Each class should be useful as a Damage Dealer.
The way ESO's PvE Endgame works is that we want to deal as much damage as possible. Trial groups will stack whichever class pulls the highest damage especially for progression groups or score pushing runs. Other classes are forced into Support roles for their easy-to-proc passives (Sorc Minor Prophecy, Warden Minor Toughness, etc) since those are the extent of our group DPS buffs.
All Necros were meta in Elsweyr. All Necros+DKs were meta in Harrowstorm. For years we've used double flame staves.... you get the idea of how this has been going. It turns off a lot of players when they are forced to grind up a new character or avoid their favorite character because of how effective it is to stack the meta class atm.
How do we stop stacking 1-2 classes for damage dealing and improve damage type balance?
The solution is simple: *Give each class their own group buffs like we see from Mag DK Engulfing Flames & Necro Colossus Ult.* (Spreadsheet balance isn't accounting for this factor)
For example, if Magicka Nightblade and Magicka Warden pull less DPS compared to Magicka DK, they would now provide group-based damage buffs which make it worth having 1 Mag NB+1 Mag Warden+1 Mag DK instead of going with 3 Mag DKs. It will also be better to take your class-based skills before considering universal skills and increase the effectiveness of non-flame damage types. PvP will barely feel these changes since they are primarily based on stacks and ground-based AoEs.
The Changes:
Nightblade
Twisting Path
Cast Time: Instant
Duration: 10 seconds
Target: Area
Radius: 15 meters
Cost: 3510 Magicka
Create a corridor of shadows, granting you and allies in area Major Expedition, increasing movement speed by 30%. Enemies succumb to the shadows, increasing their Magic Damage taken from all sources by 2%. Effect persists for 4 seconds after leaving the path. Deals 210 Magic Damage to enemies in the target area every 1 second.
Cripple (+both morphs)
Cast Time: Instant
Target: Enemy
Range: 28 meters
Cost: 2970 Magicka
Sap an enemy's agility and wrack them with pain, dealing 1224 Magic Damage over 10 seconds and reducing their movement speed by 30% for 4 seconds. Increases their Magic Damage taken from all sources by 2%.
Grim Focus (+both morphs)
Cast Time: Instant
Target: Self
Cost: 2700 Magicka
Focus your senses for 40 seconds, reducing your damage taken by 2% with every Light or Heavy Attack, up to 5 times. While active, hitting an enemy with 5 Light or Heavy Attacks converts this ability into Assassin's Will, allowing you to fire a spectral arrow for half cost to deal 1479 Magic Damage, and healing for 33% of the damage dealt if you are within 7 meters of the enemy. Assassin's Will sunders the target's armor, increasing their critical damage taken from all sources by 5% for 8 seconds.
Surprise Attack
Cast Time: Instant
Target: Enemy
Range: Maximum range: 5 meters
Cost: 2295 Stamina
Slash an enemy, dealing 1555 Physical Damage. If you are flanking the enemy, shred through a small portion of their armor, reducing their Physical Resistance by 5% and increasing their Disease Damage taken from all sources by 8% for 8 seconds. Attacking with Surprise Attack while Sneaking or invisible stuns the enemy for 3 seconds and sets them Off Balance.
Sorcerer
Lightning Splash (+both morphs)
Cast Time: Instant
Duration: 10 seconds
Target: Ground
Range: 28 meters
Radius: 4 meters
Cost: 3780 Magicka
Create a nexus of storm energy at the target location, dealing 122 Shock Damage to enemies in the area every 1 second for 10 seconds. Enemies within take increased Shock Damage from all sources based on your offensive stats, with a maximum of 10% bonus damage taken. An ally standing within the nexus can activate the Conduit synergy, dealing 1506 Shock Damage to enemies around them.
Mages' Fury (+both morphs)
Cast Time: Instant
Target: Enemy
Range: 28 meters
Radius: 4 meters
Cost: 2430 Magicka
Call down lightning to strike an enemy, dealing 307 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 1094 Shock Damage to them and 238 Shock Damage to other enemies nearby. Enemies within your Lightning Splash take 50% more damage from the initial hit.
Bound Armaments
Cast Time: Instant
Target: Self
Range: 28 meters
Cost: 2295 Stamina
Arm yourself with the power of Oblivion for 40 seconds, causing your Light and Heavy Attacks to summon a Bound weapon for 10 seconds, up to 4 times. You can reactivate the ability for half cost to arm the weapons, causing them to strike your target for 650 Physical Damage every 0.3 seconds and increasing their Physical Damage taken from all sources by 1% for 8 seconds, up to 4%. While slotted, your Maximum Stamina is increased by 8% and Light Attack damage is increased by 10%.
Rebate (passive)
You restore 1452 Magicka when one of your Daedric Summoning pets is killed or unsummoned. Dealing damage with Daedric Summoning abilities increases your target's damage taken by pets from all sources by 5% for 8 seconds.
