U51 Feedback Thread for Classes and Abilities

  • Wuuffyy
    Wuuffyy
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    Firstmep wrote: »
    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.

    No, but your thing is highly telegraphed and has been in the game for a long time now.

    DK is just BIG FLAME and animation cancelling shattered results in little to no visibles (only, ‘I think they’re going to try and catch me now’).

    Most games with PvP design skills and gear in a way that is easily identifiable, I find. The animations for DK are very nice but they tend to hide very important combat info in the heat of battle. Here’s hoping those that don’t use the add-on can make decent use of the ‘hide/partial VFX’ options next patch.
    Edited by Wuuffyy on 19 August 2026 16:38
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Firstmep
    Firstmep
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    Wuuffyy wrote: »
    Firstmep wrote: »
    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.

    No, but your thing is highly telegraphed and has been in the game for a long time now.

    DK is just BIG FLAME and animation cancelling shattered results in little to no visibles (only, ‘I think they’re going to try and catch me now’).

    Most games with PvP design skills and gear in a way that is easily identifiable, I find. The animations for DK are very nice but they tend to hide very important combat info in the heat of battle. Here’s hoping those that don’t use the add-on can make decent use of the ‘hide/partial VFX’ options next patch.

    Dk defo has an issue with visual overload, and I really hope they will stick to the more toned down vfx of the ww rework. Can't imagine what plar will look like post rework if they get the dk treatment. Actually I can since I run the new blade cloak skin xd.
  • madmufffin
    madmufffin
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    Firstmep wrote: »
    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.

    Onslaught is pretty easy to see/hear, but with all the colors and animations on DK, I miss corrosive all the time
  • 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.

    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.

    No. They're not werewolves. They're regular sorcs, streaking and doing all the irritating sorc things. Get out of here in things you clearly have no experience with.

    Anything outside of peewee weenie league BGs is lousy with sorcs.
    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!"
  • NovelliESO
    NovelliESO
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    madmufffin wrote: »
    Firstmep wrote: »
    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.

    Onslaught is pretty easy to see/hear, but with all the colors and animations on DK, I miss corrosive all the time

    Even if you don't miss it, "just play defensively" doesn't really work out too well with someone who ignores all of your resist and can output over 30k in a single global.
  • madmufffin
    madmufffin
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    NovelliESO wrote: »
    madmufffin wrote: »
    Firstmep wrote: »
    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.

    Onslaught is pretty easy to see/hear, but with all the colors and animations on DK, I miss corrosive all the time

    Even if you don't miss it, "just play defensively" doesn't really work out too well with someone who ignores all of your resist and can output over 30k in a single global.

    Especially if you're on a less mobile class and they have wings and/or chains to be on top of you
  • Firstmep
    Firstmep
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    I'd like to see balanced warrior changed to: 2% increased armor and 3% increased weapon damage at base plus 2% armor and 3% weapon damage per Templar ability slotted.
    This solves the whole wanting to build armor for damage issue, while still granting the defensive aspect of balanced warrior.
    It would also solve fg skills providing better stat value for purely offensive builds in pve over templar skills.
    For example at 3 slotted templar skills it would be 8% armor and 12% weapon damage. Given how poorly many templar skills scale, I don't think this would be overly strong.
    Edited by Firstmep on 19 August 2026 19:20
  • Gupitoos
    Gupitoos
    madmufffin wrote: »
    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.


    I take my hat off to you sir for your honesty!
  • Gupitoos
    Gupitoos
    NxJoeyD wrote: »
    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.


    [snip] Game is full of sorcs right now PVP wise due to the fact that other than DK they are the only class thats actually stronger (thanks to conservation of energy and streak) and easier to play.

    You can make all the mistakes in the world when you engage a fight in open world and then just streak away to heal back to full and re engage again. If you like this type of playstyle then theres something wrong with you. They should remove/nerf significantly streak or let every class have access to something like it. There are NO valid reasons why you should be able to streak away every time you're in trouble in PVP and not die other than your fragile EGO.

