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Here are MY suggestions for balance.

Silver_Strider
Silver_Strider
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I have come to the conclusion that ZOS cannot handle balancing this game to save their lives. As such I'm going to make my own suggestions as to balancing the classes/skill lines. I'm not overly familiar with every little niche or purpose of a skill but I'm going to be as fair as I possibly can and I can only PRAY that ZOS will take some of these suggestions to heart. All player suggestions and critiques are welcome of course. I will also only be discussing Class Skills I feel need some fine tuning so if you feel I missed anything, again, feel free to comment.

DK
Dragonknight Standard - Make this skill grant the reduced damage by default.
Shifting Standard - On top of the current mobility of this skill, let it increase the healing others receive while it's active. Help out the DK healers a bit and makes this Ultimate just a bit more enticing.
Standard of Might - On top of the Damage increase (which I feel was unjustly nerfed and should be reverted) I suggest an increase in range on DK abilities while this is active. Not a overly huge increase but just enough that it would give them some decent ranged capabilities for a short period (like increasing the range of Whip from 8m to 15m or somewhere along those lines.)

Fiery Grip - Make the 22m range the default range.
Unrelenting Grip - Instead of refunding the cost because it missed, I'd prefer if it couldn't miss at all, so my suggestion would be to change this ability and Empowering Grips effects in that this move becomes a decent gap closer. Unrelenting would instead be a group based move that players can aim on the ground and be pulled to that spot instead of pulling individuals towards them, so it's more like an aimable Streak. Area they pull to then explodes for AoE fire damage. This gives DKs a mildly decent Gap Closer for PvP when chasing those annoying Dodge Monkeys instead of the gap between them constantly becoming more and more distant.
Empowering Grip - Keeps the Empowered buff and pulls enemies towards you instead of you towards them. Makes it much more useful in PvE content but can still function in PvP just fine (barring the oddball Z axis nonsense)

Inferno - Alright as it is
Flames of Oblivion - Clearly a Stamina morph and as such, should deal Poison damage instead of Fire. Name change would be needed for obvious reason
Cauterize - Holy Mother Mara, this ability needs some reworking. For starters, it needs to heal the caster as well as other players. On top of that, it needs to also retain its original effect of doing damage so my suggestion is for 2 fire orbs of follow the caster around so that the skill can still heal players but also do damage as it's used. That way, a mDK can relief some pressure off the healers and can still do damage with this skill on or vice-versa. Everybody wins.

Dragon Leap - Fine as is
Ferocious Leap - Up the damage this does to be greater than Dawnbreaker on a mDK and it's fine.
Take Flight - Fine as is

Dragon Blood - For the love of god, let this ability be a flat heal. No basing it off missing health, magic, etc. Make it heal for a flat amount that scales off magic please
Coagulated Blood - On top of the base heal, grant this one an added bonus based on health missing.
Green Dragon Blood - Let this morph restore some stamina over time; Not a whole lot, maybe 1000 stamina over 5s but at least make it so it doesn't grant the same buff as a potion as that just kills the skill.

NB
Grim Focus and its morphs - Let this grant Minor Berserk just for being on your bar instead of casting it to gain the buff and after 4 light/heavy attacks let it become an attack that will take the resources on firing. This way, it doesn't have the clunky cast twice feature it currently has and can be easily weaved into a proper rotation.

Consuming Darkness - Let the damage morph be a base feature of this skill.
Bolstering Darkness - Instead of a 60% reduction for the caster, I would like this to be a nice HoT for everyone inside it. The Synergy would probably need to be dropped from it though.
Veil of Blades - Since the damage would be a base effect, I would like this to summon 6 shades that would constantly attack enemies and apply Major Maim for extra damage and utility purposes. Granted, I would want the shades to NOT steal buffs for this to even be a serious option.

Veiled Strike - Fine as is
Surprise Attack - Fine as is
Concealed Weapon - Honestly speaking, I feel that the best way to boost the damage on this skill would be to make it similar to either Galerion's Revenge in that after a certain number of concealed weapon atttacks, the enemy explodes for X Magic Damage or just add on Major Breech and make it exactly like Surprise Attack. I'm personally leaning towards the GR method as it is an easily spammable attack and it would grant some extra burst damage on the magic melee side of NBs, although I'm sure people will disagree.

Path of Darkness and its morphs - Up the damage
Twisting Path - Add a Snare
Refreshing Path - Up the healing

Summon Shade and its morphs - Let them not steal buffs, for the love of Mara, just let them not steal buffs.
Dark Shades - Instead of nerfing their damage, let them do the same amount of damage as a normal Shade as they're a very weak DoT as it is. Also, let them have teleport strike so they don't waste half their timer running towards enemies.
Shadow Image - Fine as is

Strife and its morphs - Revert or greatly lessen the cost increase of this ability OR up the damage/healing component of it to compensate. I honestly don't care which you do but please stop trying to kill off NB tanks and Healers; it's already clear enough that Templars are your favorite Heal pets ZOS but for the love of everything sacred, give NBs some TLC

Cripple - Fine as is
Crippling Blast - Fine as is
Debilitate - Change it to a Stamina Morph that deals Disease damage, like everyone has already suggested a million times

Drain Power - Fine as is
Sap essence - Fine as is
Power Extraction - Give it the Minor Fracture debuff so it can do comparable damage to Steel Tornado.

Templar (Not overly familiar so feel free to critique and add your own suggestions)
Radial Sweep - Let it do extra damage to enemies in front of you by default
Empowering Sweep - Fine as Is
Crescent Sweep - Change to deal physical damage and apply a stronger Bleed DoT.

Puncturing Strikes - Fine as is (maybe reduce the cost a little across the board?)
Puncturing Sweeps - Fine as is
Biting Jabs - If Strikes gets a cost reduction, this skill is fine as is

Piercing Javelin and it's morphs - Up the damage.
Aurora Javelin - Change it to grant Empower on next move
Binding Javelin - Fine as is

Spear Shards - Fine as is
Luminous Spear - Fine as is
Blazing Spear - Revert the stun removal. Barring that, turn this into a Stamina based skill so they have Stamplars have at least a class DoT

Solar Flare - Fine as is
Dark Flare - Fine as is
Solar Barrage - Change to stamina and deal physical damage.

Sorcerer (Again, not overly familiar with)

Crystal Shard - Fine as is
Crystal Frags - Fine as is
Crystal Blast - Change to an instant cast skill with the same effect it currently has but reduce the damage to compensate.

Storm Atronach and its morph - Make it CC immune.

Pets in general, change them from a Toggle. Give them fixed duration and effects so that they aren't needed on both bars and can deal damage. Also, no buff stealing.

Daedric Curse - Fine as is
Daedric Prey - Fine as is
Velocious Curse (Soon to be Haunting Curse) - Revert this change. Better yet, mix this new version with the old in that it would explode in 3.5 seconds and again in another 3.5 seconds. If you honestly need to extend the duration of this skill, only go so far as 4.5 seconds between explosions, not this 6 second junk.

I'd go on about Weapons, Guild, World skills lines as well but it's gotten late and this is a Wall of Text already so perhaps another day.
Argonian forever
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