The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
Maintenance for the week of April 29:
• PC/Mac: No maintenance – April 29
We will be performing maintenance for patch 10.0.2 on the PTS on Monday at 8:00AM EDT (12:00 UTC).

PTS Patch Notes v3.2.3

  • Kalante
    Kalante
    ✭✭✭✭✭
    beetleklee wrote: »
    ZOS. The gap between mag sorc (meta forever now in PvE AND PvP) and Mag Dk is getting a little out of hand. End game raids aren't even allowing mag DK's because other melee (stam sorc, stam dk, and stam blade) toons can out dps them. To boot, the mag DK's one saving grace for sustain (lava lash) consumes the off balance proc making them even more unwelcome. They need an execute for god's sake. Sorcs have 2! Implosion and mages wrath. And then in PvP, our saving grace there (fossilize) gets its range nerfed and cost increased iirc? And who cares about a longer duration if you just CC break? Who has it in for magdk's? Said it last natch potes and I'll say it again...mag DK's need some love. Oh yea and mag DK's will never run asylum staves. Guess who will? Sorcs? Meaning they will also be the ones applying burning. Meaning no need for engulfing flames. RIIIIIIPPPPPPPPPPP!!!!!!!! Let me guess, next patch notes an unused mag sorc skill will be buffed to imitate unrelenting grip. Not good stuff man....not good stuff.

    I hate the feeling I'll have to abandon my main character who I worked hard on and enjoy playing for a boring heavy attack Stam build because it does more dps...but MagDK keeps getting ignored.

    Sustain is crud if I don't run with a sorc to proc off balance often since MagDK's skills cost so much. I have to run food with mag recovery or I lose dps. Even with 1400 recovery, one rotation and I'm almost out. I often have to rely on using my ult to get some mag back when pots are on cooldown.

    I could run lightning blockade myself but I still lose a good chunk of dps since flame blockade provides the majority of my dps, despite more power lash uptime.

    I was looking into some vet training raid groups but none of em even wanna look at a MagDK because we "eat Stam's off balance."

    And I hate the permablock S&B builds we're kinda forced into to have some survivability, it just doesn't feel right for MagDK imo.

    Stam nb needs more pressure
    Edited by Kalante on October 10, 2017 7:52PM
  • ookami007
    ookami007
    ✭✭✭✭✭
    SFDB wrote: »
    Please consider adding a lone transmute crystal to the rewards for perfect scores in Heists and Sacraments. These can't really break the game, and improving those rewards would make attempting those challenges more worthwhile.

    Someone still does Heists and Sacraments?
  • Feanor
    Feanor
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    ✭✭✭✭✭
    ookami007 wrote: »
    SFDB wrote: »
    Please consider adding a lone transmute crystal to the rewards for perfect scores in Heists and Sacraments. These can't really break the game, and improving those rewards would make attempting those challenges more worthwhile.

    Someone still does Heists and Sacraments?

    Was there ever anyone liking those after you did a few?
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 46 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1700+. Playing and enjoying PvP with RdK mostly on PC EU.
  • C4Bliss
    C4Bliss
    ✭✭✭
    Feanor wrote: »
    ookami007 wrote: »
    SFDB wrote: »
    Please consider adding a lone transmute crystal to the rewards for perfect scores in Heists and Sacraments. These can't really break the game, and improving those rewards would make attempting those challenges more worthwhile.

    Someone still does Heists and Sacraments?

    Was there ever anyone liking those after you did a few?

    I still do them because I can sell the motifs for 20k or more... I don't like them though... they should give 1 crystal for every completion.
  • Runschei
    Runschei
    ✭✭✭✭✭
    Clever Alchemist: This item set’s proc now requires that you are in combat for it to function.

    Developer Comments:
    Spoilerhide
    This solves the issue where some players would activate their potion with this item set, then completely switch their gear to a new item set while retaining the bonus. We want this item set to be used more strategically in the middle of combat, rather than it only being used to one-shot players from stealth

    Lol what
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    Xael wrote: »
    @ZOS_Wrobel @ZOS_GinaBruno @ZOS_RichLambert


    How about just being honest?
    Just say you want to rid the game of solo gankers.

