Hello everyone!
Over the past couple weeks, we’ve seen a lot of great questions, commentary and feedback about many combat and gameplay-related changes that are currently on the PTS, and we’d like to take some time to give a bit more clarity on some current topics. Please note this doesn’t encompass every piece of feedback, but we tried to answer and address as much as we could!
Werewolf Refresh
To start things off, we’ve seen some general frustration that some of the Werewolf kit has been nerfed in PvE, leading to the skill line feeling like it is in a weaker state than what’s currently on live, to some. From what we have observed, Werewolves have been extremely strong on the PTS and have been dominating the damage parses. In general, Werewolves also benefit from a lot of things that aren't exclusive to just the Werewolf, and we don’t want to balance the Werewolf in isolation where you only get buffs from one skill line. We feel doing so would create a stale experience where you don’t get to build-craft with the Werewolf like you can with other classes, and there’s already a limitation of having one skill line.
It’s also worth mentioning that the way we balance is based around the “floor” and, more importantly, the “ceiling”. What this means is that when we are making adjustments, we consider if we can reduce the ceiling without harming the floor. In the specific case with Werewolf’s base damage, its floor is higher than most other builds and there isn’t as much wiggle room as there is with classes. We also compare stats against other classes, weapon builds, etc., and we leverage a lot of both internal and PTS data. The latter is typically a combination of data from ESO Logs and target dummy logs provided by PTS testers, and internally, we run extensive playtests covering a variety of content including dungeon runs, trials, solo arenas, and PvP.
We are trying to be a bit more conservative with the adjustments heading into launch and will absolutely be keeping an eye on this. We would rather err on the side of being conservative and possibly add small increases later, than start out too high and have to nerf things later down the road. We also don’t want to discount anyone’s feedback and will continue digging into what specifically is making Werewolf feel worse; please keep citing any examples you have from PTS testing, when possible. It does help us.
We’ve also seen some commentary that Werewolf continues to create some problem spaces with certain Class Mastery passives. What we can say is that some Class Masteries affect Werewolf in ways that we didn’t plan for, and this will be adjusted over time. Just to reiterate, the Class Mastery passives are part of the experimental content we’ve been talking about and they are all going through iterations. We wanted to provide a way for you to focus on just your class and be impactful without needing to worry about subclassing, but these are far from final. Our main focus is on the class refresh work, which is really addressing the core feedback and concerns with each of the classes. This also means the Class Mastery passives are a bit of a stopgap in the meantime and will absolutely be adjusted as the class rework continues.
All that being said, because these passives are a bit more generic, they are being used in ways that we never accounted for, including Werewolf benefiting from a lot of the passives in ways that we hadn’t planned for or considered.
We’ve seen a number of concerns surrounding the single-target burst potential for Werewolves, and what feels like weaker light/heavy attacks overall with reduced bleed damage. What we can say here is that Werewolves are not subject to the light attack caps that other classes have, plus their damage scaling is buffed. We also buffed bleed damage in PvE, but reduced it in PvP since we were getting feedback that it was overwhelming in that mode of play. The Werewolf, by design, should be terrifying as it’s running toward you. You’re going to be in trouble if it jumps on you, and you either run away or kill it. That said, we do want there to be a healthy balance and that’s something we are experimenting with more, in particular around separating PvE from PvP scenarios. Doing this is something we haven’t done much in the past, and we do expect there to be some growing pains. There may be times when we don’t get the numbers quite right, and this is where we’d like to continue to get feedback from all of you.
For those mentioning that Werewolf tanking and healing doesn’t feel like it’s been improved, we did buff defensive capabilities and gave more mitigation to make Werewolves tankier. You do need to pick the right morphs to get that harder-to-kill build, though, and you also need to pick one or the other. It’s not realistic or fair to make an unkillable build where you do a ton of damage and also heal yourself indefinitely; there needs to be a balance. If you’re feeling like the tanking experience is still lacking, we encourage you to continue sharing specifics to help us understand why.