    You cant make statements like No sorc is going to cast frags between streak to reduce its cost as you cant know this for certain and theres quite a few people that do it when they need to escape and heal.

    Sleepy Joe said: 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.

    Uhm, so according to you someone should not engage sorcs in open world (imp city & cyro) because they can streak away and should just let them apply their busted dots on them and spam frags and shock/overload from afar. That's a great idea yea!

    10-15k streaks aren't regular but they are very possible with certain setups like running two fang serpent, oakfathers and perhaps huntsman's mask at the same time and thats the point/problem. When you can do 18k frag and 10-15k streak cos you're on some major penetration sets like tfs and oakfather's, that can burst most people's hairlines off and if it doesn't you have crushing shock and ele sus with vate staff ;)

    Not to mention lot of sorcs started running onslaught now on top of all this :P


    [sniped for baiting]
    Edited by ZOS_Kraken on 20 August 2026 13:11
  • ioResult
    ioResult
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    Turtle_Bot wrote: »
    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.
    You mean like Nightblade with a completely nerfed Shadowy Disguise? :D
    But yeah ZOS...Cloak was the problem.
    --
    sudo rm -rf /
    don't try this at ~
  • NxJoeyD
    NxJoeyD
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    Gupitoos wrote: »

    [snip] Game is full of sorcs right now PVP wise due to the fact that other than DK they are the only class thats actually stronger (thanks to conservation of energy and streak) and easier to play.

    You can make all the mistakes in the world when you engage a fight in open world and then just streak away to heal back to full and re engage again. If you like this type of playstyle then theres something wrong with you. They should remove/nerf significantly streak or let every class have access to something like it. There are NO valid reasons why you should be able to streak away every time you're in trouble in PVP and not die other than your fragile EGO.

    Using Streak isn't a "guarantee of escape", players can use gap closers on a Sorc all of which have a greater range than Streak. There is an animation delay between re-casting Streak that any player can use to cast their own gap closer and get right back within melee range of a Sorc.

    Players use line of sight breaks to reset fights and heal up ever single day, are you suggesting that we remove scenery and dynamic objects from the game so that players can't "hide" behind something or or play ring-around-the-rosie to heal or rebuff while keeping their opponent at bay? Because that's essentially the same thing.

    Gupitoos wrote: »
    You cant make statements like No sorc is going to cast frags between streak to reduce its cost as you cant know this for certain and theres quite a few people that do it when they need to escape and heal.

    I'm pretty confident to say that, yes. But you don't have to take my word for it, put up a poll and see how many Sorcs say that they do that. No Sorc with any experience would cast Streak to escape, then cast Frags with it's long 0.8 second cast time, just to recover some resource, then Streak again, then waste another 0.8 seconds casting another Frags .. the player wouldn't get enough resource back to make that worthwhile so anyone who's doing that is pretty bad at combat in this game.

    Gupitoos wrote: »
    Sleepy Joe said: 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.

    Uhm, so according to you someone should not engage sorcs in open world (imp city & cyro) because they can streak away and should just let them apply their busted dots on them and spam frags and shock/overload from afar. That's a great idea yea!

    No, I never said someone shouldn't engage a Sorc in open PvP, I said they shouldn't just go chasing them if the Sorc repeatedly Streaks out of reasonable range to use a gap closer on them. Let your opponent come to you, don't chase them across Cyro and eat up your stam, that just doesn't make any sense.

    Gupitoos wrote: »
    10-15k streaks aren't regular but they are very possible with certain setups like running two fang serpent, oakfathers and perhaps huntsman's mask at the same time and thats the point/problem. When you can do 18k frag and 10-15k streak cos you're on some major penetration sets like tfs and oakfather's, that can burst most people's hairlines off and if it doesn't you have crushing shock and ele sus with vate staff ;)

    Not to mention lot of sorcs started running onslaught now on top of all this :p

    Even with Two Fang (+7,850 pen), and Oakfathers (maybe 200 to 240 W/S on average), and Huntsman's, the target wouldn't take 10K damage, post resistances, from a Streak unless it's a horrible build.