    Honestly, they do want to get rid of solo gankers, and maybe even group gankers(but this is fixed by having a group too).
    You know why. Nobody likes to lose Tel Var stones, or anything else, just because of one impossible to prevent instant death.
    It's also not fair since that can be repeated over and over. It gives gankers almost absolute safety when their target dies so they can hide again or run off and store their loot.

    Stealth should never have been put in this game because there are too many other design goals it conflicts with and the very gameplay style of this game makes it nearly impossible to balance even within miles of perfect. That's a simple fact of any tab-target/auto-aim resource management gameplay.
    If we could spam stealth detection all over the place, unless we forget or get complacent, or was a limited time with a cooldown then stealth could be balanced as skillful tactics simply because it wouldn't be "always on" while the counter only works if you have "spidey-senses" or clairvoyant powers.


    Edit: Nobody likes to lose anyway. They like either winning all the time or a fair amount of wins and losses and nothing to make it feel punishing to lose.
    PVP in this game doesn't work because people feel punished for losing, and if people really wanted that then they would just go gamble it all away in a casino for the slim hope of a win a lot more than people already do.
    Edited by Mystrius_Archaion on October 11, 2017 2:24AM
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    Xael wrote: »
    It's been since 2014 that you ruined the latency and stability of Cyrodiil and you just added a huge boon to the legion of sluggards who force zerg on zerg.

    FYI, that was the whole point of Cyrodiil and pvp in ESO. It was supposed to be army against army, like other games that tried to do the same. It was supposed to be exciting massive battles that people kept coming in to replace those that left with hundreds of players on both sides.

    That failed because there were rewards tied to pvp, so players didn't want to play without having a better chance of winning(welcome meta builds), and the loss of rewards came with imperial city, if not before, with Tel Var stones being lost and any modifier on acquisition rate dropped anytime you got killed.

    They killed pvp because they made it matter, like you wanted.

    So, thank you for fighting against "carebears" because you wanted pvp to reward the victor. Now, everyone is a loser because pvp is only populated by hatred and "sure thing" builds and groups.
    You players killed pvp.
  • Mystrius_Archaion
    Mystrius_Archaion
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    Narvuntien wrote: »
    "Clever Alchemist: This item set’s proc now requires that you are in combat for it to function."

    You destroied my chatacter.

    Now I can no longer play thanks

    I hate you.

    How about you just have the buff leave when you take off the gear instead of removing my ability to play the game.

    LOL
    That's the point. The bombers remove the gear and put on another set after triggering the proc. This eliminates that problem.
    Of course, now you can't stay in that set, which is sub-par to do so, and bomb gank, but that was never fair to the other side to have a fighting chance.
  • Mystrius_Archaion
    Mystrius_Archaion
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    Xsorus wrote: »
    Add a 50% self snare to EOTS

    Increase Prox Det to 50% per person up to a cap of 500%

    There I just made ESO PvP better

    With how close they need to be for that detonation to work, that would be a very good idea. People should be forced to spread out in pvp. Clumping together just makes it easier to hit somebody. This is why machine guns work in real life; they either make it easier to hit big groups or send a big group of bullets to hit one smaller target area without the need to aim properly.
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    Jaavaa wrote: »
    Fun fact 1: Wrobel hates Templars.

    Fun fact 2: Destroying a Set (Clever Alchemist) because of Exploiters.

    Ridicolous...

    It's not destroyed, except for the ganker exploiters. It just means you can't use it on your opening salvo for combat, but as it is only 15 seconds anyway you can actually use it in the middle of combat when all your other buffs are more likely to be up and be a higher total anyway. It's way better during the execute phase too.

    The problem with the Clever Alchemist set bonus at all is you have it tied to the potion cooldown of 45 seconds and people use those potions every time that cooldown expires rather than strategically.
    I remember when games didn't have lasting buffs from potions. You used them because your health was low enough to benefit rather than chugging a health replenishment at full health. You actually had to pay attention then.

    Anybody who claims Clever Alchemist is destroyed either only used it for ganking(which is never going to be supported) or doesn't use potions correctly and strategically(which they may as well be constant buffs rather than consumables then).
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    Skander wrote: »
    Cleansing Ritual: Increased the cost of this ability and its morphs by approximately 14%.
    Developer Comments:
    Spoilerhide
    This change encourages more strategic use of this ability’s powerful debuff removal. Recasting this ability to remove only a few debuffs at a time will be a less efficient use of the Templar’s resources.



