U51 Feedback Thread for Classes and Abilities

  • madmufffin
    madmufffin
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    Wuuffyy wrote: »
    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’.

    Yeah WW got a much bigger stick than it deserved, but ultimately it was an issue that pertained to far more people. Good bash weaving cros make up like .01% of the game's pop.
  • WuffyCerulei
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    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

    I'm just talking about PVE and the unneeded nerf to PVE sorcs/sorc WWs when Static Reverb could have just been made to proc only on monsters. The sustain nerfs were kinda needed.
    Praying to Alkosh and Khenarthi that Sorcerer rework gives more build variety
  • HMG_Spaun
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    Wuuffyy wrote: »
    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’.

    This was literally a targeted post to those who double bash weave in Goliath form. Impossible to do with the changes they made. Completely separate from sustain issues on WW. One is impossible, the other is infeasible. One is taking it out of the equation, the other is an inconvenience. Sorry for the recent nerfs to werewolf, but this is two completely different issues that do not coincide with each other at all.
  • Wuuffyy
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    HMG_Spaun wrote: »
    Wuuffyy wrote: »
    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’.

    This was literally a targeted post to those who double bash weave in Goliath form. Impossible to do with the changes they made. Completely separate from sustain issues on WW. One is impossible, the other is infeasible. One is taking it out of the equation, the other is an inconvenience. Sorry for the recent nerfs to werewolf, but this is two completely different issues that do not coincide with each other at all.

    Haha! 'Salt in the wound'.

    So you know how you lost bash weaving?

    We lost bash weaving.

    You know their how excuse for necro bash nerfs was 'lower the ceiling, increase the floor'?

    Ours was 'lower the ceiling, lower the floor'. So I can't bash weave and 'my time isn't better' in any way for the experience (i.e. you lost double bash but gained more power for the single bash... we just lost it).

    Sorry you're offended and I apologize that I related to losing further skill expression of my own where skill expression is clearly desperately needed and desired.
    Edited by Wuuffyy on 22 August 2026 23:26
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • AdonisJorge
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    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

    I'm just talking about PVE and the unneeded nerf to PVE sorcs/sorc WWs when Static Reverb could have just been made to proc only on monsters. The sustain nerfs were kinda needed.

    The sustain issues will impact PVE as well, leess than PVP but the difference is very noticeable and more pronounced on Magicka WWs, 3x the cost for some skills because COE was a very wrong move
  • Luneca
    Luneca
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    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.

    But it's not nuked. You just said you'd have to build sustain. What is "nuked" is your ability to have the current level of power on live. Thanks for playing.
  • Wuuffyy
    Wuuffyy
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    Luneca wrote: »
    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.

    But it's not nuked. You just said you'd have to build sustain. What is "nuked" is your ability to have the current level of power on live. Thanks for playing.

    It had more damage before it was given 'free sustain':

    aztb8wzr5byx.png

    Damage it no longer has. No to mention defiles and dot uptimes it no longer has either.

    Its only on-demand heal has been reduced by 'up to 43%'.

    None of these were returned and it didn't do remotely well before this. How does it do well in this environment as the 'sustained pressure playstyle' when DK and sorc maintain practically-infinite sustain still? Keep in mind, them KEEPING CoF and CoE at such high levels likely means 'near-infinite' sustain for each rework... just not wolf (the one playstyle that arguably needs high sustain for 'pressure'.)

    7hbpxrux901m.png

    I can't even build less health anymore because my heal is 'up to 43%' weaker than it was before and all of my other heals are based off health also (I use to run 30k health with high damage before... something that is fully unfeasible now with such low healing on-demand healing values).

    In no way should a rework intended to make something better result in it becoming worse after 'balance feedback' in almost every category.

    We have... health-based healing on bite left... and once that's gone *poof*
    Edited by Wuuffyy on 23 August 2026 00:22
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • tomofhyrule
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    Wuuffyy wrote: »
    How does it do well in this environment as the 'sustained pressure playstyle' when DK and sorc maintain practically-infinite sustain still? Keep in mind, them KEEPING CoF and CoE at such high levels likely means 'near-infinite' sustain for each rework... just not wolf (the one playstyle that arguably needs high sustain for 'pressure'.)

