that try to run away from me.

    It's always this or that. Can't please everyone. I get it, but this seems a tad extra when DK DPS isn't wanted in PVE group content. Got to leave us at least one area of the game where we can shine besides PVE tanking.

    The class refresh for DK has been amazing. Looking forward to the others. Keep up the great work!

    It is 75%. So you have base whip which was 100% and original buff was 100%; now 50% buff instead.

    So 150% instead of 200% which equates to 75%. Very good change consider>>

    That knocks the 41k whip from the video to 30k. My corro/onslaught whips from 27k to about 20k (again, 2-3 defensive sets depending on if you count Mono). My non-corro onsalught whips from 15-19k to about 11-14k. Which are all appropriate.

    Thanks for breaking that down better for me. You're right. The way it is stated in the notes will probably create a knee jerk reaction for many players not as savvy with the numbers, but the change is ultimately fine. It probably won't stop people from crying for getting owned by DKs, but no one likes to lose. And I lose plenty! LOL
  • Anoko_Medivh
    Anoko_Medivh
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    Sorc mastery is a massive part of the wolf problem and as others have stated - it hasn’t been addressed. Even worse, you’re going to force wolves to play Sorc for the sustain masteries. They all do this anyways! Sorc is by far the best class for WW and will become the only viable class with the changes. The WW damage and healing need to be addressed more than the sustain.

    Sorc sustain is absolutely broken. It’s not just wolves that are a problem - the amount of times a Sorc streaks 3-5 times in a row is extremely frustrating in PvP. This was never anyone’s intent but the cost increase penalty is voided with current Sorc sustain from class mastery.

    Regarding the 50% nerf to molten whip, that’s worse than it was for the past several years. At least revert it back to 60%…..
  • soldierofzion82
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    Regarding the 50% nerf to molten whip, that’s worse than it was for the past several years. At least revert it back to 60%…..

    Maybe I'm not losing my mind. LOL
  • pinkpom
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    DK can use powerful skills other than Molten Whip.
    If you think Molten Whip is weak, you should just use a skill other than Molten Whip.
    However, I think you will probably keep using Molten Whip.
    Molten Whip is strong even if its damage is halved.
  • themaddaedra
    themaddaedra
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    Plectro wrote: »
    Endgame PvE player here. Seeing the Pummeling Goliath changes is very disappointing I really hope these changes will not go through to live servers.

    I personally have been enjoying the double-bash rotation a lot. I've been playing this game for almost 7 years now and I can genuinely say the current patch is the most fun I've had in ESO in all that time, partly also because of how enjoyable I find the double bash necro rotation. It's been such a breath of fresh air after spending so long beaming on arcanist.

    Double bash weaving is a bit more complex than other rotations but not as tricky as it might initially seem. Pummeling Goliath is a strong ultimate that comes with some significant downsides and I would strongly argue against the proposed changes. Having a double-bash rotation adds interesting variety to the gameplay options. I would also like to point out that just looking at logs and how this class is performing will show very biased results for these reasons:

    - Goliath is normally played by players who are already good at the game. If you had these players play other classes, they will likely perform just as well, or at least very close to it
    - Many endgame players choose not to play other classes because they are either less interesting, or perform slightly worse, so the stats in logs are very skewed towards Goliaths. This is a very important thing to take note of when looking at logs. In the past I've seen Templar DDs copy healer setups from top-performing logs, because they thought it was good for Templar DPS. While the truth was that high-end groups just didn't play templar as it was slightly worse than other classes and a scorepush group's healer in a support setup (Roaring Opportunist + Jorvuld's) did more damage than average templar damage dealer
    - Nightblades and Sorcerers for single target fights in PvE perform just as well as Necromancers with Goliath, if not better in many cases. Goliath strength is AoE and immobile fights
    - Non-goliath Necromancer still performs very well, just a few k DPS behind Goliath, the issue is, as I mentioned above, many top-players just don't play non-goliath enough to showcase the strength. Here's an example run we did with an endgame group on Bahsei HM (1 min 17 s fight), which is one of few fights where you don't want to interrupt the boss. So we decided to stop using Goliath, to avoid interrupting Bahsei's channel. This is single target DPS on the boss:
    #1 is non-goliath
    #2 is goliath
    #3 is non-goliath
    4zjnq5co92l8.png
    As you can see player #1 is even higher DPS (Gopher) than the Goliath player (me), simply because he's a more experienced player and does the rotation well.

