U51 Feedback Thread for Classes and Abilities

  • VinnyGambini
    VinnyGambini
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    Firstmep wrote: »
    Balanced warrior: same build, I gained over 7k armor and about 200 spell damage. Not really the offensive buff I was hoping for. I like the flat spell damage gained for Templar abilities but altogether it's a very minor offensive buff and a fairly large defensive one.

    How did you gain 7k armor?

    From my calculations slotting 6 skills (MAX) gives you 14% more armor. Before it was 6%, so it is 8% increase. On top of that templars received 3k armor buff.

    Lets say you had 30k armor, 30k + 3k = 33k * 1,08 = 35,6k. 5,6k increase, with 6 abilities slotted. Correct? Or it takes both bar abilities to equation (then it's possible)?
  • thepandalore
    thepandalore
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    Does this account for skills on either bar or just the active?

    Templar
    Aedric Spear
    Balanced Warrior: This passive now grants bonus Armor per Templar skill slotted (1|2% + 1|2% per Templar skill slotted), and Weapon and Spell Damage based on your total Armor and how many Templar skills you have slotted (.2% of your total sum Armor + (75 * the # of templar skills / 2) | .4% of your total sum Armor + 75 * # of Templar skills). This effect no longer has a cap.
  • Erickson9610
    Erickson9610
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    TL;DR the change to Balanced Warrior in Week 3 is a huge nerf to anyone not using Templar skills at all, including Templar Werewolves. I much prefer PTS Week 2's implementation.
    This is a huge nerf to Templar werewolves.

    On Live, you get +6% Armor and +6% WD/SD regardless of whether you're using Werewolf form or Templar abilities.

    On PTS Week 2, we still got +6% Armor, but now the WD/SD can increase if we increase our Armor:
    ws9w2onfd0fr.png

    But now on PTS Week 3, you're punished for not using your Templar skills at all. This is when I'm in Werewolf form:
    9nfq0boio1o2.png

    ...and this is when I've done the bare minimum in human form by slotting some unmorphed Templar skill in each slot:
    6htygaaw8fbd.png

    The difference is staggering. We're losing 4% Armor and a ton of WD/SD if we're not actively using Templar skills.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Radiate77
    Radiate77
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    Firstmep wrote: »
    Radiate77 wrote: »
    *Per Templar ability slotted* is bad design

    We should be encouraging build diversity not forcing everyone to play the same way.

    I mean sure but that's the direction they seem to be headed.
    I suspect it is to promote class identity above all else, and to combat subclassing.

    Yet it combats Weapon Skills like Uppercut, Rending Slashes, Snipe, Crushing Shock…

    Mages Guild, Fighter’s Guild, Psijic Order, Assault, Support, Soul Magic, Undaunted…

    If the goal is “Class Identity” sure.
    Everybody will look exactly the same, in an RPG with millions of horrible choices.
    Founder of New Age Crusade, the #1 Battlegrounds guild on Xbox NA
  • Luneca
    Luneca
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    Radiate77 wrote: »
    Firstmep wrote: »
    Radiate77 wrote: »
    *Per Templar ability slotted* is bad design

    We should be encouraging build diversity not forcing everyone to play the same way.

    I mean sure but that's the direction they seem to be headed.
    I suspect it is to promote class identity above all else, and to combat subclassing.

    Yet it combats Weapon Skills like Uppercut, Rending Slashes, Snipe, Crushing Shock…

    Mages Guild, Fighter’s Guild, Psijic Order, Assault, Support, Soul Magic, Undaunted…

    If the goal is “Class Identity” sure.
    Everybody will look exactly the same, in an RPG with millions of horrible choices.

    Templar has no class identity anyway because the skills are -- ah, they are not good. But I am sure having 1-2 must have skills out of each skill line makes it have an identity...

    I'll just take the points out of balanced warrior or subclass and remove the entire line np.
  • Militan1404
    Militan1404
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    TL;DR the change to Balanced Warrior in Week 3 is a huge nerf to anyone not using Templar skills at all, including Templar Werewolves. I much prefer PTS Week 2's implementation.
    This is a huge nerf to Templar werewolves.

    On Live, you get +6% Armor and +6% WD/SD regardless of whether you're using Werewolf form or Templar abilities.

    On PTS Week 2, we still got +6% Armor, but now the WD/SD can increase if we increase our Armor:
    ws9w2onfd0fr.png

    But now on PTS Week 3, you're punished for not using your Templar skills at all. This is when I'm in Werewolf form:
    9nfq0boio1o2.png

    ...and this is when I've done the bare minimum in human form by slotting some unmorphed Templar skill in each slot:
    6htygaaw8fbd.png

    The difference is staggering. We're losing 4% Armor and a ton of WD/SD if we're not actively using Templar skills.

    But week 2 was still a nerf, so they need to come up with something better and stop pulling idead out from thin air.
    Edited by Militan1404 on 17 August 2026 20:12
  • BasP
    BasP
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    Warden

    It's nice that the class has received some small buffs. I do get that you're currently amidst the refresh, which I'm really looking forward to, and therefore I don't actually expect more changes this PTS. That being said, I still couldn't resist listing some changes I'd personally like to see nonetheless.

    Sustain
    The Warden's sustain is pretty bad compared to that of other classes (aside from the Templar). I think it'd be great if that could be improved prior to the refresh. Perhaps the Netch's resource return could be buffed a little bit..?

    Arctic Blast
    Judging by posts I've read on the forums and Reddit over the last 2(?) years, I think quite some players would be happy if Arctic Blast would always heal you and not just when you don't hit an enemy. That stipulation makes the heal a tad awkward to use.

    Winter's Revenge
    The fact that it deals 30% more damage when cast with a Destruction Staff equipped kind of feels like a relic of the past to me. It would be great if that stipulation would be dropped and the base damage would just be increased by 30%, since the DoT isn't strong without it.
  • madmufffin
    madmufffin
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    BasP wrote: »
    Warden

    It's nice that the class has received some small buffs. I do get that you're currently amidst the refresh, which I'm really looking forward to, and therefore I don't actually expect more changes this PTS. That being said, I still couldn't resist listing some changes I'd personally like to see nonetheless.

    Sustain
    The Warden's sustain is pretty bad compared to that of other classes (aside from the Templar). I think it'd be great if that could be improved prior to the refresh. Perhaps the Netch's resource return could be buffed a little bit..?

    Arctic Blast
    Judging by posts I've read on the forums and Reddit over the last 2(?) years, I think quite some players would be happy if Arctic Blast would always heal you and not just when you don't hit an enemy. That stipulation makes the heal a tad awkward to use.

    Winter's Revenge
    The fact that it deals 30% more damage when cast with a Destruction Staff equipped kind of feels like a relic of the past to me. It would be great if that stipulation would be dropped and the base damage would just be increased by 30%, since the DoT isn't strong without it.

    You could triple the value of betty resources and sustain would still feel bad on Warden. Arctic could just be in a situation where the heal is halved instead of not happening at all if you hit an enemy. Using that morph takes away your best class heal as is, so that's punishment enough for the most part. Making the heal non-existent is just too much. The 30% staff bonus on Winter's feels especially bad in a meta where Maelstrom greatsword so dramatically outperforms Maelstrom destro staff.
  • madmufffin
    madmufffin
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    Right now with 7 medium armor pieces, Templar is sitting at like 4200 weapon damage and roughly 26500 resistances with major and minor resolve and the new buff from prism. That means that Templar is getting 212 wd/sd with the new Balanced Warrior calculation from raw resistances. Now if you look at standard Templar bars, you're usually looking at 3 Templar skills sometimes 4 since the class skills are pretty meh and the value of a Fighter's Guild skill is still just outright more valuable after the change. That means you're getting 3180 to 4240 more armor from your slotted Templar skills equating to 13 to 18 more damage and then 225 to 300 raw damage from each templar skill. At 4200 base damage, ONE Fighter's Guild skill is giving you the added benefit of almost TWO Templar skills, so the per skill benefits are largely irrelevant for both PVE and PVP. In total for a 7 medium standard PVE comp Templar, the new Balanced warrior is offering 450 to 530 more weapon damage whereas on live it's giving you 252, which is a buff and amplified by the fact it's now treat as a damage bonus like Courage or PA is so is further amplified by % more modifiers unlike the current live version.

    If we go to the far other side of the spectrum, I have a block Templar that has 75k combined resistances, which would net me 301 wd/sd. I only have 3 Templar skills on my front bar because once again the skills are meh. This would increase my combined armor by 4510 giving me another 18 whole wd/sd. Add in 225 more wd/sd from the 3 Templar skills and that puts me at 544 wd/sd after investing entirely into resistances.

    So as things stand, with a massive opportunity cost from investing exclusively into resistances, which seem to be the desired reward from this direction change, I net 89 more weapon damage from a comparable number of Templar skills on my bar. This is why I think we should retain the uncapped value but push the value to be 1% of your combined resistances from the week 2 patch. This would add 318 more wd/sd to the full damage 7 medium configuration and 449 more wd/sd to the full tank Templar. Neither of these values are ground breaking and do little more than provide a bit of a kickback for a class that lost the ability to self-source a 10% wd/sd increase.

    Medium Armor Templar (53k comb res - 3 skills): Old BW - 252 | Current BW - 450 | Proposed BW - 768
    Heavy Armor Templar (75k comb res - 3 skills): Old BW - 141 | Current BW - 544 | Proposed BW - 993

    I would even take it a step further and buff Bright Harbinger to be a 450/900 buff to have comparable personal power levels of other class masteries while also continuing to have Templar provide meaningful group damage utility like it historically has with minor sorcery. I know that won't happen and is just personal greed, but the class needs some love with the lack of class buffs/debuffs in PVP and the lack of access to poison/disease damage in PVE.
  • Gupitoos
    Gupitoos
    NxJoeyD wrote: »
    Gupitoos wrote: »
    Even after the layoffs, estimates suggest ZOS may still have somewhere around 224–281 employees. Obviously, not every single one of those people works on combat or class balance, but we’re still talking about a sizeable development studio. At this point, it’s difficult to accept “lack of resources” as an excuse for the state of class balance. With proper organisation, priorities and enough people actually assigned to combat, the major class reworks could be completed in a relatively short period of time (a month even). Instead, it often feels like the problem is productivity and priorities. Like many large companies, it’s very easy for inefficiency to creep in and for people to get away with producing far less than they realistically could.

    And that’s what makes the direction of ESO so frustrating. It increasingly feels as though the priority is simply to milk an established game rather than seriously improve it, and frankly, that feeling hasn’t appeared overnight. It’s been building for the better part of a decade.

    Look at what has happened with Dragonknight.

    DK was arguably one of the weakest classes during the subclass meta. To compete, you had DKs running ridiculous setups involving sets like Pyre and Relequen, where essentially the sets were playing the game rather than the class or the player. ZOS finally reworked DK, only to turn around and hammer it again by ruining its sustain and destroying it’s Molten Whip damage, which you know, it can be blocked anyways. Flame lash is the only good change, this thing had no reason being so busted in PVP.

