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U51 Feedback Thread for Classes and Abilities

  • Turtle_Bot
    Turtle_Bot
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    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

    Almost as strange as ZOS giving out so much easy access to mobility (baseline speed and ways to increase speed) to every class/generically over the years just to please those complaining about Sorcs mobility, that has subsequently resulted in ZOS needing to go back and try to fix the clunkiness in Sorcs kit with numbers buffs that have just caused other issues.
  • madmufffin
    madmufffin
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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.

    No one will ever be happy on here. The point of the forum is for people to complain lol. I just think conceptually streak is too much of an outlier vs all the other skills in the game and ZOS already has troubles with balancing vanilla skills and concepts. Giving Sorc uncapped move speed as a response to removing streak would be a fine trade imo. I also think that Sorc just has so many redundant and dead skills that are left in that state because streak just raises the classes power floor too high by itself. Uncap move speed, buff shields, (remove pets), and give them a phys and shock spammable and the class sounds a lot better imo.
  • Turtle_Bot
    Turtle_Bot
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    madmufffin wrote: »
    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.

    No one will ever be happy on here. The point of the forum is for people to complain lol. I just think conceptually streak is too much of an outlier vs all the other skills in the game and ZOS already has troubles with balancing vanilla skills and concepts. Giving Sorc uncapped move speed as a response to removing streak would be a fine trade imo. I also think that Sorc just has so many redundant and dead skills that are left in that state because streak just raises the classes power floor too high by itself. Uncap move speed, buff shields, (remove pets), and give them a phys and shock spammable and the class sounds a lot better imo.

    That would be an interesting way to give sorc back it's mobility aspect. The only downside I see is the current positional desync issues that could be greatly exacerbated by increasing speed even more than we currently have (something that has become very problematic as more classes move around at closer to the speed cap than they did in the past and was part of the reason for the melee range increase a couple years ago).
  • acanca
    acanca
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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.

    The point is.

    We knew Conservation of Energy was overpowered in the first place. We tried getting it toned down be4 it hit live. It didnt happen. And now here we are. It is obviously a problem on sorc and its what pushed ww from being an ok build to being what it is now.

    Nerfing CoE is absolutely deserved, specially now that both the sustain on Core of Flame and WW as a whole is nerfed.

    Yes it would mean werewolf becomes unuseable again but the mistake was trying to balance werewolf around Conservation of Energy in the first place.

    Conservation of Energy is absurdly strong, giving more value than a 5 piece sustain set and a 5 piece healing set like wrethced vitality and hist sap put together (both of those were considered S tier sets not that long ago by the way)

    There is no point arguing whether or not Conservation of Energy is in a healthy state. It obviously is not and should not have left pts as is, similar to core of flame. Do you want to know how both got out unscatched? Mains of their respective class came out to die on the hill that those were absolutely fine, that the class needed it.

    Can we, please, stop this mindset?
  • Wuuffyy
    Wuuffyy
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    If wolf sustain must be dropped and CoF sustain eventually and significantly affected (it’s in their sights now, I imagine; unless they are steadfast in keeping that level of sustain in both mediums of content- PvE and PvP), and if we’re not giving every class a ‘CoE’-level sustain mastery…

    …then all of CoE would need to be reduced, not just CoE sustain for wolf. But if they touch CoE, they need to reduce harsh sustain penalties for werewolf especially given that wep/max stack still isn’t really a viable alternative for building on wolf for an assortment of reasons (and therefore my resource pools remain significantly smaller than the average build for ‘sustain purposes’)
    Edited by Wuuffyy on 18 August 2026 22:55
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • madmufffin
    madmufffin
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    Turtle_Bot wrote: »
    madmufffin wrote: »
    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.

    No one will ever be happy on here. The point of the forum is for people to complain lol. I just think conceptually streak is too much of an outlier vs all the other skills in the game and ZOS already has troubles with balancing vanilla skills and concepts. Giving Sorc uncapped move speed as a response to removing streak would be a fine trade imo. I also think that Sorc just has so many redundant and dead skills that are left in that state because streak just raises the classes power floor too high by itself. Uncap move speed, buff shields, (remove pets), and give them a phys and shock spammable and the class sounds a lot better imo.

    That would be an interesting way to give sorc back it's mobility aspect. The only downside I see is the current positional desync issues that could be greatly exacerbated by increasing speed even more than we currently have (something that has become very problematic as more classes move around at closer to the speed cap than they did in the past and was part of the reason for the melee range increase a couple years ago).

