U51 Feedback Thread for Classes and Abilities

  • Luneca
    Luneca
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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?

    The masteries were supposed to be add-ons and a stopgap, not a one-stop solution that allows you to push into territory far beyond what any subclass or even build in prior patches could ever do. And yet that's the case with that passive and when it gets adjusted it's an axe swing?

    Have you actually played sorc on live and used that passive? In PvP I literally can shield myself forever and never have my HP drop. When it takes over 20+ people and siege to take me out in two light armor sets, and that kind of power wasn't available before the mastery we have a problem and the problem is with that mastery.

    But of course we can all pretend it isn't function way better than it does on paper and stacking with other build decisions to become a massive boost in damage, sustain, and flexibility. And then anyone reading that can go on live and experience the exact opposite of what we are pretending.

    When ZOS released masteries and they had no restriction on some, but restrictions on others then it already set the stage for it getting adjusted down the line because that fact alone made it poorly balanced.

    I don't understand how players don't know or anticipate what will be adjusted or complained about at this point because it's obvious, and if it's not obvious, literally just find what everyone gravitates to.

    The most appaling part about the mastery system is that it buffed the classes that needed the least amount of buffing and left the ones that sucked with subpar options. And those classes that suck have the furthest rework window, plus are getting nerfs with questionable compensation elsewhere this next patch.

    And you want us to spare tears for sorcs that still get to have a mastery that was reduced, but still retains the features that makes it a systematic issue in the first place?

    I can't do that.
  • madmufffin
    madmufffin
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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.

    The last thing Sorc needed was dummy damage. It's been the top parsing class for like 5 years and never once been the meta dps class in PVE. The Reverb change is just an outright nerf to any range build in PVP.
  • Freelancer_ESO
    Freelancer_ESO
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    The changes to Strife feel like they make the morphs more competitive with one another than the previous PTS version.

    Minor Toughness appeared to boost the damage very very slightly but, the amount is so tiny it probably doesn't matter.

    Strife and Funnel Health feel kinda bad if you are a higher level player with a bad build as you can seriously damage yourself by spamming it. (If you take a template char and just put Strife on and attack a trash npc it will take much of your hp to kill them) However, new characters deal enough damage this isn't really a problem for them (I did the Cold Harbor first mission with just it and was never in any danger of seriously hurting myself) and I'd assume most higher level players can either improve their stats so it doesn't hurt to spam it, not spam it, or use Siphoning attacks to get an extra heal every time they do damage.

    Strife won't fit as well with players that are Vampires that are running low on hp to increase their damage but, I don't think that is really that many people and NB has enough other stuff that synergies with Vampires that having parts that don't is fine.
  • acanca
    acanca
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    The changes to Strife feel like they make the morphs more competitive with one another than the previous PTS version.

    Minor Toughness appeared to boost the damage very very slightly but, the amount is so tiny it probably doesn't matter.

    Strife and Funnel Health feel kinda bad if you are a higher level player with a bad build as you can seriously damage yourself by spamming it. (If you take a template char and just put Strife on and attack a trash npc it will take much of your hp to kill them) However, new characters deal enough damage this isn't really a problem for them (I did the Cold Harbor first mission with just it and was never in any danger of seriously hurting myself) and I'd assume most higher level players can either improve their stats so it doesn't hurt to spam it, not spam it, or use Siphoning attacks to get an extra heal every time they do damage.

    Strife won't fit as well with players that are Vampires that are running low on hp to increase their damage but, I don't think that is really that many people and NB has enough other stuff that synergies with Vampires that having parts that don't is fine.

    Oh damn, good point. Gotta check the damage with shadow skills now
  • acanca
    acanca
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    acanca wrote: »
    The changes to Strife feel like they make the morphs more competitive with one another than the previous PTS version.

    Minor Toughness appeared to boost the damage very very slightly but, the amount is so tiny it probably doesn't matter.