    Meanwhile, look at what they’re allowing elsewhere.

    Werewolves can still benefit from class masteries while having enormous damage, extremely strong healing and an incredibly effective one-bar playstyle. Sorcerer, somehow continues escaping the treatment DK receives despite having some incredibly strong passives (actually strongest ones by far), infinite sustain, huge burst potential and one of the strongest mobility tools in PvP: Streak.

    Streak is just ridiculous. Teleport has no room in a PvP game. With the sustain available through subclassing/masteries, Sorcs can now spam it until Jesus’s second coming while maintaining tremendous pressure as it can do 10k+ damage. Oh it’s also unblockable and undodgeable :dizzy:

    And this is where the balancing decisions start feeling completely backwards.

    Sorcerer is one of the easiest classes for less experienced players to get value from while simultaneously having an extremely high level of effectiveness in experienced hands. Yet rather than properly addressing the things that make Sorc oppressive, ZOS repeatedly seems to hit classes capable of challenging it. Whether that’s because Sorc has a huge player population, because changing it would upset too many players, or for some other reason, people can draw their own conclusions. But the result is the same: the balancing decisions on this post make increasingly little sense.

    The state of ESO PvP is beyond disappointing.

    The skill ceiling feels increasingly compressed. Gear, sets, CP and whatever the current overtuned interaction happens to be have far too much influence compared with individual mechanical skill. When sets and passive interactions are doing so much of the work, winning stops feeling like you outplayed somebody and starts feeling like you brought the better spreadsheet. In plain words, PvP is about gear and cp.

    And now we’re apparently supposed to accept a situation where Sorcs, a class that hasn’t been reworked yet can have far better sustain than DKs, deliver damage faster and better, maintain enormous mobility through Streak, while DK gets its sustain and one of its defining offensive abilities knocked down again.


    After years of this cycle, these latest changes may finally be the point where it’s simply time to move on to another game. ESO PvP could be so much better than this, which is exactly what makes watching these decisions happen over and over again so frustrating.

    It’s painfully obvious too, that the people responsible for those changes and the shambles of the PVP state since subclassing, just test these changes casually and not competitively.

    @ZOS_Kevin do you or anyone thats part of the PVP combat team, play PVP competitively ?

    Streak is strong but Streak has proper downsides which make it fine:

    Streak is only 15m in range whereas most other gap closers are 22m in range, meaning that if a Sorc Streaks away from an attacker they're not necessarily out of range.

    Streak has a progressive cost, so every time a player casts it the costs increases by 33%. Even with CoE, spamming Streak is going to eat into a players pool because CoE doesn't deliver that much resource. The CoE passive definitely makes Streak more viable to cast repeatedly than it used to be but it's still not a free-for-all to just Streak spam across the map.

    Streak is undodgeable and unblockable but it's not totally unavoidable. Some of the more powerful mobility skills in the game like RaT or DK & Warden's wings, all provide Expedition. Movement speed buffs are a common method of damage and status mitigation.

    A player with movement speed can sometimes avoid the stun of Streak by simply strafe moving since Sreak has a wind up animation after it's cast, before the Streak takes place. Streak is a linear commitment so if a player can quickly move off sides they can potentially avoid the stun if they have enough distance between them and the caster.

    Streak also doesn't provide any I-frames so Sorcs casting the skill aren't immune from damage or status effects.

    Streak is a solid skill and has plenty of effectiveness but it's not as though there aren't other strong mobility skills in combat.
    NxJoeyD wrote: »
    Gupitoos wrote: »
    Even after the layoffs, estimates suggest ZOS may still have somewhere around 224–281 employees. Obviously, not every single one of those people works on combat or class balance, but we’re still talking about a sizeable development studio. At this point, it’s difficult to accept “lack of resources” as an excuse for the state of class balance. With proper organisation, priorities and enough people actually assigned to combat, the major class reworks could be completed in a relatively short period of time (a month even). Instead, it often feels like the problem is productivity and priorities. Like many large companies, it’s very easy for inefficiency to creep in and for people to get away with producing far less than they realistically could.

    And that’s what makes the direction of ESO so frustrating. It increasingly feels as though the priority is simply to milk an established game rather than seriously improve it, and frankly, that feeling hasn’t appeared overnight. It’s been building for the better part of a decade.

    Look at what has happened with Dragonknight.

    DK was arguably one of the weakest classes during the subclass meta. To compete, you had DKs running ridiculous setups involving sets like Pyre and Relequen, where essentially the sets were playing the game rather than the class or the player. ZOS finally reworked DK, only to turn around and hammer it again by ruining its sustain and destroying it’s Molten Whip damage, which you know, it can be blocked anyways. Flame lash is the only good change, this thing had no reason being so busted in PVP.

    Meanwhile, look at what they’re allowing elsewhere.

    Werewolves can still benefit from class masteries while having enormous damage, extremely strong healing and an incredibly effective one-bar playstyle. Sorcerer, somehow continues escaping the treatment DK receives despite having some incredibly strong passives (actually strongest ones by far), infinite sustain, huge burst potential and one of the strongest mobility tools in PvP: Streak.

    Streak is just ridiculous. Teleport has no room in a PvP game. With the sustain available through subclassing/masteries, Sorcs can now spam it until Jesus’s second coming while maintaining tremendous pressure as it can do 10k+ damage. Oh it’s also unblockable and undodgeable :dizzy:

    And this is where the balancing decisions start feeling completely backwards.

    Sorcerer is one of the easiest classes for less experienced players to get value from while simultaneously having an extremely high level of effectiveness in experienced hands. Yet rather than properly addressing the things that make Sorc oppressive, ZOS repeatedly seems to hit classes capable of challenging it. Whether that’s because Sorc has a huge player population, because changing it would upset too many players, or for some other reason, people can draw their own conclusions. But the result is the same: the balancing decisions on this post make increasingly little sense.

    The state of ESO PvP is beyond disappointing.

    The skill ceiling feels increasingly compressed. Gear, sets, CP and whatever the current overtuned interaction happens to be have far too much influence compared with individual mechanical skill. When sets and passive interactions are doing so much of the work, winning stops feeling like you outplayed somebody and starts feeling like you brought the better spreadsheet. In plain words, PvP is about gear and cp.

    And now we’re apparently supposed to accept a situation where Sorcs, a class that hasn’t been reworked yet can have far better sustain than DKs, deliver damage faster and better, maintain enormous mobility through Streak, while DK gets its sustain and one of its defining offensive abilities knocked down again.


    After years of this cycle, these latest changes may finally be the point where it’s simply time to move on to another game. ESO PvP could be so much better than this, which is exactly what makes watching these decisions happen over and over again so frustrating.

    It’s painfully obvious too, that the people responsible for those changes and the shambles of the PVP state since subclassing, just test these changes casually and not competitively.

    @ZOS_Kevin do you or anyone thats part of the PVP combat team, play PVP competitively ?

    Streak is strong but Streak has proper downsides which make it fine:

    Streak is only 15m in range whereas most other gap closers are 22m in range, meaning that if a Sorc Streaks away from an attacker they're not necessarily out of range.

    Streak has a progressive cost, so every time a player casts it the costs increases by 33%. Even with CoE, spamming Streak is going to eat into a players pool because CoE doesn't deliver that much resource. The CoE passive definitely makes Streak more viable to cast repeatedly than it used to be but it's still not a free-for-all to just Streak spam across the map.

    Streak is undodgeable and unblockable but it's not totally unavoidable. Some of the more powerful mobility skills in the game like RaT or DK & Warden's wings, all provide Expedition. Movement speed buffs are a common method of damage and status mitigation.

    A player with movement speed can sometimes avoid the stun of Streak by simply strafe moving since Sreak has a wind up animation after it's cast, before the Streak takes place. Streak is a linear commitment so if a player can quickly move off sides they can potentially avoid the stun if they have enough distance between them and the caster.

    Streak also doesn't provide any I-frames so Sorcs casting the skill aren't immune from damage or status effects.

    Streak is a solid skill and has plenty of effectiveness but it's not as though there aren't other strong mobility skills in combat.
    NxJoeyD wrote: »
    Gupitoos wrote: »
    Even after the layoffs, estimates suggest ZOS may still have somewhere around 224–281 employees. Obviously, not every single one of those people works on combat or class balance, but we’re still talking about a sizeable development studio. At this point, it’s difficult to accept “lack of resources” as an excuse for the state of class balance. With proper organisation, priorities and enough people actually assigned to combat, the major class reworks could be completed in a relatively short period of time (a month even). Instead, it often feels like the problem is productivity and priorities. Like many large companies, it’s very easy for inefficiency to creep in and for people to get away with producing far less than they realistically could.

    And that’s what makes the direction of ESO so frustrating. It increasingly feels as though the priority is simply to milk an established game rather than seriously improve it, and frankly, that feeling hasn’t appeared overnight. It’s been building for the better part of a decade.

    Look at what has happened with Dragonknight.

    DK was arguably one of the weakest classes during the subclass meta. To compete, you had DKs running ridiculous setups involving sets like Pyre and Relequen, where essentially the sets were playing the game rather than the class or the player. ZOS finally reworked DK, only to turn around and hammer it again by ruining its sustain and destroying it’s Molten Whip damage, which you know, it can be blocked anyways. Flame lash is the only good change, this thing had no reason being so busted in PVP.

    Meanwhile, look at what they’re allowing elsewhere.

    Werewolves can still benefit from class masteries while having enormous damage, extremely strong healing and an incredibly effective one-bar playstyle. Sorcerer, somehow continues escaping the treatment DK receives despite having some incredibly strong passives (actually strongest ones by far), infinite sustain, huge burst potential and one of the strongest mobility tools in PvP: Streak.

    Streak is just ridiculous. Teleport has no room in a PvP game. With the sustain available through subclassing/masteries, Sorcs can now spam it until Jesus’s second coming while maintaining tremendous pressure as it can do 10k+ damage. Oh it’s also unblockable and undodgeable :dizzy:

    And this is where the balancing decisions start feeling completely backwards.

    Sorcerer is one of the easiest classes for less experienced players to get value from while simultaneously having an extremely high level of effectiveness in experienced hands. Yet rather than properly addressing the things that make Sorc oppressive, ZOS repeatedly seems to hit classes capable of challenging it. Whether that’s because Sorc has a huge player population, because changing it would upset too many players, or for some other reason, people can draw their own conclusions. But the result is the same: the balancing decisions on this post make increasingly little sense.

    The state of ESO PvP is beyond disappointing.

    The skill ceiling feels increasingly compressed. Gear, sets, CP and whatever the current overtuned interaction happens to be have far too much influence compared with individual mechanical skill. When sets and passive interactions are doing so much of the work, winning stops feeling like you outplayed somebody and starts feeling like you brought the better spreadsheet. In plain words, PvP is about gear and cp.