    I think the amount of power that can be added to the Sorc kit with the removal of streak is substantial enough to make up for the loss of the skill.
  • Turtle_Bot
    Turtle_Bot
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    madmufffin wrote: »

    I think the amount of power that can be added to the Sorc kit with the removal of streak is substantial enough to make up for the loss of the skill.

    The main issue I can see is that I don't think the player base at large are willing/or ready to accept just how much power would need to be given to Sorc to compensate for removing (or even significantly nerfing) Streak.

    I tried to put forward some options in the past that included significant nerfs to streak, but nobody was ready to accept the reality that is just how bad the rest of the kit is without that ability.
  • pluvioisaplanet
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    Could we look at alternatives for adjusting pummeling goliath? Instead of completely removing double bash goliath gameplay, make it less punishing to do single bash, the implementation is ultimately not up to us, but a suggestion for how it *could* work would be

    Make pummeling goliath increase your bash damage to an amount, roughly half of the current damage on live, and every 0.8s (or whatever the necessary delay would be to not make for awkward timings or potential abuse) your next bash is empowered doing roughly double the current damage on live (probably a bit less than double, to nerf the ceiling, we're fine with receiving a damage nerf here)

    So it would end up being something like, again not suggesting exact specifications, if you only do single bashes, you do 75% of the potential damage with goliath, instead of doing half like on live currently

    That way you don't delete the bash gameplay for those of us that have enjoyed it, while making it more accessible for those that had interest but found double bashing too difficult or straining, you can reward players for mastery while not punishing players that still want to play necro but aren't double bashing
  • madmufffin
    madmufffin
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    Turtle_Bot wrote: »
    madmufffin wrote: »

    I think the amount of power that can be added to the Sorc kit with the removal of streak is substantial enough to make up for the loss of the skill.

    The main issue I can see is that I don't think the player base at large are willing/or ready to accept just how much power would need to be given to Sorc to compensate for removing (or even significantly nerfing) Streak.

    I tried to put forward some options in the past that included significant nerfs to streak, but nobody was ready to accept the reality that is just how bad the rest of the kit is without that ability.

    If you remove/gut Streak it leaves the Sorc kit with very little. From Daedric Summoning only Hardened Ward and Bound Armaments is usable, from Dark Magic you got Negate, Crystal Frags, and Dark Exchange/Conversion, and in Storm Calling you got Power Overload and Hurricane with the loss of prophecy making Crit Surge booty. That's a pretty diabolical pool of options for PVP.
  • Panderbander
    Panderbander
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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.

    Sorc 10000% needs CoE reworked/nerfed. I don't know if you pvp or not, but Cyro and BGs are absolutely dominated by sorcs, like to the point where they make up 75-80% of all class representation in BGs. In Cyro, if it's not a DK being a bomber, it's a sorc nine times out of ten.

    Werewolf IS being balanced around a sorc mastery, and every non-sorc is being punished by this change.

    Fix CoE and you fix both the werewolf and sorc problem.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • Zyaneth_Bal
    Zyaneth_Bal
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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

    Streak is literally the single fun, good thing sorc has, the rest of the kit is basically irrelevant now.
    With triple value ward might at least be able to take a couple hits, annulement and such would still be bad though💀
    Edited by Zyaneth_Bal on 18 August 2026 16:07
  • Zyaneth_Bal
    Zyaneth_Bal
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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.

    This tbh.
    Can literally check any ww related thread atm, 99% of posts are exactly what this is about.
  • Dizzy_Dragon
    Dizzy_Dragon
    Soul Shriven
    I just hope eyes remain on target with regards to the DK PvP HoT camps with near permablock sustain and >ultimate whips (how was that ever a good idea for anyone, except skill-abandoned players?).
    And surely disruptive balance spikes, from class rework deployments spread across several years, can’t be the clever strategy going forward?

    I’m remain very happy that the teams are listening and are more synchronized with customers compared to things like visual changes to D-swing that just made the game worse instead of better... Bring us legacy skill-visual options and let us decide for ourselfes, ftw.

    I do feel for the NB’s with regards to the Rally peek-a-boo nerf despite cussing when I get hit by them - serves me right and keeps me on my toes!

    BTW; those using the argument that Sorc CoE should be nerfed due to WW overpowered sustain are waaaaay off target. You don't change a base game class, because WW is sustaining too well. If you do it, you do it for the right reasons.
  • Wuuffyy
    Wuuffyy
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    ✭✭
    BTW; those using the argument that Sorc CoE should be nerfed due to WW overpowered sustain are waaaaay off target. You don't change a base game class, because WW is sustaining too well. If you do it, you do it for the right reasons.