    Probably just killed templars vs cost poisoning zergs. Good job. Keep helping the casuals

    Zergs aren't casuals. They take planning either making a multiboxing setup work or organizing a group with the proper skills and sets for most efficient zerging.
    Casuals are often solo/guild-less. They aren't going to "zerg" alone.
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    C4Bliss wrote: »
    Alcast wrote: »
    Any improvements to server performance? Its the ONLY thing that even matters if yo want your ppl back.

    ^this!!! I mainly play on console and performance is horrible. Even the pts works way better compared to the game on consoles. All the trials are a laggy nightmare. Pvp goes 1 frame a second when a zerg attacks a keep. Etc etc... please fix these problems!

    Welcome to the problem with consoles being old hardware. They never get an older MMO. They get newer MMOs built for upgradeable computers and built to, at release, push consoles until they cry for mercy.

    You need to upgrade to the Xbox One X or PS4 Pro. They can't downgrade the game for you, nor would they.
    Sorry, the truth hurts your credit card.
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    Azurya wrote: »
    Clever Alchemist: This item set’s proc now requires that you are in combat for it to function.
    Developer Comments:
    Spoiler
    This solves the issue where some players would activate their potion with this item set, then completely switch their gear to a new item set while retaining the bonus. We want this item set to be used more strategically in the middle of combat, rather than it only being used to one-shot players from stealth.

    I cannot really like all the things get [snip] up just cauze someone in PvP gets it in his brain to change gear before he attacks...........
    I use the set on a few of my chars in PVE, and now I cannot Buff up before starting the battle???? WTF!!!!

    So you were wasting seconds of this buff that is hard limited to only 1/3 up-time while out of combat? Sound like you need to learn to play better.

    [Edited for quote]
    Edited by ZOS_KatP on October 24, 2017 9:24PM
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    Azurya wrote: »
    BohnT wrote: »
    Azurya wrote: »
    Clever Alchemist: This item set’s proc now requires that you are in
    I cannot really like all the things get [snip] up just cauze someone in PvP gets it in his brain to change gear before he attacks...........
    I use the set on a few of my chars in PVE, and now I cannot Buff up before starting the battle???? WTF!!!!
    Well then your dps will increase because you always lost 1-2 seconds if you buff before the fight + Alchemist is one of the worst sets for pve

    what I use is my choice, and if I am fine with it, it is ok. I am not a meta-runner, I make my builds for very specific tasks, and therfor designed and adjusted to, they perform outragious!

    Except, using Clever Alchemist for buffing up before combat won't make a meaningful difference against a boss, and less meaningful with the wasted time before attacking that you do.
    Of course, you could use it against weak trash as if your characters were too weak to kill them in a few seconds with unbuffed skills, but you would never admit to doing this would you?

    Seriously, it's absolutely not good at all to use any of that proc up when not in combat. The bosses you will have to fight long enough you could use it multiple times in combat anyway, which means it isn't a big enough effect to use before the fight even starts.
    These bosses are always buffed up, unlike other games where you could possibly catch them by surprise with buffs down. You just wasted useful time.

    [Edited for quote]
    Edited by ZOS_KatP on October 24, 2017 9:24PM
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    Like the changes to Templar. Might breathe a bit of life into the class, especially Magicka Templar. Stamplar got a bit of a nerf though.

    You like that they didn't really help Eclipse enough to actually use it over everything else and like that Solar Barrage is a weird clunky DoT in a class full of better DoTs that gives a buff that is best used on the other morph Dark Flare and like that they increased the cost of Cleansing Ritual/Extended Ritual/Ritual of Retribution for no good reason for anybody in pve let alone pvp since the sustain nerfs?

    This is actually sucking life away from templars. I actually have mained a templar since I started in this game, but I'm actually working harder on making my builds better for my alts of all other classes because they have much more potential and ease of play with the heavy attack pushing the developers are doing.
    Templars just don't have enough room for heavy attacks with all the cast times/channeled skills being their strongest, and it is risky to be without them enough to heavy attack a few times so we have to be heavy and resto and focus on recovery over all other builds.

    I'm tired of spamming skills then spamming heavy attacks then repeat and always building the same way without options because it isn't efficient enough.
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    People post their nerf threads all over the forum and it's freaking silence from those who post here

    Then they do the nerf

    Now all of you come crying and screaming!