    7hbpxrux901m.png

    I fully believe that Core of Flame is still too powerful. That description of DK needing resources to continue suggests that DK absolutely should have sustain issues that they solve from ultimates (The Storm Voice passive), so having too much sustain available from Core of Flame does break that exact description they were working towards.
  • Wuuffyy
    Wuuffyy
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    Wuuffyy wrote: »
    How does it do well in this environment as the 'sustained pressure playstyle' when DK and sorc maintain practically-infinite sustain still? Keep in mind, them KEEPING CoF and CoE at such high levels likely means 'near-infinite' sustain for each rework... just not wolf (the one playstyle that arguably needs high sustain for 'pressure'.)

    7hbpxrux901m.png

    I fully believe that Core of Flame is still too powerful. That description of DK needing resources to continue suggests that DK absolutely should have sustain issues that they solve from ultimates (The Storm Voice passive), so having too much sustain available from Core of Flame does break that exact description they were working towards.

    Nope. They 'polled' *or gathered info at some point prior (I can't find the excerpt right now) and they determined that 'mechanics trumps sustain issues in rotation'. In other words, those 2 items look like that for a particular reason, the same reason it was nerfed by a such a marginal amount instead of being full-on nuked.

    Obviously, the excerpt in question applies to PvE but it's STILL THERE for PvP as of right now... for all but wolf.
    Edited by Wuuffyy on 23 August 2026 01:23
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Panderbander
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    @ZOS_Kevin @ZOS_JessicaFolsom I think it's safe to say that the nerfs to CoE and Reverb will safely reduce the power of werewolf alone without the need to triple the cost of abilities effectively across the board. A second look at the cost of werewolf abilities absent this sustain that was provided by the sorcerer mastery (which lead to the glut of "unkillable" werewolves) should show that it was this that was the problem and not werewolf itself. I would personally suggest just making this change and reverting the nerf to sustain for werewolves that was put in place in week 1 and follow up to see where things are now after this change.

    It is worth noting that this sustain change *does* severely disadvantage any werewolf that is neither a stamina build nor a sorcerer, particularly without the extra stamina pool to make up for it (as was the case before).

    Additionally, the note about werewolves being "excellent burst fighters" is laughably false. Werewolf does not have "burst" (even during rampage, this is just slightly higher sustained damage for a short period) in any recognizable form. A constant flow of middle-high damage is the only way a werewolf can kill in pvp, the kit is entirely incapable of taking advantage of a CC window to drop another player before a break free or the CC naturally wears off. This is literally the only class that is unable to burst.
    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!"
  • madmufffin
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    @ZOS_Kevin @ZOS_JessicaFolsom I think it's safe to say that the nerfs to CoE and Reverb will safely reduce the power of werewolf alone without the need to triple the cost of abilities effectively across the board. A second look at the cost of werewolf abilities absent this sustain that was provided by the sorcerer mastery (which lead to the glut of "unkillable" werewolves) should show that it was this that was the problem and not werewolf itself. I would personally suggest just making this change and reverting the nerf to sustain for werewolves that was put in place in week 1 and follow up to see where things are now after this change.

    It is worth noting that this sustain change *does* severely disadvantage any werewolf that is neither a stamina build nor a sorcerer, particularly without the extra stamina pool to make up for it (as was the case before).

    Additionally, the note about werewolves being "excellent burst fighters" is laughably false. Werewolf does not have "burst" (even during rampage, this is just slightly higher sustained damage for a short period) in any recognizable form. A constant flow of middle-high damage is the only way a werewolf can kill in pvp, the kit is entirely incapable of taking advantage of a CC window to drop another player before a break free or the CC naturally wears off. This is literally the only class that is unable to burst.

    Reverb catching a stray from this whole process is very jading
  • acanca
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    Pummeling Goliath Bash

    A 1 second cool down means imperfect weaving is very punishing because you have to choose between losing even more time by waiting for the bash to become available again or skip the bash entirely for that GCD window.

    Please consider making the Pummeling Goliath Bash cooldown 0.8 seconds as a cushion so that imperfect weaving isn't as punishing. As far as i can tell, this would act same as a 1 second cooldown but allow players some leeway for imperfect execution.
  • tomofhyrule
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    ‼️‼️Actual bug that needs to be resolved‼️‼️

    Warden is missing two animations completely: the animation to summon the bear, and the animation to cast Shalks.
    quys1pj4q0d9.gif

    ---

    Re: the new DK spikes
    rs15sj6wmn75.png

    This is definitely something that some people like one version and others like the other version. The new version looks a bit more like the original ones (save for the color being much more red than before), but some people may prefer the Koopa-shell version that's currently on Live.
    jpvou83kct5z.png

    This definitely seems like a case where the existing Live asset could just be made into an "Earthspike Mantle, Draconic" Skill Style so it's not like the art team just wasted the time making that asset. Personally, I'd prefer to stick with the Live version as a skill style and think that would be acceptable.