    It could be possible if a Sorc hit a player with Streak while Onslaught was active, but it would have to be a critical hit and the Sorcs crit scaling would have to (in total) around 70% or better. That's not impossible given that the game gives everyone a base 50% scaling but that doesn't take into account crit chance, which, Sorcs aren't inherently a crit class so it wouldn't be every cast.

    So, if, and I can't stress the IF enough ... if you're getting hit for a 10K+ Streak and it's due to Onslaught then your issue or gripe isn't with Streak it's with Onslaught .. because there are A LOT of skills that a player could hit with that scale far higher than Streak while Onslaught is active.

    Skills like Onslaught are precisely why various mobility buffs / skills exist in the game. I think you would be hard pressed to find anyone who thinks players should just be forced to remain in melee range while players attack during an active Onslaught .. no, they're going to try to stay out of range. That's the point.

    I, personally, have never been hit with a Streak from a player during an active Onslaught. That's not saying that it can't happen or that it doesn't happen but I don't think that it's some rampant problem that Stam Sorcs are going around charging up Ult for Onslaught just so they can Streak-kill everyone. That's not a trend I've ever seen or read about anywhere and I have to think players would complain, en mass, if that were going on.
    Edited by ZOS_Kraken on 20 August 2026 13:13
  • Luneca
    Luneca
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    ZOS

    Can you look at lightning staves buffing single target DoT damage when it isn't supposed to? DoTs are being buffed by it that are neither channels nor direct damage

    Thanks. The problem exists on live as well and has existed for a long time.
  • Turtle_Bot
    Turtle_Bot
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    ioResult wrote: »
    Turtle_Bot wrote: »
    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.
    You mean like Nightblade with a completely nerfed Shadowy Disguise? :D

    Yep, streak was basically made completely 1 dimensional (a way to try and escape dangerous situations), no more offensive utility or secondary defensive utility because the CC was removed completely, so Streak was basically a worse Ball of Lightning with my proposed changes (when was the last time anyone had legitimate complaints about BoL?), but it still wasn't enough for the anti-sorc crowd and all I was doing with the reworks was giving Sorcs thematic in-class versions of already commonly slotted non-class skills (instant spammable, instant burst heal, self HoT, sticky DoT, execute, etc.) that had standardized number values so it wasn't like the reworks were anything OP like DKs refresh.
  • muetor3166
    muetor3166
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    Hello! The changes to the DK in PvP make sense. However, there is no justifiable reason for the damage reduction in PvE. In this case, the two changes to the Whip should be handled differently for PvP and PvE, just as was done with the morph.
    Thanks to Google Translate. :-)
  • acanca
    acanca
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    Claw Fury Heal

    With the recent addition of a healing component on Claw Fury, it is on the verge of usability for solo play and pvp but for it to actually be useable, it needs to be healing a similar amount to Rip and Tear.

    At the moment Claw Fury heals for half the amount of Rip and Tear. Considering using Claw Fury also means you lose access to a heal over time by not using its other morph, Blood Claws, this means your self healing is neutered while using Claw Fury.

    I would suggest one of three things;
    -Increase the healing on Claw Fury to be similar to Rip and Tear.
    -Make Claw Fury heal for twice a second as long as it deals damage.
    -Keep the ability as is but make it so that Blood Hunger Stacks also increase the healing.

    Thematically and from a game play point, i like the 3rd option the best. And i feel like it makes intuitive sense for the healing to also ramp up as the damage keeps ramping up with Blood Hunger stacks.
  • Turtle_Bot
    Turtle_Bot
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    acanca wrote: »
    Claw Fury Heal

    With the recent addition of a healing component on Claw Fury, it is on the verge of usability for solo play and pvp but for it to actually be useable, it needs to be healing a similar amount to Rip and Tear.

    At the moment Claw Fury heals for half the amount of Rip and Tear. Considering using Claw Fury also means you lose access to a heal over time by not using its other morph, Blood Claws, this means your self healing is neutered while using Claw Fury.