    Pummeling Goliath ult has some significant downsides, which is:
    - Stamina Drain is very high and players are usually forced into stamina recovery food. Even with it, it's often hard to sustain
    - The ult is expensive and ult generation stops in Goliath transformation which lasts for 20 seconds. This means players can't benefit from sets like Pillager, Cryptcannon, and Minor + Major Heroism buffs during that time. In order to get the best out of Goliath, the group needs to coordinate around Goliath timers, which is tricky. Without this coordination, Goliath does not perform as well. For this reason as well, ults like meteor, you might be able to get 2-3 meteors off, which comes close in performance
    - The high health gain makes some Health% mechanics very difficult or even impossible. Such as vSE HM Yaseyla's ice tombs or vOC HM curses on second boss. This makes the ultimate not viable for some fights.
    - Bash cannot be queued up and this means the time before a bash goes through is tied to ping. This hurts players with high ping. Generally bash cooldown is about 333 ms, but players with higher ping will need to wait longer. This makes 2 bashes per GCD impossible for players who are playing around 200 ping or more

    tl;dr: If you want to nerf Goliath damage, I think that's reasonable, but do not remove the double-bash rotation as it is what makes necromancers so fun to play and many endgame players agree with this. Goliath is not performing much higher than other ults, it's just that the logs do not reflect this fact well, because top players only play Goliath.

    People who do not enjoy double-bashing can still play meteor Necro or other classes and perform very well. Let us keep double-bash for those who enjoy it. If you want to make the rotation more enjoyable, fix the issue with bash cooldown being tied to ping so that players with high ping can have an easier time double-bashing.

    Agree and disagree. I agree that removing the doube bash gameplay entirely is a very bad decision and hinders the fun people are having with it. There should be a better solution like reducing damage on a consequent bash.

    I disagree that experienced players will have as much dps with other classes as they have with bashcro. This is easily confirmable through logs. Same players (like Alduin, yourself, Curry etc few i checked) will often have 30k+ more ST damage on longer fights, while in shorter fights this goes up to 70k+ range with their necros compared to their nbs. Keep in mind this is ST, where NB is supposed to be very strong. When it comes to aoe fights or fights that require cleave, necro is straight up ahead not even comparable. Specific conditions obviously apply to specific fights, but that's just been the case all over this patch. Any logs filtered to damage done to bosses will likely have 30+ necros in the first 40 ranks.

    So i think a damage nerf is based, but not through a cooldown.





    PC|EU
  • pinkpom
    pinkpom
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    ZOS_Kevin wrote: »
    [*]Nightblade
    • Strife now grants a unique damage bonus that increases your damage done by 1% for every 10% Health you have, while it is active.
      • We’ve also seen pushback on the cost increases, which we are still evaluating further adjustments to. We’re very cautious to reintroduce the skill to the same degree of power it was in the Summerset era.

    Developers who used the term "Summerset era" have an obligation to provide an explanation.
    The majority of current players do not use the term "Summerset era," nor do they correctly understand it.
    Please stop explaining things using terminology that only developers can understand.
  • rlindsey912nub18_ESO
    So did you guys forget to post nb buffs
  • nb_rich
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    Wish this update came out tonight. Coming back and reading the Templar notes gets me excited. Templar my favorite class.
    nb_rich
  • karios525
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    As pve only balanced warrior passive change might be ok in PvP when heavy armour is more useful but in pve it is a direct nerf, especially when you consider that aside from a couple of skills must templar abilities are utterly useless so more non class abilities are used to cover templar weak spots I.e. lack of penetration. If you won't revert to the current live 6% passive then at least give us a better % total resistance for more damage i.e. 2% would be fine then there won't be a loss when only using a couple of skills. As it stands annoyingly I am going to have to work out a subclass build to make up for the spell damage loss from the balanced warrior changes. Please zos this needs buffing, .4% is utter garbage
  • agelonestar
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    Is there a reason Sorc has been left off the list?

    As I recall, Sorc was going to be the last to get updated, and now it seems that Sorc has been missed altogether from these interim measures.

    I would also like to say, the issues that are being raised about class balance should have been entirely foreseeable to ZoS. If you update classes over a period of 18 months (or whatever it was), you're clearly going to introduce a huge imbalance up front, and stoke player frustration. It was frankly a stupid idea from the get-go.