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    Re: Werewolves being disallowed from using Custom Actions

    Why was this needed?

    Yes, the werewolf skeleton was not intended to use those animations, but... who cares? Those of us who use Werewolf form really don't mind if the animation looks wonky, and in some cases we like it that way. I like that my werewolf (who is supposed to be a bear) still summons a gopher, even if he's not moving. I still see the gopher at least.
    z14yrz885bxg.png

    And yes, it's fun that he still gets all icy even if he's just standing on the scroll. It's not like he could even read it in human form in the first place...

    This really seems like a fix for something that wasn't a problem in the first place.
  • Chrlynsch
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    With sustain being hit hard next patch, I think it is worth asking what role Werewolf is supposed to fill in PvP.

    The redesign seems to be built around the idea that Werewolves should manage their Ultimate/Fury rather than traditional resources. The problem is that, outside of Enrage, Werewolf hasn't really been given a reliable way to manage that resource. (Especially on a lone Berserker). If sustain is now being stripped away as well, the sustained pressure that defined Werewolf is going with it.

    That leaves a pretty obvious gap: Werewolf needs a burst option.

    My suggestion: Rework Prowl

    Prowl: Increase the damage and healing of your next Werewolf ability by **25% per stack of Bloodrage**. Activating Prowl also causes Fury generation to be reduced/stunted for 5 seconds (as well as does what it does now on live)..

    This would give Werewolf a deliberate burst setup without simply handing it more raw sustained pressure.

    Why I think this works:

    * Gives Werewolf access to a real burst window. You build Bloodrage, sacrifice some of your sustain, then cash it in for a powerful attack.
    * Creates diminishing returns on spammables. Using the buff on something like Rip and Tear consumes your Bloodrage, preventing it from becoming an endlessly escalating damage tool.
    * Mirrors traditional PvP gameplay. Build pressure → create a setup window → commit resources → attempt to burst the target.
    * Has a meaningful cost. Prowl already costs Stamina, and delaying Fury generation means you are also delaying your ability to sustain your Werewolf form.
    * Creates an interesting risk/reward decision. Using Prowl during an Enraged state would be the most efficient way to capitalize on it, but you're still giving up future sustain to do so by delaying the much needed enrage state.
    * Discourages chaining Prowl. The fury-generation penalty gives it an inherent drawback and prevents repeated stealth/burst setups from becoming the default rotation.
    * Minimal PvE disruption. Players who don't want to utilize Prowl for burst would largely play the same way, while giving Werewolf PvP a much-needed tool.

    The goal isn't to make Werewolf hit harder all the time.

    It's to give Werewolf a controlled burst window that it has to prepare for and pay for.

    If sustained pressure is being taken away, I think Werewolf needs something meaningful to replace it and Prowl seems like a natural place to put it.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • tomofhyrule
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    Here's another thing that feels like it's been left to languish for a bit.

    Scribing - why are some Grimoires able to use some Focus Scripts for damage and not others? In most of these cases, it's just using different damage types, but for some reason not all of the damage types are useable. And (if the Class reworks are consolidating Classes into specific damage types), that could mean some Classes have advantages that others don't.

    Theoretically, this only changes the damage type so it really shouldn't change any balance issues in general.

    Is there any reason these Grimoires don't allow the use of certain damage types?
    • Shield Throw: does not allow Bleed, Disease, Flame, Poison, or Shock damage
    • Smash: does not allow Disease damage or any magical damage (but it does allow Magic?)
    • Travelling Knife: does not allow Disease, Flame, or Shock
    • Vault: does not allow Frost, Magic or Shock
    • Trample: does not allow Bleed, Flame, Poison, or Shock
    • Torchbearer: does not allow Disease, Magic, Poison, or Shock
    • Soul Burst and Wield Soul: does not allow Poison

    I will say that I'd love to have Knockback useable on the two Soul Magic grimoires for fun-in-overland purposes. I realize that Knockback is generally not a good thing in PvP areas because of the frequent desync issues, but in casual overland it's so much fun to fling basepop mobs around. I really would like to see "Repelling Burst" or "Repelling Soul" for a specific one of my characters even if it were disallowed in PvP.