    I would suggest one of three things;
    -Increase the healing on Claw Fury to be similar to Rip and Tear.
    -Make Claw Fury heal for twice a second as long as it deals damage.
    -Keep the ability as is but make it so that Blood Hunger Stacks also increase the healing.

    Thematically and from a game play point, i like the 3rd option the best. And i feel like it makes intuitive sense for the healing to also ramp up as the damage keeps ramping up with Blood Hunger stacks.

    this is an interesting adjustment, the risk is standing there (or at least moving slowly) while getting the heal/damage, or cancelling the channel to move out of danger but losing the bigger value ticks later in the channel.
  • Vaqual
    Vaqual
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    Here is my feedback regarding the visual update of DK spikes:

    You seem to be teetering between a stone-based and draconic spike aesthetic. I think I get what you are going for, but honestly, this is the worst iteration yet. It is quite bad. I feel sorry you invested dev time there, you should have probably communicated some concept arts first.
    In my opionion, just placing a bunch of spikes to make it more difficult to land blows is not an aesthetically or logically pleasing concept. I imagine DK spikes to be highly evolved, very purpose and function oriented. Not an ounce of needless weight. The core functions should be:

    1. Guarding vital body parts from coevolving predators and enemies (mostly against biting and clawing)
    2. Doubling as offensive tools
    3. Visual intimidation tool

    Just as hoverflies developed a wasp pattern to scare predators, DK spikes should be reminiscent of other apex predators. The current iteration looks just a little less scary than an overweight hedgehog. Less is sometimes more. Make them look majestic, not clunky.

    Of course you are free to represent this as you see fit. But your efforts appear a bit aimless.
    I summarized my thoughts in a graphic.

    7drzyfy0zmy9.png


  • tomofhyrule
    tomofhyrule
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    Vaqual wrote: »
    Here is my feedback regarding the visual update of DK spikes:

    You seem to be teetering between a stone-based and draconic spike aesthetic. I think I get what you are going for, but honestly, this is the worst iteration yet. It is quite bad. I feel sorry you invested dev time there, you should have probably communicated some concept arts first.
    In my opionion, just placing a bunch of spikes to make it more difficult to land blows is not an aesthetically or logically pleasing concept. I imagine DK spikes to be highly evolved, very purpose and function oriented. Not an ounce of needless weight. The core functions should be:

    1. Guarding vital body parts from coevolving predators and enemies (mostly against biting and clawing)
    2. Doubling as offensive tools
    3. Visual intimidation tool

    Just as hoverflies developed a wasp pattern to scare predators, DK spikes should be reminiscent of other apex predators. The current iteration looks just a little less scary than an overweight hedgehog. Less is sometimes more. Make them look majestic, not clunky.

    This is very scientific... and therefore very good and informative. I never thought of why the spikes should be where they were, but this makes it make a lot more sense.

    I will say that I'm not bothered by the current Live version, and I do actually prefer Live's to the PTS's new version. The first thing I thought of upon seeing the PTS version was "Sonic the Hedgehog."

    I'm sure I'll get used to it, but this is definitely a case where 1) Skill Styles would allow players to take whichever model they prefer, and 2) showing off a concept art for feedback could have prevented the issue of releasing something people don't like. I'll give the example here that we got the Werewolf concept quite early, and then it was modified before releasing and most people liked the result, as opposed to the DK armor which is continually redone without showing off concepts and people are not enamored by it.
    (this is another reason I think the Combat team should show concept art of the Warden's progress as well...)
  • coop500
    coop500
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    Nooo please don't encourage them to remove/take away the PTS spikes, they finally got rid of the dumb looking turtle shell look and returned it to something closer to original.
    Hoping for more playable races.
    Hoping the game and it's team remains alive.

    BRING BACK MAGICKA WEREWOLVES TO PVE
  • Luneca
    Luneca
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    coop500 wrote: »
    Nooo please don't encourage them to remove/take away the PTS spikes, they finally got rid of the dumb looking turtle shell look and returned it to something closer to original.

