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Some Quick Thoughts on Races and Classes 2.1

Hears-Ghosts
Hears-Ghosts
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Hi I just thought I would drop in and share my thoughts on update 2.1

General Combat
-Health Regeneration
Simply put it is the most under performing passive in the game and seriously needs to be buffed. While I can understand the hesitation for buffing this attribute as it could nullify the need for healers should it be buffed the wrong way, something needs to still be done to make the passive competitive. One potential solution could be to have Health Regeneration also effect your incoming healing. Doing this would not only make the attribute more important, but also work well with healers too.

Races
-Khajiit
Good changes however, would really like to see Carnage changed so that it effected spell critical as well. As of right now AD already has the best Magicka (High Elf) and best Stamina (Wood Elf) races and could really use a race that while not being the most powerful stamina or magicka race, still be competitive in both.
-Orc
Change the melee bonus to somewhere around 6% and I think Orcs will be looking great.
-Nord
Needs something that increases DMG. One example would be increased max stamina.
-Argonian
The 3% boost to max health is not high enough and the Amphibious passive is really not anything to get excited about ether. Needs a DMG increasing passive (Max Stamina, Max Magicka, or "The X abilities you use deal Y% more DMG")

Dragon Knight
-Inferno
Would love to see a little more risk/reward for this ability to make it more interesting choice when compared to Mage Light. One thing that could be done is to increase the DMG of the ability but make it cost magicka (stamina for Flames of Oblivion) every time it proc.s.

Nightblade
-Summon Shade
Doesn't seem to be using Spell Crit. (At least on live). Would like to see Dark Shades do more DMG to make it a more competitive choice when compared to Shadow Image.

-Siphoning Strikes
Needs a longer duration to make it more useful for Tanks.

-Strife (Only if change is made to Siphoning Strikes)
Needs to have its cost increased. As of right now it costs about half as much as Force Shock does about the same DMG and heals the player.

Sorcerer
-Crystal Shard
Increase the single target DMG of this ability and its morphs by 20% but remove the 20% DMG boost that is added to Crystal Fragment Proc.s. This change would finally give Sorc.s the single target nuke that they been asking for, and shouldn't be too powerful because 1. Crystal Frags wont proc off its self and 2. The ability has a really high cost that will force the player to have to use abilities and heavy attacks regain magicka back (both of which are DPS losses).

-Surge
While I agree with the change to no longer proc off of DOTs. The game flags channeled abilities as DOTs too, this means that it will not proc off Flurry making the skill useless to Dual-Weld Sorc.s

-Lightning Splash (See Lightning Form for DOT and synergy)
Move the DOT effect and synergy over to Lighting Form, then change that ability in to a ground-targeted AOE. By doing this Sorc.s now will have an alternative to Impulse, also it would make the Storm Calling skill-line feel like your actually calling in a storm to do DMG which would be cool.

-Lightning Form (See Bound Armour for major resistance buffs)
Move the DOT and synergy from Lightning Slash to this ability, then move the resistance buffs to Bound Armour. The advantages here is, 1. Stamina Sorc.s gain a vary powerful DOT 2. Does not take to much DPS from magicka builds 3. Gives Sorc.s a good reason to get close to the target. 4. Allows Sorc.s to be more effective vs moving targets, but at the cost of having to be close the the target.

-Bound Armour
Instead of having increased magicka and Minor Resolve, have it grant both major resistance buffs but also reduce the players max magicka by X%. For Bound Aegis it could increase the players max health, and for Bound Armaments ether leave it as increasing fully-charged heavy attack power by X% or have it increase pet DMG by X%.

-Pets (General)
1st pet health needs to scale with battle-lvling in Cyrodill so they could be used by low lvl players without fear of them being one-shot by not only other players but mobs as well. 2nd I would like to see them use player Spell-DMG to determine their own damage and not just magicka 3rd. Make one of the pets into a duration based summon. Doing this would help remove the boring togglemancer feel that pet-builds currently have.

-Conjured Ward
This shield needs to be changed to scale off of health for two reasons. 1. It creates an unfair advantage for magicka Sorc.s as they can get their DMG and survivability from one attribute (Magicka) instead of having to spec into two different attributes (Health and Magicka) like every other class. 2. Having it scale of off magicka makes this ability worthless to tanks and Stamina Sorc.s.
  • Jar_Ek
    Jar_Ek
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    Please post the sorcerer suggestions in the current sorcerer suggestion thread as well.
  • Farorin
    Farorin
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    I agree with your idea on races, and DKs, as well as your ideas on Summon shade and siphoning strikes.
  • ADarklore
    ADarklore
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    It appears your changes are geared more towards appeasing PvP Stamina Sorcs instead of PvE Magicka Sorcs. I utilize Liquid Lighting, I do NOT use Lightning form and I only PvE... your proposed changes would negatively impact how players like me play PvE content. And when you talk about an 'alternative' to Impulse, many of us use Liquid Lightning in addition to Impulse to gain massive AoE to mobs and many of us play range and don't want to 'get close to target'.

    That is the problem with so many people's "suggestions" is that they are biased towards appeasing what THEY want, and not considering how it would negatively impact so many other players.
    Started ESO: May 2015-Quit: Sept 2018
    PC-NA AD
    Champion Points: 1004
    ESO+
    Morrowind/Summerset
    ** Strictly a solo PvE quester **
  • MCMancub
    MCMancub
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    Why why why do people think EVERY race needs some form of damage buff? They don't! I don't disagree that races need work, but literally all of your suggestions are just "add more damage and resources plox".
    Edited by MCMancub on August 12, 2015 2:26PM
  • Armitas
    Armitas
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    There is no risk reward for mage light so I don't think there should also be one for inferno. Mage light gives you 5% more magicka innately and passively increases max magicka by 2% and magicka recovery by 2%.

    Whenever I do a trial I never see anyone using inferno because magelight provides so much more than a fire ball shot every 5 seconds. The sea of flames morph is extraordinarily underpowered as well. A universal skill should not outperform a class skill so I do think this needs to be buffed but I also think there is room to do so without payment. I'd like to see DK's using their own class skill here instead of having to reach into universal ones.

    Personally, and this will be highly controversial, I would like this to turn into a fire atronach summon. Not sure many people would like that but I have wanted to mention it for a while.
    Edited by Armitas on August 12, 2015 3:40PM
    Retired.
    Nord mDK
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