    (I'm also still wondering if that "Earth Damage" type that was used exactly once for a single side buff in the Night Market will ever come back in a major capacity. I'd be really interested if that would get used more, up to and including eventually getting an associated Status Effect and becoming the signature type of a new Geomancer class or something...)
    Edited by tomofhyrule on 24 August 2026 03:33
  • acanca
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    Landslide

    The buffs to landslide are very impactful and its now way easier to actually keep up landslide in content and also easier to reach maximum stacks.
    I did not expect the changes to make that much of a difference but they are really noticeable.
  • MashmalloMan
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    acanca wrote: »
    Pummeling Goliath Bash

    A 1 second cool down means imperfect weaving is very punishing because you have to choose between losing even more time by waiting for the bash to become available again or skip the bash entirely for that GCD window.

    Please consider making the Pummeling Goliath Bash cooldown 0.8 seconds as a cushion so that imperfect weaving isn't as punishing. As far as i can tell, this would act same as a 1 second cooldown but allow players some leeway for imperfect execution.

    This is a great point, since bashing is not attached to the GCD and you can cancel abilities with it, you're going to quickly run into a situation where your bashes get farther and farther apart by 50-100ms until you can no longer cast them within the 1s GCD you initially planned for.. it would only take 7-10 attempts to reach this point for the average player and then they'll wonder why their rotation continuously gets clunkier and clunkier until the bash just doesn't fire before their next ability is ready.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • MashmalloMan
    MashmalloMan
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    Here's another thing that feels like it's been left to languish for a bit.

    Scribing - why are some Grimoires able to use some Focus Scripts for damage and not others? In most of these cases, it's just using different damage types, but for some reason not all of the damage types are useable. And (if the Class reworks are consolidating Classes into specific damage types), that could mean some Classes have advantages that others don't.

    Theoretically, this only changes the damage type so it really shouldn't change any balance issues in general.

    Is there any reason these Grimoires don't allow the use of certain damage types?
    • Shield Throw: does not allow Bleed, Disease, Flame, Poison, or Shock damage
    • Smash: does not allow Disease damage or any magical damage (but it does allow Magic?)
    • Travelling Knife: does not allow Disease, Flame, or Shock
    • Vault: does not allow Frost, Magic or Shock
    • Trample: does not allow Bleed, Flame, Poison, or Shock
    • Torchbearer: does not allow Disease, Magic, Poison, or Shock
    • Soul Burst and Wield Soul: does not allow Poison

    I will say that I'd love to have Knockback useable on the two Soul Magic grimoires for fun-in-overland purposes. I realize that Knockback is generally not a good thing in PvP areas because of the frequent desync issues, but in casual overland it's so much fun to fling basepop mobs around. I really would like to see "Repelling Burst" or "Repelling Soul" for a specific one of my characters even if it were disallowed in PvP.

    (I'm also still wondering if that "Earth Damage" type that was used exactly once for a single side buff in the Night Market will ever come back in a major capacity. I'd be really interested if that would get used more, up to and including eventually getting an associated Status Effect and becoming the signature type of a new Geomancer class or something...)

    Simply put, it takes time to develope. The Grimoire Focuses all have unique VFX and SFX, they're not just recolours, and even if they were, that still takes more effort than they're probably able to alot right now. I guarantee they have much bigger fish to fry right now so what you're essentially requesting is for them to slow down work on Class Refreshes to add a few more Focus options. I want them too, but not now with what's on their plate. I'm happy to wait a few years if it means the refreshes get the time and effort they deserve.

    Earth Damage has been in the game since launch, along with 2 others I can't remember right now, I think 1 was Water? It may have been planned as a usable player element back then in 2011-2013, but it was regulated to some NPC attacks post launch in 2014 instead, it's actually been used for years which is why when that NPC ability became available for the player in Night Market, it was coded as Earth, it's an NPC attack.

    Why they use that element instead of Phys? No clue, but it's not any new indication in 2026 vs 2014 that they'd do anything with the element. It's just an indirect result of making an NPC attack available for the player after using it behind the scenes for the past 12 years.