    And now we’re apparently supposed to accept a situation where Sorcs, a class that hasn’t been reworked yet can have far better sustain than DKs, deliver damage faster and better, maintain enormous mobility through Streak, while DK gets its sustain and one of its defining offensive abilities knocked down again.


    After years of this cycle, these latest changes may finally be the point where it’s simply time to move on to another game. ESO PvP could be so much better than this, which is exactly what makes watching these decisions happen over and over again so frustrating.

    It’s painfully obvious too, that the people responsible for those changes and the shambles of the PVP state since subclassing, just test these changes casually and not competitively.

    @ZOS_Kevin do you or anyone thats part of the PVP combat team, play PVP competitively ?

    Streak is strong but Streak has proper downsides which make it fine:

    Streak is only 15m in range whereas most other gap closers are 22m in range, meaning that if a Sorc Streaks away from an attacker they're not necessarily out of range.

    Streak has a progressive cost, so every time a player casts it the costs increases by 33%. Even with CoE, spamming Streak is going to eat into a players pool because CoE doesn't deliver that much resource. The CoE passive definitely makes Streak more viable to cast repeatedly than it used to be but it's still not a free-for-all to just Streak spam across the map.

    Streak is undodgeable and unblockable but it's not totally unavoidable. Some of the more powerful mobility skills in the game like RaT or DK & Warden's wings, all provide Expedition. Movement speed buffs are a common method of damage and status mitigation.

    A player with movement speed can sometimes avoid the stun of Streak by simply strafe moving since Sreak has a wind up animation after it's cast, before the Streak takes place. Streak is a linear commitment so if a player can quickly move off sides they can potentially avoid the stun if they have enough distance between them and the caster.

    Streak also doesn't provide any I-frames so Sorcs casting the skill aren't immune from damage or status effects.

    Streak is a solid skill and has plenty of effectiveness but it's not as though there aren't other strong mobility skills in combat.


    Ok you’re just trolling mate and are clearly a sorc main.
    If the slight increased cost on streak spam is so bad then how are the sorcs able to abuse streak in open world areas such as Imp City to run around whole district in order to find a balcony to climb to? The ability costs 3700 some magicka I think which is even less if you’re a Breton or Imperial and all you have to do is wait 4 seconds.

    You know after streaking through someone - by the time they break the cc and catch up to you, you can just streak again as 4 seconds will have either passed or be about to pass and you can therefore use it at regular cost. 4 seconds is simply not enough. If streak had a cost of 5500 or something magicka then it would be better. For average Sorc player streak will cost 3400 magicka or 3330 magicka, pick your poison.

    In most PvP situations, streak is completely unavoidable, there’s not enough time to react to it cos it’s instant :)

    Crystal frags, bound armaments, ele sus, static reverberation, energy overload, the list goes on.

    There’s an addon that shows DK stun and gives noobs a visual warning, prompting them to dodge it, perhaps ZOS can add a 0.6 or 1 second delay on streak too to allow for a similar add-on to exist and give people a chance to actually avoid it, because the way you’re suggesting can avoid streak simply doesn’t work - sorcs can use it several times back to back without issues and therefore make it impossible to avoid. Say you somehow manage to avoid one streak while you’re being bursted it down to 0 hp in seconds, all sorc has to do is use it again:)
    Meanwhile DK stun is expensive and gives a visual warning with the noob addon everytime it’s used so noobs can dodge.


    We don’t need to keep lowering the skill ceiling you know. Addons like that shouldn’t even be part of the game, you might as well get an addon to do your rotation for you while you afk.

    Sorc has always been the strongest class in PvP, and streak is an overpowered skill that has no place in a proper PvP game and allows them to make mistakes as they can just teleport twice and heal up by the time someone catches up to them.


    But bro is a delulu and thinks Sorc is fine and streak is balanced and not a completed overpowered skill in game:)

    Perhaps, you can name another mobility skill currently in game which is capable of dealing 10-15k instant damage, while being instant, cheap resource cost (3300-3800) and essentially unblockable/undodgeable ;)

    Edited by Gupitoos on 17 August 2026 23:50
  • Solariken
    Solariken
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    Solariken wrote: »
    Balanced Warrior changes are pretty neat. BUT, Templar is already a little overloaded defensively, so to make room for the new Balanced Warrior, please consider nerfing Living Dark heal a wee bit.

    Are you really asking for templar nerfs allready? And what whats make living dark so op i am realy curious to know??Templar has no mobility and and no sustain and one of the worst delayed burst of all classes, and if its supposed to be the stand your ground class it needs to be tanky as heck. compare that to sorc that has all the things templar lacks. And also with plar you could even go 12k wep and spell dmg and ti wouldnt make a diffrence becouse of how badly most of the skills scale with it.

    Compare living dark to vigor and tell me why would anyone use living dark instead of vigor if you nerf it more?

    And read the changes again? Its a big nerf to templar, not a buff

    It's not a nerf, my current stamplar PvP build is getting about 100 additional weapon damage and about 3500 additional resists. It's a really nice buff, I just don't want to see an unkillable armorplar meta. Balanced Warrior is a step in the right direction, but I think some defensive power needs to be trimmed elsewhere because plar already shines defensively.
  • NxJoeyD
    NxJoeyD
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    Gupitoos wrote: »
    Ok you’re just trolling mate and are clearly a sorc main.
    If the slight increased cost on streak spam is so bad then how are the sorcs able to abuse streak in open world areas such as Imp City to run around whole district in order to find a balcony to climb to? The ability costs 3700 some magicka I think which is even less if you’re a Breton or Imperial and all you have to do is wait 4 seconds.

    Streak has a base cost of 3,780 but for most Sorcs the cost is probably closer to 3,500 +/-. Streak carries a progressive use penalty that applies 33% of the base skill cost to each successive cast made within that 4 second window.

    So if the skill has a base cost of 3,550, then casting a 2nd time would cost the Sorc 4,800, then again a 3rd time within a new 4 second window the cost goes to 6,048, if cast again within 4 seconds it costs 7,295 .., and again within 4 seconds 8,543. So the cost goes up significantly.

    Yes, CoE helps make that more viable, but, even on a Sorc with 49k Mag, the passive is going to return 970 Mag per cost-skill or ability used. Again, yes, that helps but it doesn't give anyone a free-cost Streak. Sorcs can slot CoE and lean on Dark Conversion in a pinch, which are all valid things to do but each one of those choices comes with an opportunity cost somewhere.
    Gupitoos wrote: »
    You know after streaking through someone - by the time they break the cc and catch up to you, you can just streak again as 4 seconds will have either passed or be about to pass and you can therefore use it at regular cost. 4 seconds is simply not enough. If streak had a cost of 5500 or something magicka then it would be better. For average Sorc player streak will cost 3400 magicka or 3330 magicka, pick your poison.

    Players can break-free of the Streak stun mid-animation so this really depends on how far at range the target is when the Sorc hits them. If the target is closer then there's a better chance they can break free and start to pursue by the time Streak completes, if the target is farther then the Sorc has a better chance of using back-to-back Streaks to put distance .. which is fine, IMO, since practically everyone in PvP has either a gap closer or mobility buffs in order to close distance.
    Gupitoos wrote: »
    In most PvP situations, streak is completely unavoidable, there’s not enough time to react to it cos it’s instant :)

    Crystal frags, bound armaments, ele sus, static reverberation, energy overload, the list goes on.

    Streak is instant-cast but it has a "wind up" animation (for lack of a better term), where the Sorc turns into a ball of lightning before streaking forward. Now, I'm not saying that this is a proper telegraph, it's not, but the Skill isn't instant-to-respond, it's just instant to cast. Frags has a 0.8 cast time off of it's bonus proc so I'm not sure why that's relevant here.
    Gupitoos wrote: »
    Sorc has always been the strongest class in PvP, and streak is an overpowered skill that has no place in a proper PvP game and allows them to make mistakes as they can just teleport twice and heal up by the time someone catches up to them.


    But bro is a delulu and thinks Sorc is fine and streak is balanced and not a completed overpowered skill in game:)

    Perhaps, you can name another mobility skill currently in game which is capable of dealing 10-15k instant damage, while being instant, cheap resource cost (3300-3800) and essentially unblockable/undodgeable ;)

    Streak doesn't scale to 10k - 15k .. a high mag + high spell damage Sorc will tooltip around 7,500, maybe 8,000 damage on Streak. Aurora Javelin will scale to just as much damage, is un-blockable, and bypasses the target resistances so a greater amount of the damage will affect the target.


    Edited by NxJoeyD on 18 August 2026 00:35
  • Militan1404
    Militan1404
    ✭✭✭✭
    Solariken wrote: »
    Solariken wrote: »
    Balanced Warrior changes are pretty neat. BUT, Templar is already a little overloaded defensively, so to make room for the new Balanced Warrior, please consider nerfing Living Dark heal a wee bit.

    Are you really asking for templar nerfs allready? And what whats make living dark so op i am realy curious to know??Templar has no mobility and and no sustain and one of the worst delayed burst of all classes, and if its supposed to be the stand your ground class it needs to be tanky as heck. compare that to sorc that has all the things templar lacks. And also with plar you could even go 12k wep and spell dmg and ti wouldnt make a diffrence becouse of how badly most of the skills scale with it.

    Compare living dark to vigor and tell me why would anyone use living dark instead of vigor if you nerf it more?

    And read the changes again? Its a big nerf to templar, not a buff

    It's not a nerf, my current stamplar PvP build is getting about 100 additional weapon damage and about 3500 additional resists. It's a really nice buff, I just don't want to see an unkillable armorplar meta. Balanced Warrior is a step in the right direction, but I think some defensive power needs to be trimmed elsewhere because plar already shines defensively.

    So you saying this makes up for the 16% wepon and spell dmg plars lost? Templars get more dmg from slotting fightes guild abilitys then slotting templar abilitys. And that you think a bit extra resistance for templar would break the game just make me question your knowledge about the game..you could give tempars 100k resistance and it wouldnt matter at all becouse we are in a onslaught and corrosive meta now and it takes just one good combo to burst them down and nothing about that would change next patch, and its not like it is any hard to reach resistance cap allready anyway. And then templars dmg would be debuffed by minor and major breach and sets that reduce resistance and sorc new group buff and etc. and mobility, sustain, dmg shield and dmg reduction by % is all better than resistance and plars dont do good in any of those depapartments, and there is classes that have all those combined with insaine dmg what templars also lacks. So that you are afraid that 3500 extra resistance would make one of the worst classes in the game unnkillable monsters while unnkillable dks and sorcs are everywhere is just silly and just proves why the game is in the state it is, that everyone with zero knowledge about anything can come here and cry for nerfs.
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭✭
    Based on the DK and Werewolf refreshes, in conjunction with the recent Templar Balanced Warrior changes I'd like to suggest a possible idea for Sorcerer's future refresh in regards to the Expert Mage passive, w/s damage, and bonus movement speed.