    You wish to poke at wolf with CoE (and pretend like CoE isn’t the problem) but in reality they should nerf both iterations of it (wolf and non-wolf CoE) if they are to adjust it.

    There is absolutely not a reason if we are in a ‘war against sustain’ that CoE should remain in its current capacity for anyone and not be given in some form to every class otherwise.

    There exists an obvious reason why DK, werewolf, and sorc are the 3 at the top by a longshot compared to everyone else on live. That reasoning (and ergo the ‘live data’ shows that it) is not because ‘Sorc is performing so poorly with CoE against the other 2 high-sustain specs’.
    Edited by Wuuffyy on 18 August 2026 16:55
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • NxJoeyD
    NxJoeyD
    ✭✭✭✭
    Gupitoos wrote: »


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

    Why would anyone nerf Sorc? The point of Class Mastery passives was to bring each class up in power to be competitive with Subclassed builds. That's precisely what some of Sorcs passives did. Sorc is in a healthy place when compared to min / max subclassed builds. Sorcs aren't out performing DKs but nobody expects them to.

    Many of the other classes Mastery Passives do lack but that's not an excuse to nerf Sorc, rather elevate those other classes.

    Gupitoos wrote: »
    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.

    To start, Ele Sus isn't a Sorc class skill, anyone can use it, so the reality is ANY class can put pressure with Ele Sus. .. Sorcs often use it since they don't have a class-source of Major Breach, but even then, it's not a "rule" since Shocking Soul is just as popular of a method to apply breach. One of the main reasons Sorcs use Ele Sus (besides the Breach) is they're slotting Vateshran's, which again, any class can use.

    Frags bonus proc is RNG, it's not an on demand source of burst. Sorcs have always been pressure oriented and their toolkit reflects that. Sorc's can deliver pressure but there's always the inherent reality that timing of pressure just doesn't align for any number of reasons. If a Sorc is seeking to align Curse & Frags but they don't get a bonus proc when Curse pops then they have to setup a new window.
    Gupitoos wrote: »
    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

    Maybe a tooltip crit value but that's not an amount that's being hit on targets, after resistances, especially in PvP. In PvP a bonus proc of Frags that also crits might hit that number, after resistances, but not Streak.

    Gupitoos wrote: »
    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.

    Streak doesn't have a mechanical delay to the break free action, a player can literally break free immediately. Any well build & experienced player isn't taking 4 seconds to break free & heal, at least not the players I encounter, that can be done in a lot of ways in a single GCD so if someone is taking 4 seconds to respond to a Streak stun in PvP that sounds like more of an experience difference on that players part.
    Gupitoos wrote: »
    And that 3,400–3,500 Streak cost can be reduced even further by another 10% through the Crystal Fragments effect.

    Perhaps once, if the Sorc "just so happens" to Streak after casting Frags .. but most Sorcs only ever cast Frags on it's RNG bonus proc, due to the extra damage and the excessive cast time. No Sorc is going to cast a regular Crystal Frags in between Streaks for a 10% cost reduction on a progressive 33% cost mobility skill.
    Gupitoos wrote: »
    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?

    Movement ability? none .. but that's the point. Aurora Javelin is comparable from a stun or damage standpoint but not mobility.

    But I would question why anyone would just "chase" a Sorc that's streaking away as if they were in some episode of Looney Tunes? Unless one has the opportunity to use an immediate gap closer on a Sorc that has used Streak, trying to give chase and expend stamina probably isn't the way to combat a Sorc.
    Gupitoos wrote: »
    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.

    Having mobility on a Sorc isn't a break when the current state of PvP sees everyone running mobility buffs and skills.

    And make no mistake, the level of "balancing" right now in PvP isn't necessarily how a Sorc interacts with you or with some other build, it's how Sorc competes against the highest levels of min / max subclass or DK builds. The game in the middle of a major, long term, class refresh cycle. I don't think there are many people on these forums who expects the state of PvP combat to have some sort of consistent balance across the board until that's done.

    There are going to be areas where some classes and or builds excel and some areas where others don't, it's all dependent on build, match, environment, skill, etc.

    Against a good number of builds, yes, Sorc is going to be strong and be able to apply a lot of pressure with durability .. but that same Sorc versus a min / maxed DK or subclassed meta and the combat is much different. It's not to say that a Sorc is guaranteed to lose but it's a much closer matchup and that's the point.