    How about you guys start posting your opinions BEFORE the nerfs happen

    How about you voice your opinion on the QQ threads?

    This style of whining AFTER the fact is not helping!

    Join me in fighting the nerfs at the source!!

    Because the nerf threads are just whining. They should be taken with a grain of salt and we avoid legitimizing them, and keeping them front and center visible and showing apparent support with the post count, by not posting in them.
    Every nerf thread should actually be a "buff everything else" thread, but that wouldn't be made by people upset enough to post and thus the whining for a nerf.
  • Mystrius_Archaion
    Mystrius_Archaion
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    Clever Alchemist: This item set’s proc now requires that you are in combat for it to function.

    This change is a direct slap in the face to what is already heavily nerfed ganking after the past few patches and since launch.

    Ganking is a direct slap in the face to everyone, which is why somebody gave it the oh so clever nickname "ganking" rather than calling it "unfairly killing somebody before they even know they have to defend themselves so they never had a chance".

    Ganking actually is bad for the health of pvp. It causes people to avoid pvp, even if there isn't any loss, just because they hate losing without any chance of actually having a decent fight, or winning for that matter.
    Nobody likes to lose, no matter how often, but we can't all win all the time so it needs to be a fair even fight to start to give us a chance, which is enough to not kill pvp off.
  • Shadowshire
    Shadowshire
    ✭✭✭✭
    @ZOS_Wrobel
    Sorcerer
    • Dark Magic
      • Defensive Rune (Rune Prison morph): The buff applied by this morph will no longer be consumed when you are attacked by a crowd-control immune enemy.
      • Rune Prison: This ability and its morphs can no longer be cast on a crowd-control immune enemy.
    How can a sorcerer player identify which prospective targets are currently immune to "crowd control"? It is a waste of time and effort to "discover" that by casting the spell.

    FYI: the software message "Target is immune" is insufficient, since it doesn't answer the question "immune to what?". Regardless, the message is ordinarily meaningless, if only because it is no longer in context. The context is lost as a result of network latency and software performance issues. The Elder Scrolls Online is a MMORPG running across the Internet, not a solo game running on the player's computer.
    Templar
    • Dawn’s Wrath
      • Eclipse:
          ....
        • This ability and the Total Dark morph can no longer be cast on a crowd-control immune enemy.
    Again, how can a sorcerer player identify which prospective targets are currently immune to "crowd control"?
    • Cleansing Ritual: Increased the cost of this ability and its morphs by approximately 14%.
      Developer Comments:
      This change encourages more strategic use of this ability’s powerful debuff removal. Recasting this ability to remove only a few debuffs at a time will be a less efficient use of the Templar’s resources.
    Increasing the cost of the ability, especially to discourage using it very often, will most likely lead the Templar player to choose some other ability for the bar that can be used more frequently. I humbly suggest that the Developers refrain from trying to control how players will play the game as justification for changing abilities accordingly. Those who don't play the game don't make the rules.

    EDIT: this change to Cleansing Ritual significantly reduces the effectiveness of Templar Healers. It seems to me that the ZOS developers consistently view ESO as a PvP game, to the detriment of the PvE players. Perhaps some day, some one will wake up and realize that PvP and PvE are not the same game.

    Each needs entirely different weapons, armor, and abilities which are restricted respectively to either PvP or to PvE. The alternative is to have different features for the same ability according to whether the target of attack is another player's character.
    Weapon
    • Destruction Staff
      • Elemental Storm: Reduced the damage of this ability and the Eye of the Storm morph by approximately 12%. The damage on the Elemental Rage morph remains unchanged.
    Does this change correct an oversight or flaw in the design of this ability and its morphs?
    Champion System
    • The Tower
      • Siphoner: Reverted this champion passive’s values back to 15% at 100-points, but it now reduces all resource restore effects on the enemy. This includes potions, item sets, and ability passives.
    EDIT: In my observation and experience, the Siphoner Champion Point passive evidently does not apply to dungeon bosses or to other NPCs in PvE. Which implies that it is strictly a PvP feature. It should be very, very helpful if the ZOS developers would disclose whether a feature is effective only for PvP or only for PvE.
    Champion System
    • Fixed an issue where the Master Gatherer and Befoul Champion passives were not functioning.
    Now we must determine, if possible, whether they are functioning correctly.
    • Clever Alchemist: This item set’s proc now requires that you are in combat for it to function.
      Developer Comments:
      This solves the issue where some players would activate their potion with this item set, then completely switch their gear to a new item set while retaining the bonus. We want this item set to be used more strategically in the middle of combat, rather than it only being used to one-shot players from stealth.
    Of course, the direct remedy is to terminate the bonus when the equipped Clever Alchemist set no longer has five pieces. EDIT: requiring the player's character to be in combat is not the "solution" -- it does not prevent the player from changing the character's gear to a different "item set" after the Clever Alchemist proc.