    Strife and Funnel Health feel kinda bad if you are a higher level player with a bad build as you can seriously damage yourself by spamming it. (If you take a template char and just put Strife on and attack a trash npc it will take much of your hp to kill them) However, new characters deal enough damage this isn't really a problem for them (I did the Cold Harbor first mission with just it and was never in any danger of seriously hurting myself) and I'd assume most higher level players can either improve their stats so it doesn't hurt to spam it, not spam it, or use Siphoning attacks to get an extra heal every time they do damage.

    Strife won't fit as well with players that are Vampires that are running low on hp to increase their damage but, I don't think that is really that many people and NB has enough other stuff that synergies with Vampires that having parts that don't is fine.

    Oh damn, good point. Gotta check the damage with shadow skills now

    My damage was the same with or without minor toughness or the extra max hp% from shadow skills
  • Freelancer_ESO
    Freelancer_ESO
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    Interesting, I get 3110 when I do Strife with five pieces of the Warrior Poet on and 3089 damage when I have another piece of Heavy Armor on instead. I don't think anything should be different between the damage as both are heavy armor with the same trait.

    Later Edit:

    Testing again with subclassing Warden's Green Balance line without any points in Maturation I deal 3189 damage. With Maturation maxed I deal 3211.

    I don't really get why I'm hitting a damage difference but, the amount is so small I don't think it really matters.
    Edited by Freelancer_ESO on 25 August 2026 23:19
  • WuffyCerulei
    WuffyCerulei
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    Going to put this in here as well to maybe encourage quicker consideration of this idea: A rework for Shapeshifter's Chain to open up Werewolf to more classes than just tanky PVP builds and Nightblade DPS in PVE.

    Here's the original Shapeshifter's Chain:

    Shapeshifter's Chain
    (1 item) Reduce the cost of your Transformation Ultimate and Werewolf abilities by 15%. While transformed, increase your Maximum Health, Stamina, and Magicka by 1707.

    Here's the rework idea:

    Shapeshifter's Chain
    (1 item)
    While in Werewolf form, your Werewolf abilities now count as Class Skills. The Skill type is based on your character's base class. Subclassing does not influence the Skill types. The skills also do not benefit from passives based on skills slotted from certain skill lines unless otherwise stated. Increases the cost of Werewolf Transformation by 15%.
    If you are an Arcanist, you will generate a Crux for every Blood Fury stack you gain (up to 3), and Brutal Carnage from Pounce and morphs will consume them for a 10% damage increase for each Crux consumed.
    If you are a Sorcerer, any Bleed Damage from Light Attacks, Light Attack Bleeds, and Werewolf abilities are now considered Shock Damage and will proc Concussion instead of Hemorrhaging.
    If you are a Dragonknight, Gnash and its morphs are also considered an Ardent Flame ability and the first hit of the skill does Flame Damage instead of Physical.
    If you are a Templar, Roar and morphs will cast Sacred Ground on you for 20 seconds, and Rending Claws and morphs are considered Dawn's Wrath skills.
    If you are a Nightblade, Rending Claws and morphs will gain 10% extra damage and apply the Sundered Status effect if hitting the enemy from the flank.
    If you are a Warden, any Bleed Damage from Light Attacks, Light Attack Bleeds, and Werewolf abilities are now considered Frost Damage and will proc Chilled instead of Hemorrhaging.
    If you are a Necromancer, you automatically cast a Detonating Siphon when you cast Gnash and morphs. This can only happen once every 5 seconds and if there is a consumable corpse nearby.


    The buff for each Class is to fit each Class's different play styles and stipulations on class passives or class masteries. I.E., the Blood Hunger creating a Crux for Arcanists so they can benefit from their class passives and masteries. Without being too too strong ofc, though things could be changed for balance purposes.