    Expert Mage:
    • This passive now grants a base w/s damage which improves based on how many Sorcerer skills are slotted (200 + (75 x # of Sorcerer skills)), and increases your Bonus Movement Speed based on the highest of your w/s damage and how many Sorcerer skills are slotted (1% + 1% x # of Sorcerer skills + 0.005% x w/s damage). The Bonus Movement Speed is capped to 10%.

    Example with 6000 w/s damage after modifiers and 4 Sorc skills slotted:

    W/S damage
    = 200 + (75 x 4) (50% modifier)
    = 500 w/s damage x 1.5
    = 750
    Total = 6750

    Movement Speed
    (1% + 1% x # of Sorcerer skills + 0.005% x w/s damage)
    = 1% + 1% x 4 + 0.0005 x 6750
    = 1% + 4% + 0.0005 x 6750
    = 5% + 3.375%
    = 8.375%

    Formula's could be adjusted for balance, as well as the cap, but general idea is the important part.

    Basically same premise as Balanced Warrior and Fan the Flames, while also introducing a unique movement speed bonus for Sorcerer's that puts them slightly above other classes, something that was lost over the years with subclassing, jewelry crafting, and better access to minor expedition.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • madmufffin
    madmufffin
    ✭✭✭✭✭
    Based on the DK and Werewolf refreshes, in conjunction with the recent Templar Balanced Warrior changes I'd like to suggest a possible idea for Sorcerer's future refresh in regards to the Expert Mage passive, w/s damage, and bonus movement speed.

    Expert Mage:
    • This passive now grants a base w/s damage which improves based on how many Sorcerer skills are slotted (200 + (75 x # of Sorcerer skills)), and increases your Bonus Movement Speed based on the highest of your w/s damage and how many Sorcerer skills are slotted (1% + 1% x # of Sorcerer skills + 0.005% x w/s damage). The Bonus Movement Speed is capped to 10%.

    Example with 6000 w/s damage after modifiers and 4 Sorc skills slotted:

    W/S damage
    = 200 + (75 x 4) (50% modifier)
    = 500 w/s damage x 1.5
    = 750
    Total = 6750

    Movement Speed
    (1% + 1% x # of Sorcerer skills + 0.005% x w/s damage)
    = 1% + 1% x 4 + 0.0005 x 6750
    = 1% + 4% + 0.0005 x 6750
    = 5% + 3.375%
    = 8.375%

    Formula's could be adjusted for balance, as well as the cap, but general idea is the important part.

    Basically same premise as Balanced Warrior and Fan the Flames, while also introducing a unique movement speed bonus for Sorcerer's that puts them slightly above other classes, something that was lost over the years with subclassing, jewelry crafting, and better access to minor expedition.

    Just give every class the same cookie cutter passives at this point. They're just gonna make up random themes and attribute them to classes without supporting them anyways.
  • Solariken
    Solariken
    ✭✭✭✭✭
    ✭✭✭✭
    Solariken wrote: »
    Solariken wrote: »
    Balanced Warrior changes are pretty neat. BUT, Templar is already a little overloaded defensively, so to make room for the new Balanced Warrior, please consider nerfing Living Dark heal a wee bit.

    Are you really asking for templar nerfs allready? And what whats make living dark so op i am realy curious to know??Templar has no mobility and and no sustain and one of the worst delayed burst of all classes, and if its supposed to be the stand your ground class it needs to be tanky as heck. compare that to sorc that has all the things templar lacks. And also with plar you could even go 12k wep and spell dmg and ti wouldnt make a diffrence becouse of how badly most of the skills scale with it.

    Compare living dark to vigor and tell me why would anyone use living dark instead of vigor if you nerf it more?

    And read the changes again? Its a big nerf to templar, not a buff

    It's not a nerf, my current stamplar PvP build is getting about 100 additional weapon damage and about 3500 additional resists. It's a really nice buff, I just don't want to see an unkillable armorplar meta. Balanced Warrior is a step in the right direction, but I think some defensive power needs to be trimmed elsewhere because plar already shines defensively.

    So you saying this makes up for the 16% wepon and spell dmg plars lost? Templars get more dmg from slotting fightes guild abilitys then slotting templar abilitys. And that you think a bit extra resistance for templar would break the game just make me question your knowledge about the game..you could give tempars 100k resistance and it wouldnt matter at all becouse we are in a onslaught and corrosive meta now and it takes just one good combo to burst them down and nothing about that would change next patch, and its not like it is any hard to reach resistance cap allready anyway. And then templars dmg would be debuffed by minor and major breach and sets that reduce resistance and sorc new group buff and etc. and mobility, sustain, dmg shield and dmg reduction by % is all better than resistance and plars dont do good in any of those depapartments, and there is classes that have all those combined with insaine dmg what templars also lacks. So that you are afraid that 3500 extra resistance would make one of the worst classes in the game unnkillable monsters while unnkillable dks and sorcs are everywhere is just silly and just proves why the game is in the state it is, that everyone with zero knowledge about anything can come here and cry for nerfs.

    Multiple GO's here, Templar main, been playing since launch.

    I'm not saying the damage buff is enough, you're not understanding the issue. Chill out and think it through.

    Plar is getting a massive defensive buff with these changes, in addition to a small offensive buff (in PvP anyway). This is going to make plar pretty strong.

    Now that the class has more innate tankiness, it's safe to trim some of the "active" tankiness, and I think Living Dark is a good place to start.
  • Militan1404
    Militan1404
    ✭✭✭✭
    Solariken wrote: »
    Solariken wrote: »
    Solariken wrote: »
    Balanced Warrior changes are pretty neat. BUT, Templar is already a little overloaded defensively, so to make room for the new Balanced Warrior, please consider nerfing Living Dark heal a wee bit.

    Are you really asking for templar nerfs allready? And what whats make living dark so op i am realy curious to know??Templar has no mobility and and no sustain and one of the worst delayed burst of all classes, and if its supposed to be the stand your ground class it needs to be tanky as heck. compare that to sorc that has all the things templar lacks. And also with plar you could even go 12k wep and spell dmg and ti wouldnt make a diffrence becouse of how badly most of the skills scale with it.

    Compare living dark to vigor and tell me why would anyone use living dark instead of vigor if you nerf it more?

    And read the changes again? Its a big nerf to templar, not a buff

    It's not a nerf, my current stamplar PvP build is getting about 100 additional weapon damage and about 3500 additional resists. It's a really nice buff, I just don't want to see an unkillable armorplar meta. Balanced Warrior is a step in the right direction, but I think some defensive power needs to be trimmed elsewhere because plar already shines defensively.

    So you saying this makes up for the 16% wepon and spell dmg plars lost? Templars get more dmg from slotting fightes guild abilitys then slotting templar abilitys. And that you think a bit extra resistance for templar would break the game just make me question your knowledge about the game..you could give tempars 100k resistance and it wouldnt matter at all becouse we are in a onslaught and corrosive meta now and it takes just one good combo to burst them down and nothing about that would change next patch, and its not like it is any hard to reach resistance cap allready anyway. And then templars dmg would be debuffed by minor and major breach and sets that reduce resistance and sorc new group buff and etc. and mobility, sustain, dmg shield and dmg reduction by % is all better than resistance and plars dont do good in any of those depapartments, and there is classes that have all those combined with insaine dmg what templars also lacks. So that you are afraid that 3500 extra resistance would make one of the worst classes in the game unnkillable monsters while unnkillable dks and sorcs are everywhere is just silly and just proves why the game is in the state it is, that everyone with zero knowledge about anything can come here and cry for nerfs.

    Multiple GO's here, Templar main, been playing since launch.

    I'm not saying the damage buff is enough, you're not understanding the issue. Chill out and think it through.

    Plar is getting a massive defensive buff with these changes, in addition to a small offensive buff (in PvP anyway). This is going to make plar pretty strong.

    Now that the class has more innate tankiness, it's safe to trim some of the "active" tankiness, and I think Living Dark is a good place to start.

    Also been playing since launch and that dosent prove anything, know player that played since launch that still as cluless now as then. Templars aint strong now and wont be strong next patch.. living dark is medicore at best but if it stands between it and 3500 armor its a no brainer.. what exactly do you think 3500 extra armor on a templar would do next patch??? I am really curious to hear this, what could templar do that dk, sorcs and even necros do even 100 times better. Templar aint tanky at all now compared tho those classes and they all do tons of more dmg than templar could ever dream of. So maybe you should think this thru urself instead of telling others to do this..
  • madmufffin
    madmufffin
    ✭✭✭✭✭
    Solariken wrote: »
    Solariken wrote: »
    Solariken wrote: »
    Balanced Warrior changes are pretty neat. BUT, Templar is already a little overloaded defensively, so to make room for the new Balanced Warrior, please consider nerfing Living Dark heal a wee bit.

    Are you really asking for templar nerfs allready? And what whats make living dark so op i am realy curious to know??Templar has no mobility and and no sustain and one of the worst delayed burst of all classes, and if its supposed to be the stand your ground class it needs to be tanky as heck. compare that to sorc that has all the things templar lacks. And also with plar you could even go 12k wep and spell dmg and ti wouldnt make a diffrence becouse of how badly most of the skills scale with it.

    Compare living dark to vigor and tell me why would anyone use living dark instead of vigor if you nerf it more?

    And read the changes again? Its a big nerf to templar, not a buff

    It's not a nerf, my current stamplar PvP build is getting about 100 additional weapon damage and about 3500 additional resists. It's a really nice buff, I just don't want to see an unkillable armorplar meta. Balanced Warrior is a step in the right direction, but I think some defensive power needs to be trimmed elsewhere because plar already shines defensively.

    So you saying this makes up for the 16% wepon and spell dmg plars lost? Templars get more dmg from slotting fightes guild abilitys then slotting templar abilitys. And that you think a bit extra resistance for templar would break the game just make me question your knowledge about the game..you could give tempars 100k resistance and it wouldnt matter at all becouse we are in a onslaught and corrosive meta now and it takes just one good combo to burst them down and nothing about that would change next patch, and its not like it is any hard to reach resistance cap allready anyway. And then templars dmg would be debuffed by minor and major breach and sets that reduce resistance and sorc new group buff and etc. and mobility, sustain, dmg shield and dmg reduction by % is all better than resistance and plars dont do good in any of those depapartments, and there is classes that have all those combined with insaine dmg what templars also lacks. So that you are afraid that 3500 extra resistance would make one of the worst classes in the game unnkillable monsters while unnkillable dks and sorcs are everywhere is just silly and just proves why the game is in the state it is, that everyone with zero knowledge about anything can come here and cry for nerfs.

    Multiple GO's here, Templar main, been playing since launch.

    I'm not saying the damage buff is enough, you're not understanding the issue. Chill out and think it through.