    Frankly, I don't think we need it. Poison and Phys can easily cover "Earth" when necessary. The 4 Martial + 4 Magical and their associated Effects are in a really good balance right now. Adding Earth would just mean we need to create a 5th Magical element, and convert a bunch of sets and abilities to these elements to provide representation when there is already problems for Disease and Frost/Shock as is.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Malacine_Wolfsblood
    I imagine this won't be a popular take, coming from a more casual member of the game, but from what I have found, using Shapeshifter Chain mitigates some of these werewolf changes, at least in terms of sustain from what I tried out on the PTS. Again, coming from someone who's not doing Trials, PVP, and only dabbling on Vet dungeons on occasion. In terms of sustaining myself, switching from my own build with Huntsman's Mask back to Shapeshifter Chain helped me personally.
  • Firstmep
    Firstmep
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    Just want to reiterate that the latest version of balanced warrior is more of a defensive buff to templar than an offensive one, especially now, that it provides flat amounts of spell damage.

    The sad reality is that in many cases, especially for pve damage dealers, slotting fighters guild abilities yields more spell damage over slotting templar abilities, and the weak armor to spd scaling doesn't fix that either.

    I really think a simple baseline 3% armor and spell damage and an additional 2% armor and 3% spell damage per slotted templar ability would be best here.

    It would simplifiy the passive and make it balanced between offense and defense.
  • acanca
    acanca
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    Strife

    Skill feels really strong compared to before, i really like it.

    But if you guys really want to push this skill, i would suggest nerfing the healing aspect a little bit and decoupling the healing done from damage done so the healing part isnt a fraction of the damage but its own component. That would really boost this skills usability.

    Thats how the latest 'life steal' skills that came out functioned anyway; lash, rip and tear all have different damage and heal components.
    Edited by acanca on 25 August 2026 07:36
  • Erickson9610
    Erickson9610
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    I imagine this won't be a popular take, coming from a more casual member of the game, but from what I have found, using Shapeshifter Chain mitigates some of these werewolf changes, at least in terms of sustain from what I tried out on the PTS. Again, coming from someone who's not doing Trials, PVP, and only dabbling on Vet dungeons on occasion. In terms of sustaining myself, switching from my own build with Huntsman's Mask back to Shapeshifter Chain helped me personally.

    Using Shapeshifter's Chain on a pureclass Templar has been working out for me on Live, since I have several sources of cost reduction. It'll be a bit harder to sustain next patch, but I'll manage — after all, I've dealt with the pre-U50 Werewolf ability costs for years!
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • pluvioisaplanet
    pluvioisaplanet
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    Spent some time parsing sorc with the crystal weapon and static reverb changes. This is feedback from a PvE DD perspective. This feedback is also only an initial impression, I've only tested the BiS dummy setup, and seen a few tests with other setups.

    The rotation with crystal weapon is very fun to play, it's probably a little harder than playing with crystal fragments, but that is rewarded by the slight increase in single target damage. No notes.

    The static reverb change ended up being a very small buff, which is great, sorc has needed a slight buff to be more competitive in pve. I was worried that making the monolith of storms class set count as class damage, thus being able to proc static reverb, would lock sorc into slotting it for every boss. But the difference between it and other sets don't seem like an issue. So again, no notes on this change.

    Overall the changes make a small but noticeable difference, and more importantly it feels very good.
  • acanca
    acanca
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    Werewolf Cost Changes

    The cost changes for werewolf at the start of the Pts cycle are now too brutal when paired with the nerf to Conservation of Energy and will most likely cause werewolf from being played for solo players and for pvp.

    It takes 30 seconds for a build with Conservation of Energy copied from live to run out of stamina (without ever blocking or dodging or sprinting or breaking free) and it takes around 18 seconds for the same build without Conservation of Energy.

    7pw3dmr64yhl.pngpai18wgile71.png



    The build has no problem with sustain whatsoever on live and while i agree that werewolf sustain was too easy and needed some adjustments, the main culprit of that issue was Conservation of Energy. Which also got toned down recently.

    In essence, werewolf cost changes are too brutal and i would not like to see what i think of as the single best reworked line made by the team disappear from seeing play.
    Roar and its morphs are in my opinion the most punishing to use and should be made cheaper but all skills could use seeing some of the cost increase reduced. The stamina costs were basically tripled, readjusting the costs to around double the original might be more reasonable.
  • Wuuffyy
    Wuuffyy
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    acanca wrote: »
    Werewolf Cost Changes

    The cost changes for werewolf at the start of the Pts cycle are now too brutal when paired with the nerf to Conservation of Energy and will most likely cause werewolf from being played for solo players and for pvp.