Warden
Screaming Cliff Racer
Cast Time: Instant
Target: Enemy
Range: 28 meters
Cost: 2700 Magicka
Command a cliff racer to dive bomb an enemy, dealing 763 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds. Deals up to 15% more damage based on how far away the enemy is.
Increases the target's Magic Damage taken from all sources by 1% for 8 seconds. Stacks up to 4 times for a maximum of 4%.
Cutting Dive
Cast Time: Instant
Target: Enemy
Range: 28 meters
Cost: 2295 Stamina
Command a cliff racer to dive bomb an enemy, dealing 1400 Physical Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds. If the enemy is already Off Balance, the cliff racer rips through them, causing them to bleed for 1442 Physical Damage over 7 seconds. This effect can stack.
Increases the target's Physical Damage taken from all sources by 1% for 8 seconds. Stacks up to 4 times for a maximum of 4%.
Wild Guardian
Cast Time: 2.5 seconds
Target: Self
Cost: 0 Ultimate
Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 521 Physical Damage, and sometimes swipes all enemies in front of it, dealing 2088 Physical Damage and stunning them for 2 seconds. Once summoned you can activate Guardian's Savagery for 75 Ultimate, causing the grizzly to maul an enemy for 2362 Physical Damage and increase their damage taken from all sources by 2% for 10 seconds. Deals 100% more damage to enemies below 25% Health.
Winter's Revenge
Cast Time: Instant
Duration: 12 seconds
Target: Ground
Range: 28 meters
Radius: 6 meters
Cost: 3240 Magicka
Conjure icy shards at the target location to skewer enemies in the area, dealing 211 Frost Damage every 1 second for 12 seconds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds and increasing their Frost Damage from all sources based on your offensive stats, with a maximum of 10% bonus damage taken. This ability has a higher chance to apply the Chilled status effect.
Dragonknight
Venomous Claw
Cast Time: Instant
Target: Enemy
Range: 5 meters
Cost: 2525 Stamina
Rake an enemy with your claw, dealing 777 Poison Damage and an additional 1555 Poison Damage over 10 seconds. The poison seeps into the target and deals increased damage the longer it lasts, dealing 20% more damage every 2 seconds and increasing their Poison Damage taken from all sources by 5%. Enemies hit by the initial hit are afflicted with the Poisoned status effect.
Templar
Radiant Destruction (+both morphs)
Cast Time: Instant
Target: Enemy
Range: 28 meters
Cost: 2950 Magicka
Burn an enemy with a ray of holy fire, dealing 894 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health, and increases their execute damage taken from all sources by 5% as they burn in agony below 20% Health.
Balanced Warrior (passive)
Increases your Weapon Damage by 6% and Spell Resistance by 2640. When you deal Physical Damage with your abilities to targets below 20% Health, their execute damage taken from all sources is increased by 3% for 2 seconds.
Necromancer
Grave Grasp (+both morphs)
Cast Time: Instant
Target: Area
Radius: 18 meters
Cost: 3780 Magicka
Summon three patches of skeletal claws from the ground in front of you, snaring your enemies by 50% for 5 seconds and inflicting Minor Maim for 5 seconds, reducing their damage done by 15%. Increases their target's damage taken by pets from all sources by 2% for the duration.
Greymoor:
- Mag DK increases group flame damage (10%)
- Stam and Mag Necro provide Major Vulnerability (Colossus)
So what does each DPS bring to the table in with these changes..?
- Stam DK increases group poison damage (5%) and all damage (Stagger)
- Mag DK increases group flame damage (10%)
- Stam NB increases group disease damage (8%) and critical damage (5%)
- Mag NB increases group magic damage (4%) and critical damage (5%)
- Stam Sorc increases group physical damage (4%) and pet damage (3%)
- Mag Sorc increases group shock damage (10%) and pet damage (3%)
- Stam Warden increases group physical damage (4%) and all damage (2%)
- Mag Warden increases group magic damage (4%) and frost damage (10%)
- Stam Templar increases group execute damage (3%)
- Mag Templar increases group execute damage (5%)
- Stam and Mag Necro increases group pet damage (2%) provide Major Vulnerability (Colossus)
So in total, we can increase enemy damage taken by 10% Flame/Shock/Frost Damage, 8% Physical/Magic/Disease/Execute Damage (realistically 3-5% for Execute Damage), 5% Poison/ Critical/Pet Damage, 2% all damage, Stagger, and Necro Major Vulnerability. All of the skills have varying uptimes and are spread amongst multiple class specs and skills. Just like Engulfing Flames, none of these skills can stack their own debuffs with themselves.
Something like this needs to be implemented so players aren't looked down on or forced to change their class based on the meta each patch. Only Necros and Mag DK have a truly unique factor warranting having one as a damage dealer at all times even if their individual DPS falls lower than the other classes.
Cmon ZOS you changed Engulfing Flames so it's better for Mag DKs - update the other classes the same way. Anyway those are my thoughts