    Plar is getting a massive defensive buff with these changes, in addition to a small offensive buff (in PvP anyway). This is going to make plar pretty strong.

    Now that the class has more innate tankiness, it's safe to trim some of the "active" tankiness, and I think Living Dark is a good place to start.

    Plar still going to get straight mauled in this Corrosive/Onslaught meta. More 5k more resistances isn't gonna change that. Plar exists in a space where it is neither defensive or offensive enough to compete with the big boys and will just be curb stomped repeatedly in PVP unless a massive player skill gap exists.
  • Solariken
    Solariken
    ✭✭✭✭✭
    ✭✭✭✭
    madmufffin wrote: »
    Solariken wrote: »
    Solariken wrote: »
    Solariken wrote: »
    Balanced Warrior changes are pretty neat. BUT, Templar is already a little overloaded defensively, so to make room for the new Balanced Warrior, please consider nerfing Living Dark heal a wee bit.

    Are you really asking for templar nerfs allready? And what whats make living dark so op i am realy curious to know??Templar has no mobility and and no sustain and one of the worst delayed burst of all classes, and if its supposed to be the stand your ground class it needs to be tanky as heck. compare that to sorc that has all the things templar lacks. And also with plar you could even go 12k wep and spell dmg and ti wouldnt make a diffrence becouse of how badly most of the skills scale with it.

    Compare living dark to vigor and tell me why would anyone use living dark instead of vigor if you nerf it more?

    And read the changes again? Its a big nerf to templar, not a buff

    It's not a nerf, my current stamplar PvP build is getting about 100 additional weapon damage and about 3500 additional resists. It's a really nice buff, I just don't want to see an unkillable armorplar meta. Balanced Warrior is a step in the right direction, but I think some defensive power needs to be trimmed elsewhere because plar already shines defensively.

    So you saying this makes up for the 16% wepon and spell dmg plars lost? Templars get more dmg from slotting fightes guild abilitys then slotting templar abilitys. And that you think a bit extra resistance for templar would break the game just make me question your knowledge about the game..you could give tempars 100k resistance and it wouldnt matter at all becouse we are in a onslaught and corrosive meta now and it takes just one good combo to burst them down and nothing about that would change next patch, and its not like it is any hard to reach resistance cap allready anyway. And then templars dmg would be debuffed by minor and major breach and sets that reduce resistance and sorc new group buff and etc. and mobility, sustain, dmg shield and dmg reduction by % is all better than resistance and plars dont do good in any of those depapartments, and there is classes that have all those combined with insaine dmg what templars also lacks. So that you are afraid that 3500 extra resistance would make one of the worst classes in the game unnkillable monsters while unnkillable dks and sorcs are everywhere is just silly and just proves why the game is in the state it is, that everyone with zero knowledge about anything can come here and cry for nerfs.

    Multiple GO's here, Templar main, been playing since launch.

    I'm not saying the damage buff is enough, you're not understanding the issue. Chill out and think it through.

    Plar is getting a massive defensive buff with these changes, in addition to a small offensive buff (in PvP anyway). This is going to make plar pretty strong.

    Now that the class has more innate tankiness, it's safe to trim some of the "active" tankiness, and I think Living Dark is a good place to start.

    Plar still going to get straight mauled in this Corrosive/Onslaught meta. More 5k more resistances isn't gonna change that. Plar exists in a space where it is neither defensive or offensive enough to compete with the big boys and will just be curb stomped repeatedly in PVP unless a massive player skill gap exists.

    What if I told you there is an addon that flashes a warning whenever Corrosive or Onslaught are active near you... Makes those ults a lot less threatening.
  • madmufffin
    madmufffin
    ✭✭✭✭✭
    Solariken wrote: »
    madmufffin wrote: »
    Solariken wrote: »
    Solariken wrote: »
    Solariken wrote: »
    Balanced Warrior changes are pretty neat. BUT, Templar is already a little overloaded defensively, so to make room for the new Balanced Warrior, please consider nerfing Living Dark heal a wee bit.

    Are you really asking for templar nerfs allready? And what whats make living dark so op i am realy curious to know??Templar has no mobility and and no sustain and one of the worst delayed burst of all classes, and if its supposed to be the stand your ground class it needs to be tanky as heck. compare that to sorc that has all the things templar lacks. And also with plar you could even go 12k wep and spell dmg and ti wouldnt make a diffrence becouse of how badly most of the skills scale with it.

    Compare living dark to vigor and tell me why would anyone use living dark instead of vigor if you nerf it more?

    And read the changes again? Its a big nerf to templar, not a buff

    It's not a nerf, my current stamplar PvP build is getting about 100 additional weapon damage and about 3500 additional resists. It's a really nice buff, I just don't want to see an unkillable armorplar meta. Balanced Warrior is a step in the right direction, but I think some defensive power needs to be trimmed elsewhere because plar already shines defensively.

    So you saying this makes up for the 16% wepon and spell dmg plars lost? Templars get more dmg from slotting fightes guild abilitys then slotting templar abilitys. And that you think a bit extra resistance for templar would break the game just make me question your knowledge about the game..you could give tempars 100k resistance and it wouldnt matter at all becouse we are in a onslaught and corrosive meta now and it takes just one good combo to burst them down and nothing about that would change next patch, and its not like it is any hard to reach resistance cap allready anyway. And then templars dmg would be debuffed by minor and major breach and sets that reduce resistance and sorc new group buff and etc. and mobility, sustain, dmg shield and dmg reduction by % is all better than resistance and plars dont do good in any of those depapartments, and there is classes that have all those combined with insaine dmg what templars also lacks. So that you are afraid that 3500 extra resistance would make one of the worst classes in the game unnkillable monsters while unnkillable dks and sorcs are everywhere is just silly and just proves why the game is in the state it is, that everyone with zero knowledge about anything can come here and cry for nerfs.

    Multiple GO's here, Templar main, been playing since launch.

    I'm not saying the damage buff is enough, you're not understanding the issue. Chill out and think it through.

    Plar is getting a massive defensive buff with these changes, in addition to a small offensive buff (in PvP anyway). This is going to make plar pretty strong.

    Now that the class has more innate tankiness, it's safe to trim some of the "active" tankiness, and I think Living Dark is a good place to start.

    Plar still going to get straight mauled in this Corrosive/Onslaught meta. More 5k more resistances isn't gonna change that. Plar exists in a space where it is neither defensive or offensive enough to compete with the big boys and will just be curb stomped repeatedly in PVP unless a massive player skill gap exists.

    What if I told you there is an addon that flashes a warning whenever Corrosive or Onslaught are active near you... Makes those ults a lot less threatening.

    That's a lame addon and still doesn't change the fact that Plar is as mobile as a boulder, so if a DK or Sorc gets on you with either ability, you're just gonna eat dirt
  • Gupitoos
    Gupitoos
    @ZOS_Kevin Resou
    Based on the DK and Werewolf refreshes, in conjunction with the recent Templar Balanced Warrior changes I'd like to suggest a possible idea for Sorcerer's future refresh in regards to the Expert Mage passive, w/s damage, and bonus movement speed.

    Expert Mage:
    • This passive now grants a base w/s damage which improves based on how many Sorcerer skills are slotted (200 + (75 x # of Sorcerer skills)), and increases your Bonus Movement Speed based on the highest of your w/s damage and how many Sorcerer skills are slotted (1% + 1% x # of Sorcerer skills + 0.005% x w/s damage). The Bonus Movement Speed is capped to 10%.

    Example with 6000 w/s damage after modifiers and 4 Sorc skills slotted:

    W/S damage
    = 200 + (75 x 4) (50% modifier)
    = 500 w/s damage x 1.5
    = 750
    Total = 6750

    Movement Speed
    (1% + 1% x # of Sorcerer skills + 0.005% x w/s damage)
    = 1% + 1% x 4 + 0.0005 x 6750
    = 1% + 4% + 0.0005 x 6750
    = 5% + 3.375%
    = 8.375%

    Formula's could be adjusted for balance, as well as the cap, but general idea is the important part.

    Basically same premise as Balanced Warrior and Fan the Flames, while also introducing a unique movement speed bonus for Sorcerer's that puts them slightly above other classes, something that was lost over the years with subclassing, jewelry crafting, and better access to minor expedition.

    Rofl sure why not let’s give Sorc 10% extra movement speed cos they are not mobile enough already with streak.
  • Militan1404
    Militan1404
    ✭✭✭✭
    Solariken wrote: »
    madmufffin wrote: »
    Solariken wrote: »
    Solariken wrote: »
    Solariken wrote: »
    Balanced Warrior changes are pretty neat. BUT, Templar is already a little overloaded defensively, so to make room for the new Balanced Warrior, please consider nerfing Living Dark heal a wee bit.

    Are you really asking for templar nerfs allready? And what whats make living dark so op i am realy curious to know??Templar has no mobility and and no sustain and one of the worst delayed burst of all classes, and if its supposed to be the stand your ground class it needs to be tanky as heck. compare that to sorc that has all the things templar lacks. And also with plar you could even go 12k wep and spell dmg and ti wouldnt make a diffrence becouse of how badly most of the skills scale with it.

    Compare living dark to vigor and tell me why would anyone use living dark instead of vigor if you nerf it more?

    And read the changes again? Its a big nerf to templar, not a buff

    It's not a nerf, my current stamplar PvP build is getting about 100 additional weapon damage and about 3500 additional resists. It's a really nice buff, I just don't want to see an unkillable armorplar meta. Balanced Warrior is a step in the right direction, but I think some defensive power needs to be trimmed elsewhere because plar already shines defensively.

    So you saying this makes up for the 16% wepon and spell dmg plars lost? Templars get more dmg from slotting fightes guild abilitys then slotting templar abilitys. And that you think a bit extra resistance for templar would break the game just make me question your knowledge about the game..you could give tempars 100k resistance and it wouldnt matter at all becouse we are in a onslaught and corrosive meta now and it takes just one good combo to burst them down and nothing about that would change next patch, and its not like it is any hard to reach resistance cap allready anyway. And then templars dmg would be debuffed by minor and major breach and sets that reduce resistance and sorc new group buff and etc. and mobility, sustain, dmg shield and dmg reduction by % is all better than resistance and plars dont do good in any of those depapartments, and there is classes that have all those combined with insaine dmg what templars also lacks. So that you are afraid that 3500 extra resistance would make one of the worst classes in the game unnkillable monsters while unnkillable dks and sorcs are everywhere is just silly and just proves why the game is in the state it is, that everyone with zero knowledge about anything can come here and cry for nerfs.

    Multiple GO's here, Templar main, been playing since launch.

    I'm not saying the damage buff is enough, you're not understanding the issue. Chill out and think it through.

    Plar is getting a massive defensive buff with these changes, in addition to a small offensive buff (in PvP anyway). This is going to make plar pretty strong.