    It takes 30 seconds for a build with Conservation of Energy copied from live to run out of stamina (without ever blocking or dodging or sprinting or breaking free) and it takes around 18 seconds for the same build without Conservation of Energy.

    7pw3dmr64yhl.pngpai18wgile71.png



    The build has no problem with sustain whatsoever on live and while i agree that werewolf sustain was too easy and needed some adjustments, the main culprit of that issue was Conservation of Energy. Which also got toned down recently.

    In essence, werewolf cost changes are too brutal and i would not like to see what i think of as the single best reworked line made by the team disappear from seeing play.
    Roar and its morphs are in my opinion the most punishing to use and should be made cheaper but all skills could use seeing some of the cost increase reduced. The stamina costs were basically tripled, readjusting the costs to around double the original might be more reasonable.

    Again, I don't expect much to change further on this PTS but here is more data to reinforce their point:
    Wuuffyy wrote: »
    @ZOS_Kevin * @ZOS_JessicaFolsom (please pass through to combat team) - I don't know what else I can do or say to prove that you are making a mistake. I provide what I can, where I can aimlessly trying to pass the grander point along.

    Everytime werewolf 'dies', it is when the sustain is adjusted too heavily or the healing is adjusted too heavily. When you remove damage options like static reverb and leave CoE, you aren't encouraging 'a way out', you're relegating werewolves to yet another subpar option that still lacks the damage with sustain of traditional options like Shapeshifter's chain + Imperial (or in a sense like Oakensoul before). The adjustments to CoE were appropriate, encouraging a choice IS the right path, however the sustain changes are now overkill.

    I have attempted to build in a variety of ways where my damage is 'sufficient', which must be consistent and high to outpace rampant healing and sustain (especially CoE mastery Sorc users and CoF skill Dragonknight users), I maintain a certain level of health 35k+, and maintain a certain level of sustain (even if it requires dedicating my race, mythic, and even food) to do so.

    In every test I had, Smoked Bear Haunch in ESO and Artaeum Takeaway Broth (shown earlier in this thread via CMX) while seemingly a valid option caused me to lose far too many resources in stam and/or mag to the point that having 2k+ stamina recovery was still a detriment that caused me to burn out within around 15 seconds with essentially no break frees, no rolls, and no blocks (meaning in combat, just like demonstrated before also- I would likely 'burn out' within 4-5 seconds at most).

    Building 5 med (22k resistance being nearly unviable in actual content i.e. 'glass cannon' for cost reduction), health where possible for healing, running Shapeshifter's Chain (unique resources and 15% cost reduction), Imperial (Highest Health and Stamina combo with 6% reduction)- I was able to last no more than 20 seconds EVEN with the break free CP (which would not be active in NO-CP BGs) and minimizing rolls (which some snares, immobilizes, and certain skills would force out) before bottoming-out stamina in a very dangerous way:

    iyof5vephcoj.png

    hztuwp4335rk.png

    kvq5k5mhu797.png

    kwprdbqemd44.png

    For an added benefit, with the same reduction gear (which would be abnormal for a mag build), and after stacking 35k+ mag (which caused my health to fall below 30k), I would still burn out within seconds in a dangerous way however only this time it didn't stabilize:

    kci0wuub7lkb.png

    31u89mtd43c5.png

    Meanwhile, post nerf-courtesy of our own @Arcana - this is DK on PTS blocking over 100 attacks (holding block) maintaining resource stability the entire time on what is arguably a combination pressure and burst class:

    jmmxtxe22qzb.png

    There are many on these forums that will debate this topic in logical fallacies, provide no evidence to back otherwise baseless claims, and are likely here to overwhelm and 'drown out' counter-arguments, however valid-

    I know at the end of the day I'm "just a werewolf player" but I implore the team to see the data and logical reasoning along with the promises made by the members who worked so hard to revitalize werewolf in a big way. I have no doubt this PTS patch will make it to live as-is now for werewolf. I ask that over the next 3 months you investigate and determine better solutions for this 'pressure, no burst, low sustain' playstyle you've created and try to understand the changes that made it objectively unviable in the first place.