    @ZOS_Kevin is there a reason Sorc is being ignored?
    GM of Sunfire's Sect low effort social & trade guild on PC/EU. All that is gold does not glitter; not all those who wander are lost...... some of us are just looking for trouble.
    GM of Sunfire's Sect (Open) & Dark Star Rising (Priv) | Retired GM of several trade guilds | Trader | Here since the beta
  • Turtle_Bot
    Turtle_Bot
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    Is there a reason Sorc has been left off the list?

    As I recall, Sorc was going to be the last to get updated, and now it seems that Sorc has been missed altogether from these interim measures.

    I would also like to say, the issues that are being raised about class balance should have been entirely foreseeable to ZoS. If you update classes over a period of 18 months (or whatever it was), you're clearly going to introduce a huge imbalance up front, and stoke player frustration. It was frankly a stupid idea from the get-go.

    @ZOS_Kevin is there a reason Sorc is being ignored?

    I would be happy Sorc is currently being ignored, because the alternative is ZOS listening/giving in to non-sorcs crying and just straight up nuking the class instead of making appropriate and targeted adjustments to balance it.
  • Firstmep
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    Is there a reason Sorc has been left off the list?

    As I recall, Sorc was going to be the last to get updated, and now it seems that Sorc has been missed altogether from these interim measures.

    I would also like to say, the issues that are being raised about class balance should have been entirely foreseeable to ZoS. If you update classes over a period of 18 months (or whatever it was), you're clearly going to introduce a huge imbalance up front, and stoke player frustration. It was frankly a stupid idea from the get-go.

    @ZOS_Kevin is there a reason Sorc is being ignored?

    By interim measures you mean nerfs?
    Turtle_Bot wrote: »
    Is there a reason Sorc has been left off the list?

    As I recall, Sorc was going to be the last to get updated, and now it seems that Sorc has been missed altogether from these interim measures.

    I would also like to say, the issues that are being raised about class balance should have been entirely foreseeable to ZoS. If you update classes over a period of 18 months (or whatever it was), you're clearly going to introduce a huge imbalance up front, and stoke player frustration. It was frankly a stupid idea from the get-go.

    @ZOS_Kevin is there a reason Sorc is being ignored?

    I would be happy Sorc is currently being ignored, because the alternative is ZOS listening/giving in to non-sorcs crying and just straight up nuking the class instead of making appropriate and targeted adjustments to balance it.

    Eh, I play sorc all the time and I still think conservation is too much.
    Honestly sorc masteries are just strong all around which is fine imho and they fit into the class paystyle and fantasy.
  • Turtle_Bot
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    Firstmep wrote: »
    Is there a reason Sorc has been left off the list?

    As I recall, Sorc was going to be the last to get updated, and now it seems that Sorc has been missed altogether from these interim measures.

    I would also like to say, the issues that are being raised about class balance should have been entirely foreseeable to ZoS. If you update classes over a period of 18 months (or whatever it was), you're clearly going to introduce a huge imbalance up front, and stoke player frustration. It was frankly a stupid idea from the get-go.

    @ZOS_Kevin is there a reason Sorc is being ignored?

    By interim measures you mean nerfs?
    Turtle_Bot wrote: »
    Is there a reason Sorc has been left off the list?

    As I recall, Sorc was going to be the last to get updated, and now it seems that Sorc has been missed altogether from these interim measures.

    I would also like to say, the issues that are being raised about class balance should have been entirely foreseeable to ZoS. If you update classes over a period of 18 months (or whatever it was), you're clearly going to introduce a huge imbalance up front, and stoke player frustration. It was frankly a stupid idea from the get-go.

    @ZOS_Kevin is there a reason Sorc is being ignored?

    I would be happy Sorc is currently being ignored, because the alternative is ZOS listening/giving in to non-sorcs crying and just straight up nuking the class instead of making appropriate and targeted adjustments to balance it.

    Eh, I play sorc all the time and I still think conservation is too much.
    Honestly sorc masteries are just strong all around which is fine imho and they fit into the class paystyle and fantasy.

    Conservation feels about where it should be (when not used with core combat, health costs or WW). Strong enough to allow build diversity, but not quite enough to carry on it's own like Core of Flame is.

    I actually wish more masteries were similar to (where I would ideally have) Conservation, allowing other pre-refresh classes to explore more builds beyond the 1 or 2 "BiS" builds they have like Sorc currently can.