    The sustain Sorcs got from Conservation was high, but what Sorcs didn't get was immediate burst, nor did they get any extra crit nor did they get any extra durability, or snares or Breach or any of the other key mechanics some of the other classes have.
    Gupitoos wrote: »
    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.

    If you're getting hit regularly for 10k to 15k from a Streak then I would really suggest maybe looking at your build. I've never been hit by Streak in PvP for numbers that high.

    In PvP, Battle Sprit reduces incoming damage taken by 50%. If a player goes into PvP with, say, 21,000 resistances (far from a tank), then; with their armor and the affects of Battle Spirit (including diminishing returns), and nothing else, the player is going to see incoming damage reduced by a factor of .6882

    Oh a high damage Sorc Streak base tooltips for around 8K to 9K so even at max crit that skill shouldn't hit anyone for 15k unless the target has next to no resistances and a slew of debuffs on top of that, which goes to a build issue, not a Streak issue.
  • acanca
    acanca
    ✭✭✭
    Core of Flame Sustain Change

    After trying the skill out further in pts my opinion is that the changes are barely noticeable and the missing resources restored on the skill remains way too strong. Still allowing the skill to effectively permanently block with as little as 25k Maximum Stamina.

    Here is stamina graph and the number of total hits taken as well as maximum stamina.

    3io0juvn2yx7.png
    arc99a4f28cf.png


    With as little as 25k maximum stamina, Core of Flame and its morphs still allows comfortably permanently blocking by just casting this skill whenever it's up. I took 320 hits in 80 seconds, 4 hits per second yet my stamina barely even dipped to 25%.

    Being able to permanently block by just keeping 1 skill up is absurdly strong and the sustain changes does not seem to be very effective. The skill needs further adjusting.
  • coop500
    coop500
    ✭✭✭✭✭
    ✭✭✭✭✭
    Please devs, do something about magicka werewolves in PvE. Give it the arcanist 'higher of your max resources' cost treatment, or SOMETHING.
    Hoping for more playable races.
    Hoping the game and it's team remains alive.

    BRING BACK MAGICKA WEREWOLVES TO PVE
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭✭
    Gupitoos wrote: »
    @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.

    I mentioned for the refresh, where presumably things like Streak may change to something like a 4s cooldown. No one knows what it will look like, but of all the classes like WW to get a unique speed buff, I think it's obvious it could work well for Sorc in some form or another the same way it did for the first 5 years of the game via Hurricane.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Zyaneth_Bal
    Zyaneth_Bal
    ✭✭✭✭✭
    acanca wrote: »
    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.

    The point is.

    We knew Conservation of Energy was overpowered in the first place. We tried getting it toned down be4 it hit live. It didnt happen. And now here we are. It is obviously a problem on sorc and its what pushed ww from being an ok build to being what it is now.

    Nerfing CoE is absolutely deserved, specially now that both the sustain on Core of Flame and WW as a whole is nerfed.

    Yes it would mean werewolf becomes unuseable again but the mistake was trying to balance werewolf around Conservation of Energy in the first place.

    Conservation of Energy is absurdly strong, giving more value than a 5 piece sustain set and a 5 piece healing set like wrethced vitality and hist sap put together (both of those were considered S tier sets not that long ago by the way)

    There is no point arguing whether or not Conservation of Energy is in a healthy state. It obviously is not and should not have left pts as is, similar to core of flame. Do you want to know how both got out unscatched? Mains of their respective class came out to die on the hill that those were absolutely fine, that the class needed it.

    Can we, please, stop this mindset?

    Conservation of energy is totally fine rn. It’s strong as it was intended to be but not as strong as you want to picture it, it has it’s limitations. A nerf would just make it bad.
    Edited by Zyaneth_Bal on 19 August 2026 10:30
  • Zyaneth_Bal
    Zyaneth_Bal
    ✭✭✭✭✭
    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.

    Sorc 10000% needs CoE reworked/nerfed. I don't know if you pvp or not, but Cyro and BGs are absolutely dominated by sorcs, like to the point where they make up 75-80% of all class representation in BGs. In Cyro, if it's not a DK being a bomber, it's a sorc nine times out of ten.

    Werewolf IS being balanced around a sorc mastery, and every non-sorc is being punished by this change.

    Fix CoE and you fix both the werewolf and sorc problem.