    And some personal testimony to 'playing around Rampage' and the current tools on PTS that aid in reaching that state:
    Wuuffyy wrote: »
    This was a response to a video I was sent but I think it somewhat helps understandably differentiate ‘paper’ from ‘actual gameplay’ especially on PTS albeit using testimony and basic logic to ascertain the point:

    ‘If werewolf objectively didn’t work before the rework, and it already cannot kill certain players and grouped players with a healer on live-

    How does ‘building sustain’ and trading MORE damage help it when it already lost damage from the rework, defiles, dot uptimes, and on-demand healing by a significant portion through Fortitude + an incredibly strict requirement to build high health (whereas before, for example, I could build 30k health and my burst heal was finite but very decent still)?

    Building sustain is the only answer I hear but if the answer to every problem was ‘building sustain’, people wouldn’t stop at a singular sustain set (especially werewolf that is requiring significantly more HP for on-demand healing compared to U49). You have to retain damage and the less you have on werewolf especially, the less likely you are to be effective. People seem to love to discredit the fact that werewolf does not, in fact, have burst I.E. you cannot build sustain+defense and pocket an Onslaught into a whip… so if your consistent DPS is not higher than HPS of an opponent properly reacting- you just don’t kill no matter how good you are at your rotation.

    Rampage is also not an answer as despite building at a decent rate in a duel, most actual PvP scenarios especially when in a 1 v 2, 1 v 3 situation (let’s say BGS) see you kiting, moving around, and generally not staying on target 24/7. I’d say actual Rampage Fury Gen is around half to maybe 2/3 on average in actual play versus what’s expected in a duel.

    Beyond that, the Mylene set is horrendous-

    the damage in PvP is horrid, the sustain return even against IC adds (it's damage-based) is horrid, and the fury gen (25/1000 once every 10 seconds) is a joke and a half on its own’

    ~~~

    This is all made worse as wolf was the only one nuked so very hard in sustain whereas:

    DK’s CoF provides 2.7k main resource ‘recov’ with just 23k ‘missing’

    Sorc’s CoE provides 1.5k ‘mag recov’ for 50k mag along with the damage increase from Font of Power.

    It’s going to be pretty difficult when wolf is the only reworked class thusfar without ‘infinite sustain’ outside of Ramapge which you need to be in extended combat for (haha, you see the conundrum here?). How is one meant to reasonable ‘pressure’ any remotely competent player on DK (tons of heals all around), and sorc (shielding and streak) with near-‘infinite’ sustain?

    Again, ‘good players’ will make it work but a lot of the heavy lifting will now come from the HPS more-so than anything else. Certain ‘duel builds’ will likely still work to a degree but in actual combat scenarios, wolf is very likely to suffer greatly on average.

    *edited for more clarity
    Edited by Wuuffyy on 25 August 2026 13:43
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Zyaneth_Bal
    Zyaneth_Bal
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    Sorcerer had coe and blood magic nuked by 25% and 40% respectively, these are obscene numbers, balancing isn’t done by axe swings. On top he class has been indirectly nerfed further by ele sus cost and draugrkin being butchered.
    Since coe and blood magic nerfs were mostly directed at werewolfs and they got costs increased too, could the values be changed a bit to something less drastic?
  • acanca
    acanca
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    Claw Fury

    I absolutely love using this skill now and its becoming one of my favorite ways to play with the added heal.

    But Claw Fury still heals for too little and is not really comparable to rip and tears survivability. Considering the opportunity cost of using claw fury is not using rip and also losing a heal over time by not using Claw Fury's other morph, the healing is very lackluster. This makes the skill feel on the verge of usability but ultimately not worth it for solo content and pvp.

    Please consider making it so Claw Fury heals for 25% more for each stack of Blood Hunger. This would be a big quality of life improvement.
  • Wuuffyy
    Wuuffyy
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    Sorcerer had coe and blood magic nuked by 25% and 40% respectively, these are obscene numbers, balancing isn’t done by axe swings. On top he class has been indirectly nerfed further by ele sus cost and draugrkin being butchered.
    Since coe and blood magic nerfs were mostly directed at werewolfs and they got costs increased too, could the values be changed a bit to something less drastic?

    These values were and are still far too high and honestly need further adjustments unrelated to werewolf.