    Some examples:
    Plar:
    Devout Guardian - While Sacred Ground is active, Rune Focus also restores the secondary Resource. (Yes this makes the morphs essentially the same and boring, but it would help plar sustain a lot, allowing plar to focus more on other areas with their slotted sets/champion points such as damage which is where they are struggling).

    NB:
    Share the Spoils - Also upgrades the Transfer passive to include yourself for the resource return when it procs. Also increases the resource return of Siphoning Attacks passive restore by 25%. (It's not much, but it being passive like CoE allows NB to build into defense or take better advantage of Soul Cleaver builds.)

    Arc:
    Fate Realigned - Now also upgrades Well Spring of the Abyss to count any Arcanist ability. (Again, not a big change, like NB, but a small buff to help explore build options without worrying entirely about sustain).
  • AdonisJorge
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    Turtle_Bot wrote: »
    Firstmep wrote: »
    Is there a reason Sorc has been left off the list?

    As I recall, Sorc was going to be the last to get updated, and now it seems that Sorc has been missed altogether from these interim measures.

    I would also like to say, the issues that are being raised about class balance should have been entirely foreseeable to ZoS. If you update classes over a period of 18 months (or whatever it was), you're clearly going to introduce a huge imbalance up front, and stoke player frustration. It was frankly a stupid idea from the get-go.

    @ZOS_Kevin is there a reason Sorc is being ignored?

    By interim measures you mean nerfs?
    Turtle_Bot wrote: »
    Is there a reason Sorc has been left off the list?

    As I recall, Sorc was going to be the last to get updated, and now it seems that Sorc has been missed altogether from these interim measures.

    I would also like to say, the issues that are being raised about class balance should have been entirely foreseeable to ZoS. If you update classes over a period of 18 months (or whatever it was), you're clearly going to introduce a huge imbalance up front, and stoke player frustration. It was frankly a stupid idea from the get-go.

    @ZOS_Kevin is there a reason Sorc is being ignored?

    I would be happy Sorc is currently being ignored, because the alternative is ZOS listening/giving in to non-sorcs crying and just straight up nuking the class instead of making appropriate and targeted adjustments to balance it.

    Eh, I play sorc all the time and I still think conservation is too much.
    Honestly sorc masteries are just strong all around which is fine imho and they fit into the class paystyle and fantasy.

    Conservation feels about where it should be (when not used with core combat, health costs or WW). Strong enough to allow build diversity, but not quite enough to carry on it's own like Core of Flame is.

    I actually wish more masteries were similar to (where I would ideally have) Conservation, allowing other pre-refresh classes to explore more builds beyond the 1 or 2 "BiS" builds they have like Sorc currently can.

    Some examples:
    Plar:
    Devout Guardian - While Sacred Ground is active, Rune Focus also restores the secondary Resource. (Yes this makes the morphs essentially the same and boring, but it would help plar sustain a lot, allowing plar to focus more on other areas with their slotted sets/champion points such as damage which is where they are struggling).

    NB:
    Share the Spoils - Also upgrades the Transfer passive to include yourself for the resource return when it procs. Also increases the resource return of Siphoning Attacks passive restore by 25%. (It's not much, but it being passive like CoE allows NB to build into defense or take better advantage of Soul Cleaver builds.)

    Arc:
    Fate Realigned - Now also upgrades Well Spring of the Abyss to count any Arcanist ability. (Again, not a big change, like NB, but a small buff to help explore build options without worrying entirely about sustain).

    I’m on the side that prefers buffing other classes rather than nuking one into oblivion (unless a skill is truly broken, like 30k Whips). Your idea is great, in my opinion — but wouldn’t it make sustain trivial, allowing classes to freely stack defensive or offensive sets as they please?
  • Turtle_Bot
    Turtle_Bot
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    ✭✭✭
    Turtle_Bot wrote: »
    Firstmep wrote: »
    Is there a reason Sorc has been left off the list?

    As I recall, Sorc was going to be the last to get updated, and now it seems that Sorc has been missed altogether from these interim measures.

    I would also like to say, the issues that are being raised about class balance should have been entirely foreseeable to ZoS. If you update classes over a period of 18 months (or whatever it was), you're clearly going to introduce a huge imbalance up front, and stoke player frustration. It was frankly a stupid idea from the get-go.

    @ZOS_Kevin is there a reason Sorc is being ignored?

    By interim measures you mean nerfs?
    Turtle_Bot wrote: »
    Is there a reason Sorc has been left off the list?