    Now that the class has more innate tankiness, it's safe to trim some of the "active" tankiness, and I think Living Dark is a good place to start.

    Plar still going to get straight mauled in this Corrosive/Onslaught meta. More 5k more resistances isn't gonna change that. Plar exists in a space where it is neither defensive or offensive enough to compete with the big boys and will just be curb stomped repeatedly in PVP unless a massive player skill gap exists.

    What if I told you there is an addon that flashes a warning whenever Corrosive or Onslaught are active near you... Makes those ults a lot less threatening.

    Consoles dont have all addon that pc has, and second the game should not be balanced around addons. And thats why most players that use onslaught also use a delayed stun or fear so when they do their combo on you, you would still be in the stun/fear animation process and wont be able to even break free before they are done with their combo. And what are templars gonna do about corrosive anyway? They have no mobility to get away.

    More and more i think about it, templars are kind of a joke. They are the stand your ground class, and still high mobility burst classes are alot more tanky. If templars gonna the stand your gound class, they needs alot more than living dark and 3500 resistance to achieve that.
  • Luneca
    Luneca
    ✭✭✭✭✭
    Solariken wrote: »
    Solariken wrote: »
    Solariken wrote: »
    Balanced Warrior changes are pretty neat. BUT, Templar is already a little overloaded defensively, so to make room for the new Balanced Warrior, please consider nerfing Living Dark heal a wee bit.

    Are you really asking for templar nerfs allready? And what whats make living dark so op i am realy curious to know??Templar has no mobility and and no sustain and one of the worst delayed burst of all classes, and if its supposed to be the stand your ground class it needs to be tanky as heck. compare that to sorc that has all the things templar lacks. And also with plar you could even go 12k wep and spell dmg and ti wouldnt make a diffrence becouse of how badly most of the skills scale with it.

    Compare living dark to vigor and tell me why would anyone use living dark instead of vigor if you nerf it more?

    And read the changes again? Its a big nerf to templar, not a buff

    It's not a nerf, my current stamplar PvP build is getting about 100 additional weapon damage and about 3500 additional resists. It's a really nice buff, I just don't want to see an unkillable armorplar meta. Balanced Warrior is a step in the right direction, but I think some defensive power needs to be trimmed elsewhere because plar already shines defensively.

    So you saying this makes up for the 16% wepon and spell dmg plars lost? Templars get more dmg from slotting fightes guild abilitys then slotting templar abilitys. And that you think a bit extra resistance for templar would break the game just make me question your knowledge about the game..you could give tempars 100k resistance and it wouldnt matter at all becouse we are in a onslaught and corrosive meta now and it takes just one good combo to burst them down and nothing about that would change next patch, and its not like it is any hard to reach resistance cap allready anyway. And then templars dmg would be debuffed by minor and major breach and sets that reduce resistance and sorc new group buff and etc. and mobility, sustain, dmg shield and dmg reduction by % is all better than resistance and plars dont do good in any of those depapartments, and there is classes that have all those combined with insaine dmg what templars also lacks. So that you are afraid that 3500 extra resistance would make one of the worst classes in the game unnkillable monsters while unnkillable dks and sorcs are everywhere is just silly and just proves why the game is in the state it is, that everyone with zero knowledge about anything can come here and cry for nerfs.

    Multiple GO's here, Templar main, been playing since launch.

    I'm not saying the damage buff is enough, you're not understanding the issue. Chill out and think it through.

    Plar is getting a massive defensive buff with these changes, in addition to a small offensive buff (in PvP anyway). This is going to make plar pretty strong.

    Now that the class has more innate tankiness, it's safe to trim some of the "active" tankiness, and I think Living Dark is a good place to start.

    Nerf what used to be there to make space for a "buff" that is conditional and not all templars will benefit from? Yeah , no.
  • Gupitoos
    Gupitoos
    NxJoeyD wrote: »
    Gupitoos wrote: »
    Ok you’re just trolling mate and are clearly a sorc main.
    If the slight increased cost on streak spam is so bad then how are the sorcs able to abuse streak in open world areas such as Imp City to run around whole district in order to find a balcony to climb to? The ability costs 3700 some magicka I think which is even less if you’re a Breton or Imperial and all you have to do is wait 4 seconds.

    Streak has a base cost of 3,780 but for most Sorcs the cost is probably closer to 3,500 +/-. Streak carries a progressive use penalty that applies 33% of the base skill cost to each successive cast made within that 4 second window.

    So if the skill has a base cost of 3,550, then casting a 2nd time would cost the Sorc 4,800, then again a 3rd time within a new 4 second window the cost goes to 6,048, if cast again within 4 seconds it costs 7,295 .., and again within 4 seconds 8,543. So the cost goes up significantly.

    Yes, CoE helps make that more viable, but, even on a Sorc with 49k Mag, the passive is going to return 970 Mag per cost-skill or ability used. Again, yes, that helps but it doesn't give anyone a free-cost Streak. Sorcs can slot CoE and lean on Dark Conversion in a pinch, which are all valid things to do but each one of those choices comes with an opportunity cost somewhere.
    Gupitoos wrote: »
    You know after streaking through someone - by the time they break the cc and catch up to you, you can just streak again as 4 seconds will have either passed or be about to pass and you can therefore use it at regular cost. 4 seconds is simply not enough. If streak had a cost of 5500 or something magicka then it would be better. For average Sorc player streak will cost 3400 magicka or 3330 magicka, pick your poison.

    Players can break-free of the Streak stun mid-animation so this really depends on how far at range the target is when the Sorc hits them. If the target is closer then there's a better chance they can break free and start to pursue by the time Streak completes, if the target is farther then the Sorc has a better chance of using back-to-back Streaks to put distance .. which is fine, IMO, since practically everyone in PvP has either a gap closer or mobility buffs in order to close distance.
    Gupitoos wrote: »
    In most PvP situations, streak is completely unavoidable, there’s not enough time to react to it cos it’s instant :)

    Crystal frags, bound armaments, ele sus, static reverberation, energy overload, the list goes on.

    Streak is instant-cast but it has a "wind up" animation (for lack of a better term), where the Sorc turns into a ball of lightning before streaking forward. Now, I'm not saying that this is a proper telegraph, it's not, but the Skill isn't instant-to-respond, it's just instant to cast. Frags has a 0.8 cast time off of it's bonus proc so I'm not sure why that's relevant here.
    Gupitoos wrote: »
    Sorc has always been the strongest class in PvP, and streak is an overpowered skill that has no place in a proper PvP game and allows them to make mistakes as they can just teleport twice and heal up by the time someone catches up to them.


    But bro is a delulu and thinks Sorc is fine and streak is balanced and not a completed overpowered skill in game:)

    Perhaps, you can name another mobility skill currently in game which is capable of dealing 10-15k instant damage, while being instant, cheap resource cost (3300-3800) and essentially unblockable/undodgeable ;)

    Streak doesn't scale to 10k - 15k .. a high mag + high spell damage Sorc will tooltip around 7,500, maybe 8,000 damage on Streak. Aurora Javelin will scale to just as much damage, is un-blockable, and bypasses the target resistances so a greater amount of the damage will affect the target.

    NxJoeyD wrote: »
    Gupitoos wrote: »
    Ok you’re just trolling mate and are clearly a sorc main.
    If the slight increased cost on streak spam is so bad then how are the sorcs able to abuse streak in open world areas such as Imp City to run around whole district in order to find a balcony to climb to? The ability costs 3700 some magicka I think which is even less if you’re a Breton or Imperial and all you have to do is wait 4 seconds.

    Streak has a base cost of 3,780 but for most Sorcs the cost is probably closer to 3,500 +/-. Streak carries a progressive use penalty that applies 33% of the base skill cost to each successive cast made within that 4 second window.

    So if the skill has a base cost of 3,550, then casting a 2nd time would cost the Sorc 4,800, then again a 3rd time within a new 4 second window the cost goes to 6,048, if cast again within 4 seconds it costs 7,295 .., and again within 4 seconds 8,543. So the cost goes up significantly.

    Yes, CoE helps make that more viable, but, even on a Sorc with 49k Mag, the passive is going to return 970 Mag per cost-skill or ability used. Again, yes, that helps but it doesn't give anyone a free-cost Streak. Sorcs can slot CoE and lean on Dark Conversion in a pinch, which are all valid things to do but each one of those choices comes with an opportunity cost somewhere.
    Gupitoos wrote: »
    You know after streaking through someone - by the time they break the cc and catch up to you, you can just streak again as 4 seconds will have either passed or be about to pass and you can therefore use it at regular cost. 4 seconds is simply not enough. If streak had a cost of 5500 or something magicka then it would be better. For average Sorc player streak will cost 3400 magicka or 3330 magicka, pick your poison.

    Players can break-free of the Streak stun mid-animation so this really depends on how far at range the target is when the Sorc hits them. If the target is closer then there's a better chance they can break free and start to pursue by the time Streak completes, if the target is farther then the Sorc has a better chance of using back-to-back Streaks to put distance .. which is fine, IMO, since practically everyone in PvP has either a gap closer or mobility buffs in order to close distance.
    Gupitoos wrote: »
    In most PvP situations, streak is completely unavoidable, there’s not enough time to react to it cos it’s instant :)

    Crystal frags, bound armaments, ele sus, static reverberation, energy overload, the list goes on.

    Streak is instant-cast but it has a "wind up" animation (for lack of a better term), where the Sorc turns into a ball of lightning before streaking forward. Now, I'm not saying that this is a proper telegraph, it's not, but the Skill isn't instant-to-respond, it's just instant to cast. Frags has a 0.8 cast time off of it's bonus proc so I'm not sure why that's relevant here.
    Gupitoos wrote: »
    Sorc has always been the strongest class in PvP, and streak is an overpowered skill that has no place in a proper PvP game and allows them to make mistakes as they can just teleport twice and heal up by the time someone catches up to them.


    But bro is a delulu and thinks Sorc is fine and streak is balanced and not a completed overpowered skill in game:)

    Perhaps, you can name another mobility skill currently in game which is capable of dealing 10-15k instant damage, while being instant, cheap resource cost (3300-3800) and essentially unblockable/undodgeable ;)

    Streak doesn't scale to 10k - 15k .. a high mag + high spell damage Sorc will tooltip around 7,500, maybe 8,000 damage on Streak. Aurora Javelin will scale to just as much damage, is un-blockable, and bypasses the target resistances so a greater amount of the damage will affect the target.


    Just be honest, you don’t want them to nerf Sorc ;) -

    In a PvP scenario, a Sorc can already be putting serious pressure on a target with Ele Sus, Crystal Frags, Bound Armaments, Haunting Curse, Crushing Shock and potentially Maarselok procs from medium weaves. These aren’t just abilities that can produce very high burst; together they put a ridiculous amount of pressure on you as well.