    You should be asking for a skill style so people have options ...
  • Hagrett
    Hagrett
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    Luneca wrote: »
    coop500 wrote: »
    Nooo please don't encourage them to remove/take away the PTS spikes, they finally got rid of the dumb looking turtle shell look and returned it to something closer to original.

    You should be asking for a skill style so people have options ...

    As long as skill styles will then also include different colour variations, for example the cooled weapons skill style doesn't have a blue variation.
  • Wuuffyy
    Wuuffyy
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    Skill style options to have either/ or would be great but would undoubtably cloud the lax visuals (not highly telegraphed; i.e. not like 'old DK') for PvP engagements.

    I feel like before they start doing things like 'you can have the old visual AND the new visual' via a style- that should be an important consideration that may serve to earn it the 'while NOT under Battle Spirit' tag.
    Edited by Wuuffyy on 22 August 2026 16:53
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Plectro
    Plectro
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    I would really like to see a different approach to goliath changes. I know a lot of players who enjoy the double-bash rotation. I also think having multiple different available playstyles is very healthy for the game as a whole. So completely removing the double-bash playstyle feels wrong to me. I love to hop on my necro for goliath double-bashing if I want something that feels completely different to every other class. I've been really enjoying goliath and would hate to see it gone.

    Some good alternatives to the changes have been proposed already. If people are unhappy with the double-bashing significantly overperforming other playstyles (which it doesn't, really. Many classes when played well still perform equally, or even better. Looking at you, Nightblades...), how about utilising the other morph of Goliath to have single-bash, while still being able to reach close to double-bash performance?

    If you feel goliath damage should be nerfed, that's fine, but completely removing a playstyle that's been enjoyed by many players is not ideal
  • WuffyCerulei
    WuffyCerulei
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    I want to say that I'm pretty disappointed PVE werewolf Sorcerer DPS has to be neutered because of PVP ones, even though I understand wholeheartedly why those changes were needed. The changes to Conservation of Energy makes sense, though gutting Static Reverberation like that to only Sorcerer skills very much kills the viability of Sorcerer Werewolf DPS in PVE. I do have a couple suggestions to either prevent the gutting or alleviate the loss of Static Reverberation for WW in PVE:

    1: Revert the Static Reverberation changes to what it already is, but make it so it only procs on monsters rather than any target. This would simply prevent it from being to OP in PVP against players, but also address some issues of a player's Static Reverberation striking ally players in trials like Lucent Citadel. (I don't what exact mechanic that is, but it certainly would keep Static Reverb from hitting players if it's coded to only hit monsters.)

    2: If the changes to Static Reverberation are set in stone, then buff Calculated Defense to also give Major Slayer, as well as buffing the group Weapon+Spell Damage bonus to 10%.

    Current Calculated Defense class mastery:

    While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.5 seconds that can absorb XXXX damage. This effect is based off your Max Health. If the shield does not break, you and nearby group members gain 6% Weapon and Spell Damage for 20 seconds.

    Changed Calculated Defense class mastery:

    While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.3 seconds that can absorb XXXX damage. This effect is based off your Max Health. If the shield does not break, you and nearby group members gain 6-10% Weapon and Spell Damage and Major Slayer for 20 seconds.

    This change would benefit Werewolf Sorcerer, either tank or DPS, as Ferocious/Deafening Roar have a small cast time and could be brought into trial groups for that extra utility in bringing Major Slayer. It also allows for sorcerer healers and tanks to be of more value to trial groups and PVE groups in general as well.
    Also!! It would alleviate a healer in these trial groups from having to wear the old RoJo set up and have more diversity in their builds as well.