    When I attempt to change an equipped weapon or piece of gear during combat, the software refuses to permit it. But what I can do is swap the currently-active weapon and abilities bar for the other one instead. Since ZOS had the not-so-bright idea of including Weapons as parts of Armor Sets, it is possible to swap the weapon and ability bar to change which equipped pieces constitute a set of five pieces and which pieces comprise a set of three or of four (especially if the character equips a shield). Take Jewelry as part of an Armor Set(s) into consideration and the possible "exploits" tend to become nefarious -- if they don't break the software.

    Edited by Shadowshire on October 12, 2017 1:49AM
    --- Shadowshire .......... ESO Plus on PC NA with Windows 7 Pro SP1

    nil carborundum illegitimi
  • Amorpho
    Amorpho
    ✭✭✭✭
    Still no fix for Sheer Venom :'(
    The Gaming Rev
    YouTube channel - https://youtube.com/c/TheGamingRev

    Characters

    PVE
    Magicka Sorcerer, Altmer - Master Crafter
    Magicka Templar, Altmer
    Magicka Nightblade, Breton
    Stamina Nightblade, Khajiit

    PVP
    Magicka Sorcerer, Altmer
    Magicka Templar, Altmer
    Stamina Templar, Orsimer
    Stamina Dragonknight, Dunmer
    Stamina Warden, Orsimer

    Aldmeri Dominion - 1700+ CP

    XboxOne EU
  • Enslaved
    Enslaved
    ✭✭✭✭✭
    ✭✭✭✭
    templesus wrote: »
    bag9abb7zp7v.jpg

    [*]Cleansing Ritual: Increased the cost of this ability and its morphs by approximately 14%.
    Developer Comments:
    This change encourages more strategic use of this ability’s powerful debuff removal. Recasting this ability to remove only a few debuffs at a time will be a less efficient use of the Templar’s resources.
    [/list]
    [/list]

    Yet another nerf to Magplar that indirectly nerfs stamplar far more. First we lost major mending because you wanted to balance healers. Now purify, one of our 2 magicka utility skills costs even more. You realize we stamplars already have to be smart and tactical with our purifys right as we can’t spam it because our magicka is limited? So you want us to be even more tactical with it? Or not slot it at all?
    Another slap in the face to stamplars because you are trying to balance magplar. Throw us a bone here and there how about. 14% increase cost hurts us stamplars far more then it does magplar and we both know you didn’t intend this nerf for us.

    If you wanted to play stupid, you should have rolled mSorc :trollface:
  • AuT6GHad
    AuT6GHad
    The "Khajiit Skooma Bubbler" furnishing can now be lit, generating a soft purple plume of smoke. <3
  • scottii
    scottii
    ✭✭✭
    "Clever Alchemist: This item set’s proc now requires that you are in combat for it to function".

    RIP bomb blade
    Praying the Daedric Gods will make Cyrodiil great again.
  • NBrookus
    NBrookus
    ✭✭✭✭✭
    ✭✭✭✭
    @ZOS_Wrobel
    Sorcerer
    • Dark Magic
      • Defensive Rune (Rune Prison morph): The buff applied by this morph will no longer be consumed when you are attacked by a crowd-control immune enemy.
      • Rune Prison: This ability and its morphs can no longer be cast on a crowd-control immune enemy.
    How can a sorcerer player identify which prospective targets are currently immune to "crowd control"? It is a waste of time and effort to "discover" that by casting the spell.

    There are very clear white swirls around the feet of a player that has CC immunity. NPCs as well.
  • deepseamk20b14_ESO
    deepseamk20b14_ESO
    ✭✭✭✭✭
    Poisons plus siphoner is going to be insane.
    Hey everyone! Look! It's a signature!
  • TheNeckerCube
    templesus wrote: »
    Another slap in the face to stamplars because you are trying to balance magplar. Throw us a bone here and there how about. 14% increase cost hurts us stamplars far more then it does magplar and we both know you didn’t intend this nerf for us.