As for the feedback about the lack of a ranged taunt, we totally hear you. At this time, we just haven’t found the right solution without reworking an existing morph and having that affect something else. Whatever solution we implement, we want to make sure it’s thematically appropriate as well (for example, Werewolves don’t use magic!)
Finally, in regard to Pack Leader feeling underwhelming, Werewolf healing isn’t really something we support and isn’t a fully fleshed-out experience. And as far as requests to use Battle Spirit to help offset the changes to PvE, we try to avoid situations where we are balancing PvE based on PvP issues or concerns, and vice versa.
Class Mastery Passives
As mentioned above, we’re far from finished adjusting Class Mastery passives and are actively going through iterations as we continue working on class reworks, which are taking priority.
Touching on Necromancer first, we’ve seen folks looking for clarification on what the issue was with Malevolent Promise in PvP. The reason behind this change was specifically when it was paired with Corpseburster, it was doing insane damage in PvP – far higher than is fair, especially with multiple Necromancers. Additionally, there was no counterplay, and certain combinations with this set created some really overwhelming and oppressive gameplay experiences. We did try a few other solutions such as a cooldown per target, or only one Necro in the group getting the buff and the other not. We exhausted a lot of solutions to try and improve the PvP experience, and this is where we landed for now. We will say it’s possible we may revisit this in the future – potentially when we start doing the Necromancer class refresh.
Nightblades have seen commentary that their Class Mastery passives feel weaker to those of other classes, and it doesn’t help with burst-damage or resource sustainability. We do want to note we buffed the Nightblade crit cap to be higher than other classes and this also applies to healing. However, there may be some specific subclassing builds that are overperforming, and we’ll keep an eye on this.
In general, Nightblades gained a lot from the PTS changes because we understand there is moderate room for improvement with their core kit. While we recognize some of these problems still exist, this isn’t something we can comprehensively solve until we do the refresh work for the Nightblade class. What we were able to adjust on the PTS helps, but it is intended to be a stopgap until the class refresh.
Similar to Nightblade, we’ve seen some feedback that the Sorcerer Class Mastery kit feels underpowered and not competitive with other classes. We’d like to better understand why some of you are feeling this way. In PTS Week 1, Sorcerers were actually doing the most damage out of all classes by quite a large margin; we did reduce the strength to account for that and later reverted some of the nerfs. Now, it’s worth noting that there is a bug with Sphere of Influence where it’s only applying its damage shield to one player instead of two, and it also doesn’t currently work with Daedric Refuge (this should be fixed in the next PTS patch).
For Templar, we’ve seen your concerns about damage sustainability and the damage passives generally not feeling as worthwhile as you would like, especially Judgement’s Brand in PvP scenarios. We appreciate this feedback and will keep an eye on it for future iterations. We may have been too conservative since the damage is separated between PvE and PvP, and we recognize it may currently be too penalizing for PvP situations.
General Class Feedback
As we continue working on adjustments for Update 50 and beyond, we will continue looking to you, our community, for feedback. We’ve seen concerns about ongoing issues with resource sustainability for Sorcerer; Conservation of Energy should be helping to solve this. We’ve also seen the concerns that Necromancers feel underpowered overall, and Nightblades feel lacking in PvP. Again, we’d like to reiterate that we are purposely being conservative with our changes since this is the first time we’re separating PvE from PvP, and we’d rather start with things a little on the weaker side and slowly increase than make them too strong from the start and later have to course correct with heavy nerfs. If you have specific concerns, such as with Grim Focus, we would love to get some more information about that and appreciate specific examples you can share from your testing/playing.
Thanks to everyone for your continued feedback and passion. We’re excited to continue working with you all to make ESO the best it can be!
Hi Everyone. On Monday, May 11, the PTS Megaserver will have downtime starting at 12:00am ET. This will be a long downtime period, with the window ending on Tuesday, May 12 at 6pm ET. The downtime is due to Crossplay Script testing, so we will need the extra time to make sure everything in our testing runs smoothly. As a part of the testing, there will also be an additional PC NA character copy that will happen on Saturday, May 9th.
This means that the contents of PTS Week 5 will not be available until May 12. However, we do plan to have the patch notes made available on Monday, May 11.