    1,500 mag 'recov' (50k mag pool) and 600-700 off 'recov' (20k stam pool) is still far too much from a singular passive. CoE and CoF especially need further adjustments to bring them in line with other classes in the game.

    For that matter (again), CoF remaining at 2,700 'recov' on primary resource alone when missing 23k resources (23,000 x 0.12= 2700 per tick instantly and then every 2 seconds) is still too much on a singular active skill.

    Earlier in these threads is further CMX data from another individual reinforcing the point on CoF especially.
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • RedMamba
    RedMamba
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    Wuuffyy wrote: »
    Sorcerer had coe and blood magic nuked by 25% and 40% respectively, these are obscene numbers, balancing isn’t done by axe swings. On top he class has been indirectly nerfed further by ele sus cost and draugrkin being butchered.
    Since coe and blood magic nerfs were mostly directed at werewolfs and they got costs increased too, could the values be changed a bit to something less drastic?

    These values were and are still far too high and honestly need further adjustments unrelated to werewolf.

    1,500 mag 'recov' (50k mag pool) and 600-700 off 'recov' (20k stam pool) is still far too much from a singular passive. CoE and CoF especially need further adjustments to bring them in line with other classes in the game.

    For that matter (again), CoF remaining at 2,700 'recov' on primary resource alone when missing 23k resources (23,000 x 0.12= 2700 per tick instantly and then every 2 seconds) is still too much on a singular active skill.

    Earlier in these threads is further CMX data from another individual reinforcing the point on CoF especially.

    So you spend all day trying to get every classed nerfed and WW's buffed back to a broken state... Everyone can see your hidden agenda.
  • Wuuffyy
    Wuuffyy
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    RedMamba wrote: »
    Wuuffyy wrote: »
    Sorcerer had coe and blood magic nuked by 25% and 40% respectively, these are obscene numbers, balancing isn’t done by axe swings. On top he class has been indirectly nerfed further by ele sus cost and draugrkin being butchered.
    Since coe and blood magic nerfs were mostly directed at werewolfs and they got costs increased too, could the values be changed a bit to something less drastic?

    These values were and are still far too high and honestly need further adjustments unrelated to werewolf.

    1,500 mag 'recov' (50k mag pool) and 600-700 off 'recov' (20k stam pool) is still far too much from a singular passive. CoE and CoF especially need further adjustments to bring them in line with other classes in the game.

    For that matter (again), CoF remaining at 2,700 'recov' on primary resource alone when missing 23k resources (23,000 x 0.12= 2700 per tick instantly and then every 2 seconds) is still too much on a singular active skill.

    Earlier in these threads is further CMX data from another individual reinforcing the point on CoF especially.

    So you spend all day trying to get every classed nerfed and WW's buffed back to a broken state... Everyone can see your hidden agenda.

    Werewolf was rightfully adjusted in many areas (at least for PvP), it's simply that the adjustments made are plentiful in overcorrections as well.

    CoF and CoE that were championed by the community as they give 'infinite sustain' and 'negate needing to run a sustain set' in-fact still provide 'infinite sustain' (CoF via CoF-spam every 4 seconds; CoE through streak and Dark Exchange when necessary along with a large max resource pool) and still allow the user to vastly negate needing a sustain set to be competitive.

    Example of CoF post-nerf for further proof of 'infinite sustain'; 100+ blocks holding block with stable sustain the entire time (despite it having being reiterated several times in this thread courtesy of Arcana)-

    4dq72jqhn3p7.png

    Beyond that, streak is an overloaded tool (another point I've championed), it provides the following:

    "It's:

    -the single best mobility tool in the entire game
    -a damage dealing skill
    -a stun that goes through Block and Roll
    -a skill without an AoE cap
    -a skill that can literally be spammed without issue thanks to CoE (even post-nerf)+ 'Dark Exchange'"

    and is understandably a 'hot topic' right now with the topic being found at>

    https://forums.elderscrollsonline.com/en/discussion/697979/streak-needs-a-cc-nerf/p1

    Now, please don't tag me any more as I have identified that you are not here to engage in 'good faith conversations' with a likely goal to 'derail-where-possible'. This is not what this feedback thread is for and after the U50 feedback threads, I do not wish to continue a trend that is clearly detrimental to any particular cause. As always, should you source data on the topic I will be happy to engage again!
    Edited by Wuuffyy on 25 August 2026 13:37
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
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