    Yup, with Stamplar main, I feel the same. Patch after patch, no love for Templars.
    PC/NA
    Skjall of Skellige
  • RaddlemanNumber7
    RaddlemanNumber7
    ✭✭✭✭✭
    ✭✭✭✭
    Feedback - Shadow of the Red Mountain set.
    •Shadow of the Red Mountain: This item set’s proc can no longer target neutral monsters or monsters you are not in combat with.

    I tried this set out fighting overground in Deshaan, in Nchuleft and in Mal Tor Public Dungeon.

    I couldn't get the proc to shoot at mobs that weren't aggro'd.
    I couldn't get the proc to shoot through the ceiling in Nchuleft like it was doing before this change.

    The set still procs if you fire Endless Hail at a piece of empty ground when no damage is being done by the character. When it procs like this it doesn't actually shoot at anything, you just get the eruption animation.





    PC EU
  • SFDB
    SFDB
    ✭✭✭✭✭
    ookami007 wrote: »
    SFDB wrote: »
    Please consider adding a lone transmute crystal to the rewards for perfect scores in Heists and Sacraments. These can't really break the game, and improving those rewards would make attempting those challenges more worthwhile.

    Someone still does Heists and Sacraments?

    Well that's the point, the rewards just aren't worth the time and aggravation, otherwise I would do it. I like the challenge of them, but there's no real incentive to doing so once you have all the motifs and achievements, you're putting in all that time and care for a blue armor to decon and maybe a motif to sell for a pittance. A single stone for a flawless crime would be all the reward I, and it seems others, would need. Because they're fun, but if the choice is fun thing A, which has a good reward, and fun thing B, which is essentially unrewarding, A beats B every time.
  • KaiserKnight
    KaiserKnight
    ✭✭✭

    @ZOS_Wrobel
    @ZOS_GinaBruno

    It is disheartening to see so many great suggestions ignored, only to destroy a class that is beloved by many players. We have 2 weeks of PTS until Clockwork City release I hope that some changes can be made before release to improve dragonknight. By improve, I mean balance in favor of the class, not against it as it is already one of the least used classes in PVE and PVP.

    Personal Suggestions:

    1***) Increase the range of petrify from 8 m to 11-13 m. 12 m would be a great sweet spot. Yes, magicka sorcs get a much larger range unblockable/undodgeable stun but Dragonknights need a good stun, that they can use to stop enemies who are fast or can bolt away. This is a REQUIREMENT for our class to function in open world against highly mobile classes, if we can not catch our enemy we will never kill them. Talons are easy to avoid now, because root immunity has been implemented into the game, and it will not keep our enemies close enough. Unfortunately stonefist will not do that job, and nerfing petrify does not make it more appealing. Petrify should be our main stun, end of story.

    2) Turn stonefist into a projectile spammable.
    *Increase the damage of of stonefist significantly.
    * Give the magicka morph a 60% movement snare, not stun, and applies a fire dot.
    * Make a stamina morph that stuns and does burst poison damage.

    3**) Reflective scale cost way too much, to justify it's use. Wardens get a much cheaper version of deflect which gives them magic back. I do not call for a cost reduction but adding another function of wings would be great.
    * Reflective scale still reflects 4 projectiles
    * Make Reflective Plate an absorb, it would absorb up to 6 projectiles for 6 seconds, each projectile you absorb
    heals you. It also grants major mending for 2.5 seconds. This change places two vital buffs into one to increase
    functionality of Dragonknight, which will make it a much more efficient "stand your ground class". It also justifies
    the high cost of the ability.
    * Make Dragon Fire Scale reflect 4 projectiles and also increase reflected projectile damage by 20%. It also grants
    major mending for 2.5 seconds.

    4**) Change the functionality of Obsidian Shield. Decrease the cost by 33%.
    * Make Obsidian Shield grant a damage shield, and remove all snares
    * Make Igneous Shield grant a damage shield, removes all snares, & grants minor protection for 8 seconds
    * Make Fragmented Shield grant a damage shield, and remove all snares from you and your allies instantly.
    - It does NOT remove "ALL" negative effects which makes it different from cleanse.