    So you’ve got all of that hitting your opponent, and then you Streak through them — which, by the way, can absolutely crit for 10–15k damage :D

    At that point your opponent has to break free, heal and probably rebuff. By the time they’ve done that, around 4 seconds have passed and you’re already able to Streak again without the increased cost.

    And that 3,400–3,500 Streak cost can be reduced even further by another 10% through the Crystal Fragments effect.

    Obviously, nobody can literally spam an ability forever. Even if you had 200k Magicka, eventually you’d run out. That’s not the point. The point is that a Sorc can use Streak more than enough times to decide a fight because the other player simply can’t keep up with them or catch them.

    It’s even worse in open PvP, especially Imperial City. If a Sorc genuinely doesn’t want to die, they can just keep creating distance with Streak until nobody can realistically catch them. Even someone repeatedly using Major Expedition isn’t going to cover that distance, and unlike Streak, they’re spending resources just trying to chase without simultaneously stunning and damaging the person they’re chasing and while Sorc is probably spamming ele sus, crystal frags, armaments, curse and crushing shock on them.

    What other class movement ability gives you this combination of mobility, stun and potentially huge damage while also being unblockable and undodgeable?

    Can someone actually explain why Sorcerers need this level of sustain on top of the damage they have and tankiness? Because right now, if a decent Sorc decides they don’t want to die in open world, in most situations they simply won’t. No other class in game can do that. So it has to go or everyone should have access to an ability like this, simple.

    Now if ZOS genuinely wants to balance Streak, there are several ways they could do it. Increase the starting cost, extend the window in which repeated casts become more expensive from 4 seconds to 6 seconds, increase the stacking cost penalty, reduce the damage significantly, or remove the damage entirely and leave it primarily as a mobility/stun tool.

    I’ve got quite a few screenshots of Streak hitting me for between 10–15k. The Sorcs doing those numbers are probably running TFS and Oakfather, but that’s part of the point — Sorc can run three damage sets, damage CP and still have ridiculous mobility, heals, tankiness and sustain.

    Are we seriously accepting 10–15k Streaks from an unblockable, undodgeable mobility/stun ability as perfectly normal and “balanced”?

    Just ridiculous. Sorc has always been the strongest class and steak has been a big part of the reason why - it allows you to make mistakes and get away with them.

  • madmufffin
    madmufffin
    ✭✭✭✭✭
    Gupitoos wrote: »
    NxJoeyD wrote: »
    Gupitoos wrote: »
    Ok you’re just trolling mate and are clearly a sorc main.
    If the slight increased cost on streak spam is so bad then how are the sorcs able to abuse streak in open world areas such as Imp City to run around whole district in order to find a balcony to climb to? The ability costs 3700 some magicka I think which is even less if you’re a Breton or Imperial and all you have to do is wait 4 seconds.

    Streak has a base cost of 3,780 but for most Sorcs the cost is probably closer to 3,500 +/-. Streak carries a progressive use penalty that applies 33% of the base skill cost to each successive cast made within that 4 second window.

    So if the skill has a base cost of 3,550, then casting a 2nd time would cost the Sorc 4,800, then again a 3rd time within a new 4 second window the cost goes to 6,048, if cast again within 4 seconds it costs 7,295 .., and again within 4 seconds 8,543. So the cost goes up significantly.

    Yes, CoE helps make that more viable, but, even on a Sorc with 49k Mag, the passive is going to return 970 Mag per cost-skill or ability used. Again, yes, that helps but it doesn't give anyone a free-cost Streak. Sorcs can slot CoE and lean on Dark Conversion in a pinch, which are all valid things to do but each one of those choices comes with an opportunity cost somewhere.
    Gupitoos wrote: »
    You know after streaking through someone - by the time they break the cc and catch up to you, you can just streak again as 4 seconds will have either passed or be about to pass and you can therefore use it at regular cost. 4 seconds is simply not enough. If streak had a cost of 5500 or something magicka then it would be better. For average Sorc player streak will cost 3400 magicka or 3330 magicka, pick your poison.

    Players can break-free of the Streak stun mid-animation so this really depends on how far at range the target is when the Sorc hits them. If the target is closer then there's a better chance they can break free and start to pursue by the time Streak completes, if the target is farther then the Sorc has a better chance of using back-to-back Streaks to put distance .. which is fine, IMO, since practically everyone in PvP has either a gap closer or mobility buffs in order to close distance.
    Gupitoos wrote: »
    In most PvP situations, streak is completely unavoidable, there’s not enough time to react to it cos it’s instant :)

    Crystal frags, bound armaments, ele sus, static reverberation, energy overload, the list goes on.

    Streak is instant-cast but it has a "wind up" animation (for lack of a better term), where the Sorc turns into a ball of lightning before streaking forward. Now, I'm not saying that this is a proper telegraph, it's not, but the Skill isn't instant-to-respond, it's just instant to cast. Frags has a 0.8 cast time off of it's bonus proc so I'm not sure why that's relevant here.
    Gupitoos wrote: »
    Sorc has always been the strongest class in PvP, and streak is an overpowered skill that has no place in a proper PvP game and allows them to make mistakes as they can just teleport twice and heal up by the time someone catches up to them.


    But bro is a delulu and thinks Sorc is fine and streak is balanced and not a completed overpowered skill in game:)

    Perhaps, you can name another mobility skill currently in game which is capable of dealing 10-15k instant damage, while being instant, cheap resource cost (3300-3800) and essentially unblockable/undodgeable ;)

    Streak doesn't scale to 10k - 15k .. a high mag + high spell damage Sorc will tooltip around 7,500, maybe 8,000 damage on Streak. Aurora Javelin will scale to just as much damage, is un-blockable, and bypasses the target resistances so a greater amount of the damage will affect the target.

    NxJoeyD wrote: »
    Gupitoos wrote: »
    Ok you’re just trolling mate and are clearly a sorc main.
    If the slight increased cost on streak spam is so bad then how are the sorcs able to abuse streak in open world areas such as Imp City to run around whole district in order to find a balcony to climb to? The ability costs 3700 some magicka I think which is even less if you’re a Breton or Imperial and all you have to do is wait 4 seconds.

    Streak has a base cost of 3,780 but for most Sorcs the cost is probably closer to 3,500 +/-. Streak carries a progressive use penalty that applies 33% of the base skill cost to each successive cast made within that 4 second window.

    So if the skill has a base cost of 3,550, then casting a 2nd time would cost the Sorc 4,800, then again a 3rd time within a new 4 second window the cost goes to 6,048, if cast again within 4 seconds it costs 7,295 .., and again within 4 seconds 8,543. So the cost goes up significantly.

    Yes, CoE helps make that more viable, but, even on a Sorc with 49k Mag, the passive is going to return 970 Mag per cost-skill or ability used. Again, yes, that helps but it doesn't give anyone a free-cost Streak. Sorcs can slot CoE and lean on Dark Conversion in a pinch, which are all valid things to do but each one of those choices comes with an opportunity cost somewhere.
    Gupitoos wrote: »
    You know after streaking through someone - by the time they break the cc and catch up to you, you can just streak again as 4 seconds will have either passed or be about to pass and you can therefore use it at regular cost. 4 seconds is simply not enough. If streak had a cost of 5500 or something magicka then it would be better. For average Sorc player streak will cost 3400 magicka or 3330 magicka, pick your poison.

    Players can break-free of the Streak stun mid-animation so this really depends on how far at range the target is when the Sorc hits them. If the target is closer then there's a better chance they can break free and start to pursue by the time Streak completes, if the target is farther then the Sorc has a better chance of using back-to-back Streaks to put distance .. which is fine, IMO, since practically everyone in PvP has either a gap closer or mobility buffs in order to close distance.
    Gupitoos wrote: »
    In most PvP situations, streak is completely unavoidable, there’s not enough time to react to it cos it’s instant :)

    Crystal frags, bound armaments, ele sus, static reverberation, energy overload, the list goes on.

    Streak is instant-cast but it has a "wind up" animation (for lack of a better term), where the Sorc turns into a ball of lightning before streaking forward. Now, I'm not saying that this is a proper telegraph, it's not, but the Skill isn't instant-to-respond, it's just instant to cast. Frags has a 0.8 cast time off of it's bonus proc so I'm not sure why that's relevant here.
    Gupitoos wrote: »
    Sorc has always been the strongest class in PvP, and streak is an overpowered skill that has no place in a proper PvP game and allows them to make mistakes as they can just teleport twice and heal up by the time someone catches up to them.


    But bro is a delulu and thinks Sorc is fine and streak is balanced and not a completed overpowered skill in game:)

    Perhaps, you can name another mobility skill currently in game which is capable of dealing 10-15k instant damage, while being instant, cheap resource cost (3300-3800) and essentially unblockable/undodgeable ;)

    Streak doesn't scale to 10k - 15k .. a high mag + high spell damage Sorc will tooltip around 7,500, maybe 8,000 damage on Streak. Aurora Javelin will scale to just as much damage, is un-blockable, and bypasses the target resistances so a greater amount of the damage will affect the target.


    Just be honest, you don’t want them to nerf Sorc ;) -

    In a PvP scenario, a Sorc can already be putting serious pressure on a target with Ele Sus, Crystal Frags, Bound Armaments, Haunting Curse, Crushing Shock and potentially Maarselok procs from medium weaves. These aren’t just abilities that can produce very high burst; together they put a ridiculous amount of pressure on you as well.

    So you’ve got all of that hitting your opponent, and then you Streak through them — which, by the way, can absolutely crit for 10–15k damage :D

    At that point your opponent has to break free, heal and probably rebuff. By the time they’ve done that, around 4 seconds have passed and you’re already able to Streak again without the increased cost.

    And that 3,400–3,500 Streak cost can be reduced even further by another 10% through the Crystal Fragments effect.

    Obviously, nobody can literally spam an ability forever. Even if you had 200k Magicka, eventually you’d run out. That’s not the point. The point is that a Sorc can use Streak more than enough times to decide a fight because the other player simply can’t keep up with them or catch them.

    It’s even worse in open PvP, especially Imperial City. If a Sorc genuinely doesn’t want to die, they can just keep creating distance with Streak until nobody can realistically catch them. Even someone repeatedly using Major Expedition isn’t going to cover that distance, and unlike Streak, they’re spending resources just trying to chase without simultaneously stunning and damaging the person they’re chasing and while Sorc is probably spamming ele sus, crystal frags, armaments, curse and crushing shock on them.

    What other class movement ability gives you this combination of mobility, stun and potentially huge damage while also being unblockable and undodgeable?

    Can someone actually explain why Sorcerers need this level of sustain on top of the damage they have and tankiness? Because right now, if a decent Sorc decides they don’t want to die in open world, in most situations they simply won’t. No other class in game can do that. So it has to go or everyone should have access to an ability like this, simple.

    Now if ZOS genuinely wants to balance Streak, there are several ways they could do it. Increase the starting cost, extend the window in which repeated casts become more expensive from 4 seconds to 6 seconds, increase the stacking cost penalty, reduce the damage significantly, or remove the damage entirely and leave it primarily as a mobility/stun tool.