    Either suggestions keeps Static Reverberation from being its OP self in PVP while still allowing Werewolf Sorcerer DPS in PVE to be relatively decent. The second change would also give more build variety to PVE healers, as well as give Sorcerer WW DPS/tank and sorcerer healers/tanks more relevance in PVE as well.
    Praying to Alkosh and Khenarthi that Sorcerer rework gives more build variety
  • AdonisJorge
    AdonisJorge
    ✭✭✭
    I want to say that I'm pretty disappointed PVE werewolf Sorcerer DPS has to be neutered because of PVP ones, even though I understand wholeheartedly why those changes were needed. The changes to Conservation of Energy makes sense, though gutting Static Reverberation like that to only Sorcerer skills very much kills the viability of Sorcerer Werewolf DPS in PVE. I do have a couple suggestions to either prevent the gutting or alleviate the loss of Static Reverberation for WW in PVE:

    1: Revert the Static Reverberation changes to what it already is, but make it so it only procs on monsters rather than any target. This would simply prevent it from being to OP in PVP against players, but also address some issues of a player's Static Reverberation striking ally players in trials like Lucent Citadel. (I don't what exact mechanic that is, but it certainly would keep Static Reverb from hitting players if it's coded to only hit monsters.)

    2: If the changes to Static Reverberation are set in stone, then buff Calculated Defense to also give Major Slayer, as well as buffing the group Weapon+Spell Damage bonus to 10%.

    Current Calculated Defense class mastery:

    While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.5 seconds that can absorb XXXX damage. This effect is based off your Max Health. If the shield does not break, you and nearby group members gain 6% Weapon and Spell Damage for 20 seconds.

    Changed Calculated Defense class mastery:

    While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.3 seconds that can absorb XXXX damage. This effect is based off your Max Health. If the shield does not break, you and nearby group members gain 6-10% Weapon and Spell Damage and Major Slayer for 20 seconds.

    This change would benefit Werewolf Sorcerer, either tank or DPS, as Ferocious/Deafening Roar have a small cast time and could be brought into trial groups for that extra utility in bringing Major Slayer. It also allows for sorcerer healers and tanks to be of more value to trial groups and PVE groups in general as well.
    Also!! It would alleviate a healer in these trial groups from having to wear the old RoJo set up and have more diversity in their builds as well.

    Either suggestions keeps Static Reverberation from being its OP self in PVP while still allowing Werewolf Sorcerer DPS in PVE to be relatively decent. The second change would also give more build variety to PVE healers, as well as give Sorcerer WW DPS/tank and sorcerer healers/tanks more relevance in PVE as well.

    WW will be nerfed to oblivion, looks like ZOS will only hear who cry louder for nerfsm be prepared to build 100% sustain on your WW next patch
  • Luneca
    Luneca
    ✭✭✭✭✭
    I want to say that I'm pretty disappointed PVE werewolf Sorcerer DPS has to be neutered because of PVP ones, even though I understand wholeheartedly why those changes were needed. The changes to Conservation of Energy makes sense, though gutting Static Reverberation like that to only Sorcerer skills very much kills the viability of Sorcerer Werewolf DPS in PVE. I do have a couple suggestions to either prevent the gutting or alleviate the loss of Static Reverberation for WW in PVE:

    1: Revert the Static Reverberation changes to what it already is, but make it so it only procs on monsters rather than any target. This would simply prevent it from being to OP in PVP against players, but also address some issues of a player's Static Reverberation striking ally players in trials like Lucent Citadel. (I don't what exact mechanic that is, but it certainly would keep Static Reverb from hitting players if it's coded to only hit monsters.)

    2: If the changes to Static Reverberation are set in stone, then buff Calculated Defense to also give Major Slayer, as well as buffing the group Weapon+Spell Damage bonus to 10%.

    Current Calculated Defense class mastery:

    While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.5 seconds that can absorb XXXX damage. This effect is based off your Max Health. If the shield does not break, you and nearby group members gain 6% Weapon and Spell Damage for 20 seconds.

    Changed Calculated Defense class mastery:

    While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.3 seconds that can absorb XXXX damage. This effect is based off your Max Health. If the shield does not break, you and nearby group members gain 6-10% Weapon and Spell Damage and Major Slayer for 20 seconds.