    As I recall, Sorc was going to be the last to get updated, and now it seems that Sorc has been missed altogether from these interim measures.

    I would also like to say, the issues that are being raised about class balance should have been entirely foreseeable to ZoS. If you update classes over a period of 18 months (or whatever it was), you're clearly going to introduce a huge imbalance up front, and stoke player frustration. It was frankly a stupid idea from the get-go.

    @ZOS_Kevin is there a reason Sorc is being ignored?

    I would be happy Sorc is currently being ignored, because the alternative is ZOS listening/giving in to non-sorcs crying and just straight up nuking the class instead of making appropriate and targeted adjustments to balance it.

    Eh, I play sorc all the time and I still think conservation is too much.
    Honestly sorc masteries are just strong all around which is fine imho and they fit into the class paystyle and fantasy.

    Conservation feels about where it should be (when not used with core combat, health costs or WW). Strong enough to allow build diversity, but not quite enough to carry on it's own like Core of Flame is.

    I actually wish more masteries were similar to (where I would ideally have) Conservation, allowing other pre-refresh classes to explore more builds beyond the 1 or 2 "BiS" builds they have like Sorc currently can.

    Some examples:
    Plar:
    Devout Guardian - While Sacred Ground is active, Rune Focus also restores the secondary Resource. (Yes this makes the morphs essentially the same and boring, but it would help plar sustain a lot, allowing plar to focus more on other areas with their slotted sets/champion points such as damage which is where they are struggling).

    NB:
    Share the Spoils - Also upgrades the Transfer passive to include yourself for the resource return when it procs. Also increases the resource return of Siphoning Attacks passive restore by 25%. (It's not much, but it being passive like CoE allows NB to build into defense or take better advantage of Soul Cleaver builds.)

    Arc:
    Fate Realigned - Now also upgrades Well Spring of the Abyss to count any Arcanist ability. (Again, not a big change, like NB, but a small buff to help explore build options without worrying entirely about sustain).

    I’m on the side that prefers buffing other classes rather than nuking one into oblivion (unless a skill is truly broken, like 30k Whips). Your idea is great, in my opinion — but wouldn’t it make sustain trivial, allowing classes to freely stack defensive or offensive sets as they please?

    That's why the values would be limited and flat like Conservation of Energy and not over inflated like DKs Core of Flame.

    For context from the above examples:
    - Plar rune restores 242 mag or stam (or around 480 recovery of 1 resource, so this would make it 480 for both resources).
    - Share the spoils is 250 mag + stam every 4 seconds (or 125 recovery, this just allows it to apply to the NB as well as it's group)
    - Siphoning Attacks is 200 mag + stam restore every second (or 400 recovery and the 25% increase this becomes 500 recovery or 625 recovery when combined with share the spoils mastery itself)
    - Wellspring is 80 tri-recovery per soldier of apocrypha ability slotted (typically 1, maybe 2 on the back bar), this would allow it to account for all Arcanist abilities, so assuming 5 Arc abilities on a bar (and not counting both bars to not inadvertently double it) would be ~400 recoveries

    All of these would be a significant step closer to being on par with Sorcs Conservation of Energy (between 500 to 1000 depending how far the build goes into max mag/stam) without the need to build into mag/stam to get those recoveries like Sorc has to.
    All while still being well behind Core of Flames 15% return (or around 3000 mag + stam recoveries based on 20k max stam/mag) that will still be the equivalent of 2400 recoveries, that works while blocking, post nerf).
  • Firstmep
    Firstmep
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    ✭✭✭✭
    Turtle_Bot wrote: »
    Firstmep wrote: »
    Is there a reason Sorc has been left off the list?

    As I recall, Sorc was going to be the last to get updated, and now it seems that Sorc has been missed altogether from these interim measures.

    I would also like to say, the issues that are being raised about class balance should have been entirely foreseeable to ZoS. If you update classes over a period of 18 months (or whatever it was), you're clearly going to introduce a huge imbalance up front, and stoke player frustration. It was frankly a stupid idea from the get-go.

    @ZOS_Kevin is there a reason Sorc is being ignored?

    By interim measures you mean nerfs?
    Turtle_Bot wrote: »
    Is there a reason Sorc has been left off the list?

    As I recall, Sorc was going to be the last to get updated, and now it seems that Sorc has been missed altogether from these interim measures.