    I was just so frustrated that Sorc WW DPS is getting the boot, and that people would have to be shoehorned into Nightblade DPS in PVE to just be viable. I know I haven't seen a single Werewolf tank in PVE as well, so I'm hoping this rework would help them be way more relevant too.
    Praying to Alkosh and Khenarthi that Sorcerer rework gives more build variety
  • Gupitoos
    Gupitoos
    Conservation of Energy on Sorcs
    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.


    That's literally what he does, hes crying about everything other than a WW, trying his hardest to get everything nerfed and WW buffed to the top. Hes also stated that current WW on live isn't broken and the nerfs it got weren't needed lol.
  • Aces-High-82
    Aces-High-82
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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.

    I am sorry but nobody competent stacks 50k primary stat. The ideal breakpoint is at 35k and that will net you quite less than 1.5k recov equivalent. Its still enough to drop Wretched and chug potions on cooldown.
    I doubt CoE will be worth slotting instead of Reverb but for ppl that want to Go with a defensive set it'll remain a solid option - just keep in mind your DPS will decrease from 6k to 4k.
  • acanca
    acanca
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    .
    Edited by acanca on 26 August 2026 06:23
  • acanca
    acanca
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    Cutthroat's Focus

    Activating a Nightblade ability while bracing causes you to dodge attacks for 0.3 seconds.

    I've been thinking of how to best use this class mastery. Because it is genuinely, mechanically hard to use. You want to block while casting an nb skill but if you do it too early, you will block an attack before casting the skill and end up spending stamina you did not mean to, and if you do it too late you might end up blocking right after casting the skill and so missing the activation.

    It is a genuine challenge to use it well isnt it.

    Here is the funny thing: Calculated Defense (While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.5 seconds) is basically this class mastery but lasts for longer, can proc off of non class skills and happens automatically.

    So, can we please make this skill happen automatically? Just a very simple and easy to use, whenever you use a NB skill, dodge attacks for 0.3 seconds. NB needs the love.
    Edited by acanca on 26 August 2026 08:35
  • Luneca
    Luneca
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    acanca wrote: »
    Cutthroat's Focus

    Activating a Nightblade ability while bracing causes you to dodge attacks for 0.3 seconds.

    I've been thinking of how to best use this class mastery. Because it is genuinely, mechanically hard to use. You want to block while casting an nb skill but if you do it too early, you will block an attack before casting the skill and end up spending stamina you did not mean to, and if you do it too late you might end up blocking right after casting the skill and so missing the activation.

    It is a genuine challenge to use it well isnt it.

    Here is the funny thing: Calculated Defense (While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.5 seconds) is basically this class mastery but lasts for longer, can proc off of non class skills and happens automatically.

    So, can we please make this skill happen automatically? Just a very simple and easy to use, whenever you use a NB skill, dodge attacks for 0.3 seconds. NB needs the love.

    But that would be too powerful! Attack and defense should not be connected like that, esp. with dodge which is already one of the most powerful mechanics in this game in PvP thanks to DoT damage virtually disappearing (and nearly all direct damage being dodgeable).

    Do you know how powerful it is to have defense just tacked on when you do damage without sacrificing anything besides a subclassed skill line you don't need because your class has nearly everything?

    Are you seriously trying to advocate for NBs to become literal godmode while on the offense!? What an insane request!

    No! It would simply be too powerful! But wait, what does that say about the thing you are comparing it to...?

    Oops...Uh, well...Sorc is special! Sorcs have been victimized for a very very long time. Sorcs don't have bar space! Sorcs are different! Sorcs are unique! Please understand. Please...?
  • acanca
    acanca
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    Luneca wrote: »
    acanca wrote: »
    Cutthroat's Focus

    Activating a Nightblade ability while bracing causes you to dodge attacks for 0.3 seconds.

    I've been thinking of how to best use this class mastery. Because it is genuinely, mechanically hard to use. You want to block while casting an nb skill but if you do it too early, you will block an attack before casting the skill and end up spending stamina you did not mean to, and if you do it too late you might end up blocking right after casting the skill and so missing the activation.