    This change would benefit Werewolf Sorcerer, either tank or DPS, as Ferocious/Deafening Roar have a small cast time and could be brought into trial groups for that extra utility in bringing Major Slayer. It also allows for sorcerer healers and tanks to be of more value to trial groups and PVE groups in general as well.
    Also!! It would alleviate a healer in these trial groups from having to wear the old RoJo set up and have more diversity in their builds as well.

    Either suggestions keeps Static Reverberation from being its OP self in PVP while still allowing Werewolf Sorcerer DPS in PVE to be relatively decent. The second change would also give more build variety to PVE healers, as well as give Sorcerer WW DPS/tank and sorcerer healers/tanks more relevance in PVE as well.

    WW will be nerfed to oblivion, looks like ZOS will only hear who cry louder for nerfsm be prepared to build 100% sustain on your WW next patch

    Imagine it being a tragedy that you can't have it all anymore without having to play with the least amount of skill needed to heavy attack. WWs on live don't even need to heavy attack and can out heal nearly everyone, push out extreme damage, sustain forever, and realistically never get one shot or actually pushed down if they are "good" at WW.

    And this is not something that comes from skill, but a direct result of changes made to the "WW class" ZOS did in recent patches. So that isnt' a problem, but when ZOS decides to make changes in the opposite direction it is?

    Ridiculous mindset, but this is ESO.
  • Nutley99
    Nutley99
    ✭✭
    Revert the Goliath bash rework.

    Realistically, very few people use it. Those who do use it are the people who care about maximising DPS and are looking to do score runs or other very high level content. The people who do not use it are not trying to do this. They are missing out on absolutely nothing by not using the double bash. Their experience will not be improved by the new change. They do not massively care that their DPS will be increased. I am not sure that many of this group of player would bash weave after the change anyway.

    The people who will care are those who currently use double bash. These are people who will lose DPS (something they care about more than others care about getting an increase in DPS). They will lose complexity in parsing (an enjoyable element of the game for this group of player). The most unique class and ultimate in the game will lose a large aspect of what makes it unique.

    Why are ZOS intent on lowering the skill ceiling for an aspect of the game that no player is required to achieve?

    TLDR: Good parsers should have more tools available to demonstrate their skill. No one is negatively affected by the current state of double bash goliath.
  • AdonisJorge
    AdonisJorge
    ✭✭✭
    Luneca wrote: »
    I want to say that I'm pretty disappointed PVE werewolf Sorcerer DPS has to be neutered because of PVP ones, even though I understand wholeheartedly why those changes were needed. The changes to Conservation of Energy makes sense, though gutting Static Reverberation like that to only Sorcerer skills very much kills the viability of Sorcerer Werewolf DPS in PVE. I do have a couple suggestions to either prevent the gutting or alleviate the loss of Static Reverberation for WW in PVE:

    1: Revert the Static Reverberation changes to what it already is, but make it so it only procs on monsters rather than any target. This would simply prevent it from being to OP in PVP against players, but also address some issues of a player's Static Reverberation striking ally players in trials like Lucent Citadel. (I don't what exact mechanic that is, but it certainly would keep Static Reverb from hitting players if it's coded to only hit monsters.)

    2: If the changes to Static Reverberation are set in stone, then buff Calculated Defense to also give Major Slayer, as well as buffing the group Weapon+Spell Damage bonus to 10%.

    Current Calculated Defense class mastery:

    While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.5 seconds that can absorb XXXX damage. This effect is based off your Max Health. If the shield does not break, you and nearby group members gain 6% Weapon and Spell Damage for 20 seconds.

    Changed Calculated Defense class mastery:

    While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.3 seconds that can absorb XXXX damage. This effect is based off your Max Health. If the shield does not break, you and nearby group members gain 6-10% Weapon and Spell Damage and Major Slayer for 20 seconds.

    This change would benefit Werewolf Sorcerer, either tank or DPS, as Ferocious/Deafening Roar have a small cast time and could be brought into trial groups for that extra utility in bringing Major Slayer. It also allows for sorcerer healers and tanks to be of more value to trial groups and PVE groups in general as well.
    Also!! It would alleviate a healer in these trial groups from having to wear the old RoJo set up and have more diversity in their builds as well.