    Those numbers are 10000% off and almost all of those sorcs in bg are ww.
    And the main reason ppl play sorc in curo is because streak is fun. Dk aside all classes other than arc are about on equal footing rn, its simply a matter of build.
    Edited by Zyaneth_Bal on 19 August 2026 10:34
  • acanca
    acanca
    ✭✭✭
    acanca wrote: »
    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.

    The point is.

    We knew Conservation of Energy was overpowered in the first place. We tried getting it toned down be4 it hit live. It didnt happen. And now here we are. It is obviously a problem on sorc and its what pushed ww from being an ok build to being what it is now.

    Nerfing CoE is absolutely deserved, specially now that both the sustain on Core of Flame and WW as a whole is nerfed.

    Yes it would mean werewolf becomes unuseable again but the mistake was trying to balance werewolf around Conservation of Energy in the first place.

    Conservation of Energy is absurdly strong, giving more value than a 5 piece sustain set and a 5 piece healing set like wrethced vitality and hist sap put together (both of those were considered S tier sets not that long ago by the way)

    There is no point arguing whether or not Conservation of Energy is in a healthy state. It obviously is not and should not have left pts as is, similar to core of flame. Do you want to know how both got out unscatched? Mains of their respective class came out to die on the hill that those were absolutely fine, that the class needed it.

    Can we, please, stop this mindset?

    Conservation of energy is totally fine rn. It’s strong as it was intended to be but not as strong as you want to picture it, it has it’s limitations. A nerf would just make it bad.


    Do you think this much healing is fine?
    v3isfq2fdb1c.png

    2k heal per second. Each heal of CoE has an average of 3.9k heal btw. This is with battle spirit active and this is only the healing part.

    This is better than any single heal set. And you know as well as i that CoE is better than any sustain set. If you want i can give you the math on that as well.

    There is no arguing that Conservation of Energy is out of line and is way too strong as it exist currently.

    Both the healing and the sustain needs to be reduced with battle spirit active for the games health. No matter what the mains of a class try to argue otherwise.
    Edited by acanca on 19 August 2026 13:06
  • Zyaneth_Bal
    Zyaneth_Bal
    ✭✭✭✭✭
    acanca wrote: »
    acanca wrote: »
    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.

    The point is.

    We knew Conservation of Energy was overpowered in the first place. We tried getting it toned down be4 it hit live. It didnt happen. And now here we are. It is obviously a problem on sorc and its what pushed ww from being an ok build to being what it is now.

    Nerfing CoE is absolutely deserved, specially now that both the sustain on Core of Flame and WW as a whole is nerfed.

    Yes it would mean werewolf becomes unuseable again but the mistake was trying to balance werewolf around Conservation of Energy in the first place.

    Conservation of Energy is absurdly strong, giving more value than a 5 piece sustain set and a 5 piece healing set like wrethced vitality and hist sap put together (both of those were considered S tier sets not that long ago by the way)

    There is no point arguing whether or not Conservation of Energy is in a healthy state. It obviously is not and should not have left pts as is, similar to core of flame. Do you want to know how both got out unscatched? Mains of their respective class came out to die on the hill that those were absolutely fine, that the class needed it.

    Can we, please, stop this mindset?

    Conservation of energy is totally fine rn. It’s strong as it was intended to be but not as strong as you want to picture it, it has it’s limitations. A nerf would just make it bad.


    Do you think this much healing is fine?
    v3isfq2fdb1c.png

    2k heal per second. Each heal of CoE has an average of 3.9k heal btw. This is with battle spirit active and this is only the healing part.

    This is better than any single heal set. And you know as well as i that CoE is better than any sustain set. If you want i can give you the math on that as well.

    There is no arguing that Conservation of Energy is out of line and is way too strong as it exist currently.

    Both the healing and the sustain needs to be reduced with battle spirit active for the games health. No matter what the mains of a class try to argue otherwise.

    It’s fine because sorc doesn’t have any other hots, nerfing sustain will simply delete sorc again.
    It heals for half of your values on a normal build with battle spirit btw.

    Edited by Zyaneth_Bal on 19 August 2026 14:07
  • RedMamba
    RedMamba
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    They really need to buff other class masteries and not nerf them or make the changes in battle spirit to not impact PvE.
  • tomofhyrule
    tomofhyrule
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    Let's stop pretending "oh, just use Battle Spirit so it can stay OP in PvE!" is a solution.