    I would also like to say, the issues that are being raised about class balance should have been entirely foreseeable to ZoS. If you update classes over a period of 18 months (or whatever it was), you're clearly going to introduce a huge imbalance up front, and stoke player frustration. It was frankly a stupid idea from the get-go.

    @ZOS_Kevin is there a reason Sorc is being ignored?

    I would be happy Sorc is currently being ignored, because the alternative is ZOS listening/giving in to non-sorcs crying and just straight up nuking the class instead of making appropriate and targeted adjustments to balance it.

    Eh, I play sorc all the time and I still think conservation is too much.
    Honestly sorc masteries are just strong all around which is fine imho and they fit into the class paystyle and fantasy.

    Conservation feels about where it should be (when not used with core combat, health costs or WW). Strong enough to allow build diversity, but not quite enough to carry on it's own like Core of Flame is.

    I actually wish more masteries were similar to (where I would ideally have) Conservation, allowing other pre-refresh classes to explore more builds beyond the 1 or 2 "BiS" builds they have like Sorc currently can.

    Some examples:
    Plar:
    Devout Guardian - While Sacred Ground is active, Rune Focus also restores the secondary Resource. (Yes this makes the morphs essentially the same and boring, but it would help plar sustain a lot, allowing plar to focus more on other areas with their slotted sets/champion points such as damage which is where they are struggling).

    NB:
    Share the Spoils - Also upgrades the Transfer passive to include yourself for the resource return when it procs. Also increases the resource return of Siphoning Attacks passive restore by 25%. (It's not much, but it being passive like CoE allows NB to build into defense or take better advantage of Soul Cleaver builds.)

    Arc:
    Fate Realigned - Now also upgrades Well Spring of the Abyss to count any Arcanist ability. (Again, not a big change, like NB, but a small buff to help explore build options without worrying entirely about sustain).

    I’m on the side that prefers buffing other classes rather than nuking one into oblivion (unless a skill is truly broken, like 30k Whips). Your idea is great, in my opinion — but wouldn’t it make sustain trivial, allowing classes to freely stack defensive or offensive sets as they please?

    This is my worry as well, I'm okay with giving a bit more sustain to classes but maybe more conditionally. We have 10s of sustain sets and mechanics I'd hate to see them all become irrelevant like they are now for sorc or dk.
  • Turtle_Bot
    Turtle_Bot
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    ✭✭✭
    Firstmep wrote: »
    Turtle_Bot wrote: »
    Firstmep wrote: »
    Is there a reason Sorc has been left off the list?

    As I recall, Sorc was going to be the last to get updated, and now it seems that Sorc has been missed altogether from these interim measures.

    I would also like to say, the issues that are being raised about class balance should have been entirely foreseeable to ZoS. If you update classes over a period of 18 months (or whatever it was), you're clearly going to introduce a huge imbalance up front, and stoke player frustration. It was frankly a stupid idea from the get-go.

    @ZOS_Kevin is there a reason Sorc is being ignored?

    By interim measures you mean nerfs?
    Turtle_Bot wrote: »
    Is there a reason Sorc has been left off the list?

    As I recall, Sorc was going to be the last to get updated, and now it seems that Sorc has been missed altogether from these interim measures.

    I would also like to say, the issues that are being raised about class balance should have been entirely foreseeable to ZoS. If you update classes over a period of 18 months (or whatever it was), you're clearly going to introduce a huge imbalance up front, and stoke player frustration. It was frankly a stupid idea from the get-go.

    @ZOS_Kevin is there a reason Sorc is being ignored?

    I would be happy Sorc is currently being ignored, because the alternative is ZOS listening/giving in to non-sorcs crying and just straight up nuking the class instead of making appropriate and targeted adjustments to balance it.

    Eh, I play sorc all the time and I still think conservation is too much.
    Honestly sorc masteries are just strong all around which is fine imho and they fit into the class paystyle and fantasy.

    Conservation feels about where it should be (when not used with core combat, health costs or WW). Strong enough to allow build diversity, but not quite enough to carry on it's own like Core of Flame is.

    I actually wish more masteries were similar to (where I would ideally have) Conservation, allowing other pre-refresh classes to explore more builds beyond the 1 or 2 "BiS" builds they have like Sorc currently can.

    Some examples:
    Plar:
    Devout Guardian - While Sacred Ground is active, Rune Focus also restores the secondary Resource. (Yes this makes the morphs essentially the same and boring, but it would help plar sustain a lot, allowing plar to focus more on other areas with their slotted sets/champion points such as damage which is where they are struggling).