    It is a genuine challenge to use it well isnt it.

    Here is the funny thing: Calculated Defense (While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.5 seconds) is basically this class mastery but lasts for longer, can proc off of non class skills and happens automatically.

    So, can we please make this skill happen automatically? Just a very simple and easy to use, whenever you use a NB skill, dodge attacks for 0.3 seconds. NB needs the love.

    But that would be too powerful! Attack and defense should not be connected like that, esp. with dodge which is already one of the most powerful mechanics in this game in PvP thanks to DoT damage virtually disappearing (and nearly all direct damage being dodgeable).

    Do you know how powerful it is to have defense just tacked on when you do damage without sacrificing anything besides a subclassed skill line you don't need because your class has nearly everything?

    Are you seriously trying to advocate for NBs to become literal godmode while on the offense!? What an insane request!

    No! It would simply be too powerful! But wait, what does that say about the thing you are comparing it to...?

    Oops...Uh, well...Sorc is special! Sorcs have been victimized for a very very long time. Sorcs don't have bar space! Sorcs are different! Sorcs are unique! Please understand. Please...?

    I like the sass but im not here to try to nerf sorc. I think calculated defense is a bit annoying to fight against sometimes but i honestly dont think its overpowered. I'm just here to leave my feedback and hope devs listen : )
  • SonOfAsura
    SonOfAsura
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    Arcanist and DK still need big buff for pVe
    Edited by SonOfAsura on 26 August 2026 13:46
  • Turtle_Bot
    Turtle_Bot
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    @ZOS_Kevin in regards to Strife the damage feels pretty good now (especially when buffed by Nightblades Soulcleaver class set), but the issue it still has is how clunky and jittery the animations for it are, especially when trying to weave with it and even more when trying to use it in a rotation and swapping to another ability where it just seems to stop working (character stuck mid animation) for a full global cooldown and waits for another input (or repeat the previous input) before it casts the other ability.

    If the team can look into fixing this issue, Strife would be in a very, very good spot.
  • Savagejack
    Savagejack
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    Using Crystal Weapon in a dps rotation has always felt very floaty and bad. If the intention is to make it a spammable, it'd be cool if you added targeting similar to Rapid Strikes. That way you're not swinging at nothing or constipating yourself with its animation.
  • madmufffin
    madmufffin
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    Savagejack wrote: »
    Using Crystal Weapon in a dps rotation has always felt very floaty and bad. If the intention is to make it a spammable, it'd be cool if you added targeting similar to Rapid Strikes. That way you're not swinging at nothing or constipating yourself with its animation.

    It's such an unpleasant animation
  • SonOfAsura
    SonOfAsura
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    Monolith doesn't proc Static Reverberation is that normal? i tought monolith count as sorcerer ability so why ? @ZOS_Kevin @ZOS_JessicaFolsom
  • madmufffin
    madmufffin
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    SonOfAsura wrote: »
    Monolith doesn't proc Static Reverberation is that normal? i tought monolith count as sorcerer ability so why ? @ZOS_Kevin @ZOS_JessicaFolsom

    Procs don't proc procs in this game as can be seen here https://forums.elderscrollsonline.com/en/discussion/comment/8526836/#Comment_8526836
  • SonOfAsura
    SonOfAsura
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    madmufffin wrote: »
    SonOfAsura wrote: »
    Monolith doesn't proc Static Reverberation is that normal? i tought monolith count as sorcerer ability so why ? @ZOS_Kevin @ZOS_JessicaFolsom

    Procs don't proc procs in this game as can be seen here https://forums.elderscrollsonline.com/en/discussion/comment/8526836/#Comment_8526836

    If it counts as a class skill, it should be able to proc.
    same as Corpseburster counts for skull stack and affected by necro crit passive
  • RedMamba
    RedMamba
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    Please buff or change NB class masteries to make it more viable again
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