    Some things are broken in PvE as well. If something is making it so you have high damage and high sustain and high survivability and everything else, that means it's also inappropriate in PvE.
    "but but but I need to crutch on this for soloing!"
    No, you don't. Most of the people on this train are also talking about how they're specifically trying to make their life harder - "I'm soloing group content because ew people" or "I'm playing on Vestige because ESO is babymode!" - and then they crutch on broken abilities to make those self-imposed challenges not challenging. Uhh...

    Everything that's extremely strong is because of infinite sustain, allowing people to dispense with the things they should be doing instead. ESO has already made healers and supports unwelcome, and now we're at a point where people just want to throw out groups as a whole.

    Yes, Core of Flame deserved that nerf. Corrosive should also get one. And Conservation of Energy needs something done - I'd say they should probably take a leaf out of Templar's book and convert Conservation of Energy to "Upgrades rank 2 of Blood Magic to work with all Sorcerer abilities with a cost," which will mean it doesn't affect Werewolves or non-sorc skills anymore, but will still be as strong for people who are playing the whole Sorc fantasy. I'd also give Werewolves the "cost with max resource" treatment, but then the costs should be in line with Class abilities.

    What I am happy about though is that DK didn't get a blanket sledgehammer nerf in PTS3. The Core of Flame nerf probably should have been stronger and may still need to get a few percent knocked off, but it is nice to see scalpel nerfs instead of sledgehammers.
    Edited by tomofhyrule on 19 August 2026 14:52
  • Wuuffyy
    Wuuffyy
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    acanca wrote: »
    acanca wrote: »
    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.

    The point is.

    We knew Conservation of Energy was overpowered in the first place. We tried getting it toned down be4 it hit live. It didnt happen. And now here we are. It is obviously a problem on sorc and its what pushed ww from being an ok build to being what it is now.

    Nerfing CoE is absolutely deserved, specially now that both the sustain on Core of Flame and WW as a whole is nerfed.

    Yes it would mean werewolf becomes unuseable again but the mistake was trying to balance werewolf around Conservation of Energy in the first place.

    Conservation of Energy is absurdly strong, giving more value than a 5 piece sustain set and a 5 piece healing set like wrethced vitality and hist sap put together (both of those were considered S tier sets not that long ago by the way)

    There is no point arguing whether or not Conservation of Energy is in a healthy state. It obviously is not and should not have left pts as is, similar to core of flame. Do you want to know how both got out unscatched? Mains of their respective class came out to die on the hill that those were absolutely fine, that the class needed it.

    Can we, please, stop this mindset?

    Conservation of energy is totally fine rn. It’s strong as it was intended to be but not as strong as you want to picture it, it has it’s limitations. A nerf would just make it bad.


    Do you think this much healing is fine?
    v3isfq2fdb1c.png

    2k heal per second. Each heal of CoE has an average of 3.9k heal btw. This is with battle spirit active and this is only the healing part.

    This is better than any single heal set. And you know as well as i that CoE is better than any sustain set. If you want i can give you the math on that as well.

    There is no arguing that Conservation of Energy is out of line and is way too strong as it exist currently.

    Both the healing and the sustain needs to be reduced with battle spirit active for the games health. No matter what the mains of a class try to argue otherwise.

    It’s fine because sorc doesn’t have any other hots, nerfing sustain will simply delete sorc again.
    It heals for half of your values on a normal build with battle spirit btw.

    Crit Surge and Vigor over here sulking in the corner after that. Nevermind the fact that Blood Magic already worked on things like frags prior too for ‘free healing’ in between.
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • acanca
    acanca
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    Let's stop pretending "oh, just use Battle Spirit so it can stay OP in PvE!" is a solution.

    Some things are broken in PvE as well. If something is making it so you have high damage and high sustain and high survivability and everything else, that means it's also inappropriate in PvE.
    "but but but I need to crutch on this for soloing!"
    No, you don't. Most of the people on this train are also talking about how they're specifically trying to make their life harder - "I'm soloing group content because ew people" or "I'm playing on Vestige because ESO is babymode!" - and then they crutch on broken abilities to make those self-imposed challenges not challenging. Uhh...

    Everything that's extremely strong is because of infinite sustain, allowing people to dispense with the things they should be doing instead. ESO has already made healers and supports unwelcome, and now we're at a point where people just want to throw out groups as a whole.

    Yes, Core of Flame deserved that nerf. Corrosive should also get one. And Conservation of Energy needs something done - I'd say they should probably take a leaf out of Templar's book and convert Conservation of Energy to "Upgrades rank 2 of Blood Magic to work with all Sorcerer abilities with a cost," which will mean it doesn't affect Werewolves or non-sorc skills anymore, but will still be as strong for people who are playing the whole Sorc fantasy. I'd also give Werewolves the "cost with max resource" treatment, but then the costs should be in line with Class abilities.