    I’ve got quite a few screenshots of Streak hitting me for between 10–15k. The Sorcs doing those numbers are probably running TFS and Oakfather, but that’s part of the point — Sorc can run three damage sets, damage CP and still have ridiculous mobility, heals, tankiness and sustain.

    Are we seriously accepting 10–15k Streaks from an unblockable, undodgeable mobility/stun ability as perfectly normal and “balanced”?

    Just ridiculous. Sorc has always been the strongest class and steak has been a big part of the reason why - it allows you to make mistakes and get away with them.

    I'm a big fan of Sorc and it's my pvp main these days, but realistically streak just needs to be removed. Too much of the classes kit gets left in a dead state because streak makes balancing the class so hard. If you remove streak and make it into an actual phys morph/shock morph damage spammable that the class has needed for ages. I think it would be better for the class and pvp as a whole.
  • Turtle_Bot
    Turtle_Bot
    ✭✭✭✭✭
    ✭✭✭
    Based on the DK and Werewolf refreshes, in conjunction with the recent Templar Balanced Warrior changes I'd like to suggest a possible idea for Sorcerer's future refresh in regards to the Expert Mage passive, w/s damage, and bonus movement speed.

    Expert Mage:
    • This passive now grants a base w/s damage which improves based on how many Sorcerer skills are slotted (200 + (75 x # of Sorcerer skills)), and increases your Bonus Movement Speed based on the highest of your w/s damage and how many Sorcerer skills are slotted (1% + 1% x # of Sorcerer skills + 0.005% x w/s damage). The Bonus Movement Speed is capped to 10%.

    Example with 6000 w/s damage after modifiers and 4 Sorc skills slotted:

    W/S damage
    = 200 + (75 x 4) (50% modifier)
    = 500 w/s damage x 1.5
    = 750
    Total = 6750

    Movement Speed
    (1% + 1% x # of Sorcerer skills + 0.005% x w/s damage)
    = 1% + 1% x 4 + 0.0005 x 6750
    = 1% + 4% + 0.0005 x 6750
    = 5% + 3.375%
    = 8.375%

    Formula's could be adjusted for balance, as well as the cap, but general idea is the important part.

    Basically same premise as Balanced Warrior and Fan the Flames, while also introducing a unique movement speed bonus for Sorcerer's that puts them slightly above other classes, something that was lost over the years with subclassing, jewelry crafting, and better access to minor expedition.

    Would love to see something like this, let Sorc be the actual speed class again instead of just another speed capped build that people cry about just because they refuse to slot any of the free/cheap mobility options the game has given out over the years and just want their targets to sit there taking the beating like the target dummies.
  • Turtle_Bot
    Turtle_Bot
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    ✭✭✭
    Gupitoos wrote: »

    Just be honest, you don’t want them to nerf Sorc ;) -


    Now if ZOS genuinely wants to balance Streak, there are several ways they could do it. Increase the starting cost, extend the window in which repeated casts become more expensive from 4 seconds to 6 seconds, increase the stacking cost penalty, reduce the damage significantly, or remove the damage entirely and leave it primarily as a mobility/stun tool.

    You just be honest and admit you just want them to delete Sorcerer from the game because it doesn't sit there like a target dummy taking your damage without fighting back or defending itself in anyway shape or form. ;)

    Moving past the 90% of the rest of this comment that is just bad bait/trolling/spite/crying to the single constructive point in here:
    Now if ZOS genuinely wants to balance Streak, there are several ways they could do it. Increase the starting cost, extend the window in which repeated casts become more expensive from 4 seconds to 6 seconds, increase the stacking cost penalty, reduce the damage significantly, or remove the damage entirely and leave it primarily as a mobility/stun tool.

    Increasing the cost increase window to 6 seconds is a fine compromise, if we aren't going to make any changes at all to Conservation of Energy, but that doesn't solve the issues that make DoT Sorc so strong in the first place.

    It would be better just to make Conservation of Energy not work with core combat, WW form, or health cost abilities.

    Making this change to Conservation does 3 things:
    1. No "free spammable" in blood for blood that costs less health than Conservation heals (signet ele sus proved why zero cost spammables are an issue).
    2. Forces Vigor onto the build to replace the heal ticks that are currently gained when blocking/rolling/bashing (1 less bar slot for offence, defense or utility, which is a huge adjustment (nerf) since the heal from core combat procs alone equates to roughly 1200 stam recovery in practice due to not needing to cast vigor every 4-5 seconds to keep HoTs up while not dealing damage for surge procs)
    3. Forces tri-pots back onto the build to account for losing that equivalent 1200 stam recovery due to now needing to keep vigor up, which means no armor pots (so 6k less armor) or switching from Sugar Skulls back to Bear Haunch which means less max mag/stam which means lower value percent modifiers, less Font of Power value, smaller Conservation resource restore values, less damage, smaller heals, less streaks, etc.

    Lets not also forget that ele sus is getting hefty 3k+ cost added this patch, so there's already a big nerf due to no more "free" pressure from the back bar while playing pure defense (which is due to fewer Surge procs which results in less healing which is compounded further by the removal of Prophecy from the Exploitation passive which means more casts of vigor which means less damage being done meaning it's easier to stay on the offensive for longer against Sorc).
  • Turtle_Bot
    Turtle_Bot
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    madmufffin wrote: »
    I'm a big fan of Sorc and it's my pvp main these days, but realistically streak just needs to be removed. Too much of the classes kit gets left in a dead state because streak makes balancing the class so hard. If you remove streak and make it into an actual phys morph/shock morph damage spammable that the class has needed for ages. I think it would be better for the class and pvp as a whole.

    Streak doesn't need to be removed and lets be honest here, removing it would still not be enough for the majority of people that constantly cry about Sorc here on the forums (as evidenced by comments on a thread I made back in U36 when Sorc was designated the "crafting bench tier" class where I completely removed the stun from streak as a way to bring up the rest of the kit).

    What has been needed though was the rest of the kit and the game to have been designed/adjusted in the past with it existing in mind.

    Things for Sorc like:
    - Clunky cast time heals/sustain on Sorc (which does exist in Dark Deal, pets)
    - Unique "mitigations" that aren't the generic OP block (that used to exist in shields, pets and mobility before these were nerfed/given out to appease the constant crying of non-sorcs).
    - Clunky but potent damage when combined properly (again, cast times, etc. like on frags that can also be rolled, or spread out damage like on armaments, or cleansable damage like curse)

    But this also requires the rest of the game to acknowledge these balance requirements for having this ability/design and to accept they also need to be balanced accordingly, such as:
    -No free speed/mobility being generically given out to everyone (if escaping/shielding to use clunky heals are the designed way for Sorc to recover, it needs to be allowed the opportunity to do that, not just have every other class easily chase after it while maintaining full pressure or just straight up deleting shields as they are being cast).
    - No infinite hard counters such as infinite roll dodges, perma blocking or perma uptime on unique and powerful hard counters such as wings. These counters should exist but should not be able to be permanently active.

    Again, the original design of Sorc was that there should be windows to play, outplay and counterplay Sorc, but the vast majority of players of other classes don't want to see such balance, they just want a target dummy that sits there not fighting back, not healing up and not running away, while their class has everything and more.

    The current state of Sorc is a direct result of all of the uninformed and biased complaints about the class over the last decade by players that never actually wanted proper balance, they just wanted free/easy kills, and for their class to have everything that every other class had but without any of the drawbacks that are supposed to be checks and balances to such unique mechanics.
  • Zyaneth_Bal
    Zyaneth_Bal
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    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.

    You can’t nerf ww by nerfing conservation of energy because it’s not a ww skill.
    If it’s rly that much of an issue then ww shouldn’t be able to benefit from class masteries at all, problem solved, no need to gut everything. Now you can play ww on every class equally, exactly what all of you are asking for.

    Tell me you don't play werewolf without telling me you don't play werewolf.

    Every single "problematic" werewolf in pvp out there is using sorcerer because CoE provides so incredibly much value. Those that aren't using sorc can and are stam/mag checked relatively easily. The culprit isn't werewolf, it's the damn passive like we've been saying since day 1 of the U50 pts.
    The point is if they nerf conservation of energy to nerf ww they nuke sorc instead. It’s class passive first and foremost, not ww, you can’t balance everything around ww, rather the opposite.
    Edited by Zyaneth_Bal on 18 August 2026 11:15
  • AdonisJorge
    AdonisJorge
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    Turtle_Bot wrote: »
    madmufffin wrote: »
    I'm a big fan of Sorc and it's my pvp main these days, but realistically streak just needs to be removed. Too much of the classes kit gets left in a dead state because streak makes balancing the class so hard. If you remove streak and make it into an actual phys morph/shock morph damage spammable that the class has needed for ages. I think it would be better for the class and pvp as a whole.

    Streak doesn't need to be removed and lets be honest here, removing it would still not be enough for the majority of people that constantly cry about Sorc here on the forums (as evidenced by comments on a thread I made back in U36 when Sorc was designated the "crafting bench tier" class where I completely removed the stun from streak as a way to bring up the rest of the kit).

    What has been needed though was the rest of the kit and the game to have been designed/adjusted in the past with it existing in mind.

    Things for Sorc like:
    - Clunky cast time heals/sustain on Sorc (which does exist in Dark Deal, pets)
    - Unique "mitigations" that aren't the generic OP block (that used to exist in shields, pets and mobility before these were nerfed/given out to appease the constant crying of non-sorcs).
    - Clunky but potent damage when combined properly (again, cast times, etc. like on frags that can also be rolled, or spread out damage like on armaments, or cleansable damage like curse)

    But this also requires the rest of the game to acknowledge these balance requirements for having this ability/design and to accept they also need to be balanced accordingly, such as:
    -No free speed/mobility being generically given out to everyone (if escaping/shielding to use clunky heals are the designed way for Sorc to recover, it needs to be allowed the opportunity to do that, not just have every other class easily chase after it while maintaining full pressure or just straight up deleting shields as they are being cast).
    - No infinite hard counters such as infinite roll dodges, perma blocking or perma uptime on unique and powerful hard counters such as wings. These counters should exist but should not be able to be permanently active.

    Again, the original design of Sorc was that there should be windows to play, outplay and counterplay Sorc, but the vast majority of players of other classes don't want to see such balance, they just want a target dummy that sits there not fighting back, not healing up and not running away, while their class has everything and more.

    The current state of Sorc is a direct result of all of the uninformed and biased complaints about the class over the last decade by players that never actually wanted proper balance, they just wanted free/easy kills, and for their class to have everything that every other class had but without any of the drawbacks that are supposed to be checks and balances to such unique mechanics.

    If they remove Streak but triple the shield’s strength and duration, that’s fine with me — though removing one of the defensive skills that helps Sorcerers kite feels really strange
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