    NB:
    Share the Spoils - Also upgrades the Transfer passive to include yourself for the resource return when it procs. Also increases the resource return of Siphoning Attacks passive restore by 25%. (It's not much, but it being passive like CoE allows NB to build into defense or take better advantage of Soul Cleaver builds.)

    Arc:
    Fate Realigned - Now also upgrades Well Spring of the Abyss to count any Arcanist ability. (Again, not a big change, like NB, but a small buff to help explore build options without worrying entirely about sustain).

    I’m on the side that prefers buffing other classes rather than nuking one into oblivion (unless a skill is truly broken, like 30k Whips). Your idea is great, in my opinion — but wouldn’t it make sustain trivial, allowing classes to freely stack defensive or offensive sets as they please?

    This is my worry as well, I'm okay with giving a bit more sustain to classes but maybe more conditionally. We have 10s of sustain sets and mechanics I'd hate to see them all become irrelevant like they are now for sorc or dk.

    Sustain sets would still be good options with my example adjustments, just not feel mandatory if the skill is enough to work around not having it.

    It's why I focused on the masteries/passives/abilities I did, since they would be decent sustain options, but nothing anywhere near as insane as CoF.
  • CoolAsh
    CoolAsh
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    Some people believe that a class shouldn’t be nerfed to the point where it becomes “unplayable.” If we follow that logic, then right now the only PvP classes that are still truly playable are Sorcerer, Dragonknight, and Werewolf. Every other class has already reached the point of being “unplayable.”

    If we’re not allowed to nerf anything, and we’re not allowed to make meaningful adjustments, then why not just delete all the other “unplayable” classes? Quite a few players have already quit because of class imbalance, while the remaining players who play the weaker classes have too small a voice to compete with the communities playing the strongest meta classes.

    The inevitable result of endlessly inflating damage is that people frequently get killed instantly in PvP without even understanding what happened. That is extremely discouraging for new players and makes them less willing to get into PvP.

    Why not at least look at the data? ZOS certainly has access to the most comprehensive data available. Ignoring that data instead of actually adjusting class power levels will only lead to players using meta classes performing far better in PvP than players who don’t use them. Do we really have to force everyone to play the meta? If so, we might as well just delete all the non-meta classes.

    Class balance is important, but **player balance** matters too. By player balance, I mean that skilled players should still be able to kill new players, but new players shouldn’t be completely helpless. Death should be a process rather than something that happens in an instant.

    That’s why I’m actually very optimistic about **Revenge**. I just think it was implemented in the wrong direction. Cyrodiil’s map is simply too large and too flat.

    My suggestions would be:

    **0.** Use the data ZOS can collect from the game to make reasonable class balance adjustments. If classes that clearly need adjustment aren’t addressed, players will continue to leave.

    **1.** Please introduce some new PvP zones and content as soon as possible. The current PvP environment puts far too much emphasis on nothing but kill/death ratios.

    **2.** At the same time, PvP needs better reward structures and meaningful progression. For example, there could be a **ball group vs. ball group leaderboard**. Guilds that are actually competitive and ambitious would then have something meaningful to pursue instead of simply farming random players in Cyrodiil.

    **3.** Introduce a proper arena mode and separate deathmatch from Battlegrounds. Battlegrounds should focus more on completing objectives, while arenas should focus more on pure mechanical skill and combat ability.

    **4.** Design Battlegrounds with more complex mechanics, and introduce both high-score and low-score Battlegrounds, along with a proper leaderboard. Players who only care about kill/death statistics could remain in the low-score bracket.

    Completing objectives in Battlegrounds should actually feel rewarding. Right now, the mechanics are too simple and the maps are too flat, so getting kills/deaths often feels more satisfying than actually completing the objectives.

    To prevent healers and tanks from being the only roles capable of reliably completing objectives, for example, BG could introduce mechanics that require players to deal a certain amount of damage to a target before progressing to the next stage. That way, players would have to both deal enough damage to advance **and** defend themselves against enemy interference while doing so.
  • Schlaflos
    Schlaflos
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    Can we please talk about how stupid the Goliath bash changes are? Revert that crap; it feels so clunky.
    I don't care if you keep it that way for PvE—whatever—but not for PvP. They're making such weird changes; they're tinkering with things and I'm just thinking, "Seriously?" Aren't there a hundred other things more important than this nonsense?
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