    What I am happy about though is that DK didn't get a blanket sledgehammer nerf in PTS3. The Core of Flame nerf probably should have been stronger and may still need to get a few percent knocked off, but it is nice to see scalpel nerfs instead of sledgehammers.

    Disagreed, 30% damage done on arcanist is barely enough to make pure class arcanist useable in content meanwhile it would be bonkers in pvp.

    Some stuff should be balanced seperately. I also think corrosive is fine as is, its not that much better compared to old corro, weaker actually in some aspects since it cant buff dots and it makes you take double the damage compared to before. Also what is considered too strong depends on context, sustain is very essential in pvp for example but in pve, its w/e.

    That being said, Core of Flame 100% needs further adjustments, its currently still way too strong in pts and lets players break the game with effortless perma blocking.
    Edited by acanca on 19 August 2026 15:45
  • acanca
    acanca
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    Wildfire Embers and DK's Ranged Options

    At the moment every single dot in DK's kit has a very short range making wildfire embers not an option for ranged combat.

    I understand that dk is mainly a melee oriented class and that's fine. But it's not like dk does not have ranged options, Magma Fist is an excellent ranged spammable with an already dot like debuff attached. I would suggest attaching a very weak dot with a short duration that matches Stagger's duration in order to increase DK's build variety.

    I think a ranged or old rollerblade nb type of dk that switches between ranged and melee mode would be very fun and i think DK needs the build variety. This would be a small change that would make a whole new archetype possible for dk.
  • Firstmep
    Firstmep
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    acanca wrote: »
    Let's stop pretending "oh, just use Battle Spirit so it can stay OP in PvE!" is a solution.

    Some things are broken in PvE as well. If something is making it so you have high damage and high sustain and high survivability and everything else, that means it's also inappropriate in PvE.
    "but but but I need to crutch on this for soloing!"
    No, you don't. Most of the people on this train are also talking about how they're specifically trying to make their life harder - "I'm soloing group content because ew people" or "I'm playing on Vestige because ESO is babymode!" - and then they crutch on broken abilities to make those self-imposed challenges not challenging. Uhh...

    Everything that's extremely strong is because of infinite sustain, allowing people to dispense with the things they should be doing instead. ESO has already made healers and supports unwelcome, and now we're at a point where people just want to throw out groups as a whole.

    Yes, Core of Flame deserved that nerf. Corrosive should also get one. And Conservation of Energy needs something done - I'd say they should probably take a leaf out of Templar's book and convert Conservation of Energy to "Upgrades rank 2 of Blood Magic to work with all Sorcerer abilities with a cost," which will mean it doesn't affect Werewolves or non-sorc skills anymore, but will still be as strong for people who are playing the whole Sorc fantasy. I'd also give Werewolves the "cost with max resource" treatment, but then the costs should be in line with Class abilities.

    What I am happy about though is that DK didn't get a blanket sledgehammer nerf in PTS3. The Core of Flame nerf probably should have been stronger and may still need to get a few percent knocked off, but it is nice to see scalpel nerfs instead of sledgehammers.

    Disagreed, 30% damage done on arcanist is barely enough to make pure class arcanist useable in content meanwhile it would be bonkers in pvp.

    Some stuff should be balanced seperately. I also think corrosive is fine as is, its not that much better compared to old corro, weaker actually in some aspects since it cant buff dots and it makes you take double the damage compared to before. Also what is considered too strong depends on context, sustain is very essential in pvp for example but in pve, its w/e.

    That being said, Core of Flame 100% needs further adjustments, its currently still way too strong in pts and lets players break the game with effortless perma blocking.

    I personally don't find either corrosive or onslaught(once it's no longer bugged) that problematic due to their telegraphed nature.
    If you see either you play defensive, try to create distance etc.
  • madmufffin
    madmufffin
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    Firstmep wrote: »
    acanca wrote: »
    Let's stop pretending "oh, just use Battle Spirit so it can stay OP in PvE!" is a solution.

    Some things are broken in PvE as well. If something is making it so you have high damage and high sustain and high survivability and everything else, that means it's also inappropriate in PvE.
    "but but but I need to crutch on this for soloing!"
    No, you don't. Most of the people on this train are also talking about how they're specifically trying to make their life harder - "I'm soloing group content because ew people" or "I'm playing on Vestige because ESO is babymode!" - and then they crutch on broken abilities to make those self-imposed challenges not challenging. Uhh...