We understand that the downtime is not ideal, but we thank you for your patience as we work through this testing.
PTS Downtime Window:
Start: May 11 @ 12:00am ET/ 4:00 UTC
End: May 12 @ 6:00pm ET/ 22:00 UTC (We will open earlier if we can.)
Hey Folks!
Well, Night Market has officially launched, and we have been sharing in everyone’s trials, tribulations, delights, and despises over the past week or so. We felt it would be a good time to give a bit of an update to what we have seen feedback wise, share some of the results we have seen on server, and identify some key areas we will look to improve when Night Market returns.
First of all, we appreciate how much folks have embraced Night Market and the first foray into brand-new content within ESO that is experimental in nature. We took some big swings with Night Market in really pushing the challenge and group aspects of the game and you all have let us know your thoughts. Absolutely keep that feedback coming.
We have also spent some time addressing issues that cropped up that you can really only see at scale. Splinter Fragments from coffers are now guaranteed so you are not at the mercy of RNG to join your group tackling Gilded and Opulent enemies with the Relics. No one likes battling in a Skirmish along with a passing Calamitous just to die and not get credit so we adjusted the range for those to make sure you get credit after returning to an Oases (did you know Oases was the plural of Oasis? I know I didn’t until we had to write a patch note). Thanks to your reports we also saw fewer numbers of Faceted enemies than intended so we took a pass to beef up those numbers. Also, the Web Eater from Opulent Ordeal was very resistant to taxidermic efforts and we made sure the Trophy and Bust should drop from the Ordeal once complete. There is still a lot more feedback out there, some we will try to address soon, while others will have to wait for the next time.
Speaking of next time. We have looked at the feedback to create a backlog of potential areas we want to focus on when Night Market comes back. Here are some of the big feedback points we have written down. These would be issues we would look at first to see how/if we can address them:
• We identified the UI could be a bit cleaner as far as explaining the core loop so we will try and take a pass at that.
• Feedback regarding the faction points influencing faction choice (specifically seeing the scores before making a choice) is also heard and we will look at what we can do to address that.
• We have some new features you did not see in this iteration as well, but I won’t spoil those.
• Population within the Night Market has seen its fair share of feedback as well with folks noting they wished the population was a bit higher. We crafted the experience to fit within the current population limits and adding (or taking away) would potentially cause a detrimental experience in public areas. That said, for future iterations of the Night Market we will re-evaluate these population caps given the newfound data and feedback.
• There is also feedback regarding difficulty and balance. We knew that balance would be a key area for folks stepping in here. It was one of the aspects we wrestled with in development and testing. What we have seen is that players that come with a group or find one via group finder are generally having a much better time than those trying to go it alone. This is something we will dive into the data once Night Market is finished to see what, if any, adjustments we can (or should) make there. (For example, adding a pop-up to the districts zone-in similar to what we currently have for dungeons and trials that warns about the difficulty and suggests finding allies via the group finder.) We want Night Market to encourage grouping and reward players for those choices but there is something to be said about having some solo-oriented activities.
• Rewards are another area we have seen lots of feedback. We understand that folks may not be keen on the rewards for some of the aspects of the Night Market (overland sets?) so we can take a hard look at that for the next iteration too.
So, how is the Night Market? Glad you asked! So many of you have jumped in and tried your hand at what the Night Market has to offer we couldn’t be more pleased. Not only that but you are spending more time and been more engaged when you DO venture into the Night Market! We have seen a spike in played time for folks the past week which means those that have engaged are finding lots to do. The LFG system has also seen its highest usage ever! Finding and forming groups, playing longer, tackling the challenges within are at the heart of what we wanted the experience to be and we are happy it is resonating with players.
In short, the Night Market has seen impressive numbers and the feedback has been great to hear. The challenge of Night Market is something new to the game and how it has been embraced has been refreshing to see. While we know it doesn’t quite fit everyone’s cup of tea, it has scratched an itch and shown to bring players together in new ways. Cheers and see you in the Night Market!
- Finn