    Either suggestions keeps Static Reverberation from being its OP self in PVP while still allowing Werewolf Sorcerer DPS in PVE to be relatively decent. The second change would also give more build variety to PVE healers, as well as give Sorcerer WW DPS/tank and sorcerer healers/tanks more relevance in PVE as well.

    WW will be nerfed to oblivion, looks like ZOS will only hear who cry louder for nerfsm be prepared to build 100% sustain on your WW next patch

    Imagine it being a tragedy that you can't have it all anymore without having to play with the least amount of skill needed to heavy attack. WWs on live don't even need to heavy attack and can out heal nearly everyone, push out extreme damage, sustain forever, and realistically never get one shot or actually pushed down if they are "good" at WW.

    And this is not something that comes from skill, but a direct result of changes made to the "WW class" ZOS did in recent patches. So that isnt' a problem, but when ZOS decides to make changes in the opposite direction it is?

    Ridiculous mindset, but this is ESO.

    What class actually uses Heavy Attack to sustain in PvP? I haven’t seen such nonsense in a long time. Nuking a class is very different from balancing. ZOS themselves said that reduced costs were introduced so magicka builds wouldn’t be excluded from the playstyle—and now they’re the ones most affected. No surprise there. At this point, you might as well go fire siege, since that seems to be something you understand, unlike werewolf.
  • madmufffin
    madmufffin
    ✭✭✭✭✭
    Nutley99 wrote: »
    Revert the Goliath bash rework.

    Realistically, very few people use it. Those who do use it are the people who care about maximising DPS and are looking to do score runs or other very high level content. The people who do not use it are not trying to do this. They are missing out on absolutely nothing by not using the double bash. Their experience will not be improved by the new change. They do not massively care that their DPS will be increased. I am not sure that many of this group of player would bash weave after the change anyway.

    The people who will care are those who currently use double bash. These are people who will lose DPS (something they care about more than others care about getting an increase in DPS). They will lose complexity in parsing (an enjoyable element of the game for this group of player). The most unique class and ultimate in the game will lose a large aspect of what makes it unique.

    Why are ZOS intent on lowering the skill ceiling for an aspect of the game that no player is required to achieve?

    TLDR: Good parsers should have more tools available to demonstrate their skill. No one is negatively affected by the current state of double bash goliath.

    The 20 people who were good at bash cro need to be punished for being at the top of all logs of course. We'll just ignore the insane amount of practice and cpm it took for them to get there.
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    ✭✭
    madmufffin wrote: »
    Nutley99 wrote: »
    Revert the Goliath bash rework.

    Realistically, very few people use it. Those who do use it are the people who care about maximising DPS and are looking to do score runs or other very high level content. The people who do not use it are not trying to do this. They are missing out on absolutely nothing by not using the double bash. Their experience will not be improved by the new change. They do not massively care that their DPS will be increased. I am not sure that many of this group of player would bash weave after the change anyway.

    The people who will care are those who currently use double bash. These are people who will lose DPS (something they care about more than others care about getting an increase in DPS). They will lose complexity in parsing (an enjoyable element of the game for this group of player). The most unique class and ultimate in the game will lose a large aspect of what makes it unique.

    Why are ZOS intent on lowering the skill ceiling for an aspect of the game that no player is required to achieve?

    TLDR: Good parsers should have more tools available to demonstrate their skill. No one is negatively affected by the current state of double bash goliath.

    The 20 people who were good at bash cro need to be punished for being at the top of all logs of course. We'll just ignore the insane amount of practice and cpm it took for them to get there.

    I mean, at least they can still bash weave. My werewolf has a singular bar and here I thought bash weaving was a rare form of ‘skill expression’ but I don’t see a way I can have the sustain to do that in PvP while ripping points out of stam to place into health to handle the constant healing nerfs along with general health-based healing instead of ‘normal healing’.
    Edited by Wuuffyy on 22 August 2026 20:53
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
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