    Everything that's extremely strong is because of infinite sustain, allowing people to dispense with the things they should be doing instead. ESO has already made healers and supports unwelcome, and now we're at a point where people just want to throw out groups as a whole.

    Yes, Core of Flame deserved that nerf. Corrosive should also get one. And Conservation of Energy needs something done - I'd say they should probably take a leaf out of Templar's book and convert Conservation of Energy to "Upgrades rank 2 of Blood Magic to work with all Sorcerer abilities with a cost," which will mean it doesn't affect Werewolves or non-sorc skills anymore, but will still be as strong for people who are playing the whole Sorc fantasy. I'd also give Werewolves the "cost with max resource" treatment, but then the costs should be in line with Class abilities.

    What I am happy about though is that DK didn't get a blanket sledgehammer nerf in PTS3. The Core of Flame nerf probably should have been stronger and may still need to get a few percent knocked off, but it is nice to see scalpel nerfs instead of sledgehammers.

    Disagreed, 30% damage done on arcanist is barely enough to make pure class arcanist useable in content meanwhile it would be bonkers in pvp.

    Some stuff should be balanced seperately. I also think corrosive is fine as is, its not that much better compared to old corro, weaker actually in some aspects since it cant buff dots and it makes you take double the damage compared to before. Also what is considered too strong depends on context, sustain is very essential in pvp for example but in pve, its w/e.

    That being said, Core of Flame 100% needs further adjustments, its currently still way too strong in pts and lets players break the game with effortless perma blocking.

    I personally don't find either corrosive or onslaught(once it's no longer bugged) that problematic due to their telegraphed nature.
    If you see either you play defensive, try to create distance etc.

    Jokes on you. I'm blind and refuse to use the addon lol
  • Firstmep
    Firstmep
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    madmufffin wrote: »
    Firstmep wrote: »
    acanca wrote: »
    Let's stop pretending "oh, just use Battle Spirit so it can stay OP in PvE!" is a solution.

    Some things are broken in PvE as well. If something is making it so you have high damage and high sustain and high survivability and everything else, that means it's also inappropriate in PvE.
    "but but but I need to crutch on this for soloing!"
    No, you don't. Most of the people on this train are also talking about how they're specifically trying to make their life harder - "I'm soloing group content because ew people" or "I'm playing on Vestige because ESO is babymode!" - and then they crutch on broken abilities to make those self-imposed challenges not challenging. Uhh...

    Everything that's extremely strong is because of infinite sustain, allowing people to dispense with the things they should be doing instead. ESO has already made healers and supports unwelcome, and now we're at a point where people just want to throw out groups as a whole.

    Yes, Core of Flame deserved that nerf. Corrosive should also get one. And Conservation of Energy needs something done - I'd say they should probably take a leaf out of Templar's book and convert Conservation of Energy to "Upgrades rank 2 of Blood Magic to work with all Sorcerer abilities with a cost," which will mean it doesn't affect Werewolves or non-sorc skills anymore, but will still be as strong for people who are playing the whole Sorc fantasy. I'd also give Werewolves the "cost with max resource" treatment, but then the costs should be in line with Class abilities.

    What I am happy about though is that DK didn't get a blanket sledgehammer nerf in PTS3. The Core of Flame nerf probably should have been stronger and may still need to get a few percent knocked off, but it is nice to see scalpel nerfs instead of sledgehammers.

    Disagreed, 30% damage done on arcanist is barely enough to make pure class arcanist useable in content meanwhile it would be bonkers in pvp.

    Some stuff should be balanced seperately. I also think corrosive is fine as is, its not that much better compared to old corro, weaker actually in some aspects since it cant buff dots and it makes you take double the damage compared to before. Also what is considered too strong depends on context, sustain is very essential in pvp for example but in pve, its w/e.

    That being said, Core of Flame 100% needs further adjustments, its currently still way too strong in pts and lets players break the game with effortless perma blocking.

    I personally don't find either corrosive or onslaught(once it's no longer bugged) that problematic due to their telegraphed nature.
    If you see either you play defensive, try to create distance etc.

    Jokes on you. I'm blind and refuse to use the addon lol

    Yeah I mean it's defo an issue for you then.
    I don't use the addon either so I do eat the occasional shattering rocks, but I feel like that's fair. When I topple or throw a spear on someone they don't get a notification mid flight about it either.
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