    5) Change the Elder Dragon Passive and make it a Dragonknight version of Sorcerers Implosion Passive.
    * I know we may never have an actual magic execute, but maybe we can have an RNG execute? Elder Dragon is
    perhaps the worse passive in the game, and does not provide much utility, this would be a great change.
    - Make have it a 15% chance to cause an eruption when an enemy takes flame or poison damage. Dealing "X" amount
    of damage when an enemy is below 18% health.
  • ak_pvp
    ak_pvp
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    ✭✭✭
    My own DK advice from a person who has played DK since beta. @ZOS_Wrobel Taking into account opinions on things like inferno. DK in its current form struggles with ranged builds not having the strength of wings or chains or the length of leap prior.

    Make DK chains have a 1.5s stun/root (Bloodroot forge already has the animations) then pull after the 1.5s root or stun is finished. Only if the root is broken, then grant CC immunity and do not pull. Revert the height changes as DK has no way to deal with high targets,

    This would be balanced in PvP with a way to escape it, but not instantly give CC immunity so multiple pulls can happen. In PvE the root/stun time would balance out the lack of CC immunity, as mobs can't break free. Not changing anything. One option would be to make stonefist the pull and rename it to techtonics. And then open the chains slot for something else, maybe a utility for stamDKs.

    Make cauterize a moving AoE HoT that heals and removes 2 effects from allies within the circle every 5s. This would not affect the damage morphs. This would be a unique healing as it would move with the DK. And would fit the theme of disinfecting with fire. It would make DK healers a viable choice and make it a VERY comparable option to the damaging inferno.

    GDB: Make it scale of TOTAL resources. Not just health, weapon or sp. This would then be good for both PvE tanks who stack resources and hybrid or stamDKs if they choose to build for it. MagDK would still retain the benefits of coagulating.

    Wings: Add a snare removal and 6s immunity to reflective plate, so it can compete as a rival to shuffle, be a unique buff on a class skill, and provide defense to DKs outside of blocking. The whole spread your wings and break free from snares is poetic.

    Other possible options would be:

    Implosion for DKs to make dots have a real effect. (Sorc can have a dot proc for constant pressure, which won't change overall dps.)

    Reducing cost on DK abilities

    Buffing battle roar as sustain is really difficult now. Or major/minor heroism on obsidian shield/power whip/open slot from my proposed chains change.

    Ye olde infernAoE. Maybe, a bit less necessary.

    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Shadowshire
    Shadowshire
    ✭✭✭✭
    NBrookus wrote: »
    @ZOS_Wrobel
    Sorcerer
    • Dark Magic
      • Defensive Rune (Rune Prison morph): The buff applied by this morph will no longer be consumed when you are attacked by a crowd-control immune enemy.
      • Rune Prison: This ability and its morphs can no longer be cast on a crowd-control immune enemy.
    How can a sorcerer player identify which prospective targets are currently immune to "crowd control"? It is a waste of time and effort to "discover" that by casting the spell.

    There are very clear white swirls around the feet of a player that has CC immunity. NPCs as well.
    So, I thought that was the case. However, I never see any such swirls around the feet of any character except of my own, after I use a "block" (bound to the <Tab> key) to escape from "Crowd Control" (which is a misnomer, but don't get me started).

    I cannot recall ever seeing an NPC that had such swirls. Instead, when an NPC or a MOB is immune to CC, the software displays the message "Target is Immune." at some time after I use the ability. Thus, my FYI comments about that.

    Although I have played in many PvE groups, I've never noticed any "swirls" around the feet of another player's character. I have seen "status effects" applied to other player characters, though. Often there is so much "fog of combat" that I can hardly see anything at all. Using a Select Target key-bind is the only sure recourse, but it ordinarily selects the nearest foe, not necessarily the mage or archer NPC that is attacking my character from some distance away.

    Perhaps the CC immunity "swirls" are displayed only in Cyrodiil PvP and perhaps during Duels anywhere else. I decline all offers to duel, and rarely watch one for very long, so I don't recall seeing "swirls" appear around the feet of any of the PCs engaged in a duel.

    Thank-you for your reply, which confirmed my suspicions. :smiley:

    Edited by Shadowshire on October 12, 2017 1:24AM
    --- Shadowshire .......... ESO Plus on PC NA with Windows 7 Pro SP1

    nil carborundum illegitimi
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