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/

PTS Update 30 - Feedback Thread for Classes & Abilities

  • ArcVelarian
    ArcVelarian
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    DK sustain is going to be a nightmare with this patch. I don't know how to drill this into Zeni's skulls any further. StamDK is going to be completely unplayable in PvE. It would be really nice if we could get some Developer comments regarding DKs. The class is being left in the dirt for no discernible reason.
    Murphy's Law of PvP : If it can be abused and or exploited, it will be abused and or exploited.
  • Sangwyne
    Sangwyne
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    DK sustain is going to be a nightmare with this patch. I don't know how to drill this into Zeni's skulls any further. StamDK is going to be completely unplayable in PvE. It would be really nice if we could get some Developer comments regarding DKs. The class is being left in the dirt for no discernible reason.

    DK sustain is already a nightmare. It has the worst sustain of any class. Everyone knows it. Except ZOS I guess.
    https://forums.elderscrollsonline.com/en/discussion/563487/pve-what-class-got-the-worst-sustain/p1
    More votes for that poll on DK than any other class combined. Now Flawless Ritual grants even less chance to apply Burning. Same for Poison. Why don't we just have a skill that grants us sustain like every other class? Why do we have to sacrifice several passives and our ultimates off cooldown to grant us sustain only to still have it worse than everyone else?
  • kalunte
    kalunte
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    Cast times and travel times are still on on most signature nightblade skills including ultimate and it still sucks since the very first second they appear. remember: single target skills...
  • CrustyCroco
    CrustyCroco
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    Just saw there is this feedback thread for abilities. I posted something in an extra thread. It was quite some work, so I'm worried it's unnoticed there. So i will post it in here too:

    On the PTS we tested some of the reworked AoE debuff behaviour of Unnerving Boneyard, Solar Prison, Shifting Standard, Lightning Flood, Razor Caltrops, Mystic Orb, Negate and Wall of Elements.
    The results were not consistent and i wonder if that is intentional? There is little to almost no consistency in how the debuffs get applied.

    Altar:
    Applies two instances of Lifesteal debuffs, where only one is shown ingame. But if you cleanse it, you get healed for 2 removed debuffs and also esologs shows 2 different Lifesteal debuffs.
    There is one big difference to before tho. While before the debuff got applied every 0.5 seconds to i assume represent an "aura"-type debuff, it now doesn't get reapplied after you dispelled it once. Only moving out of the area and back inside will reapply it (or recasting the skill ofc).

    2 Lifesteal debuffs:
    https://gyazo.com/c8120b86e2c11533e65089a10421094c

    Razor Caltrops (wasn't mentioned in patch notes, so we didn't expect any changes, but still want to include it here for camparison how different all these skills work):
    Caltrops has two debuffs. One is the one called Razor Caltrops, which should be the Snare and refreshes 0.5 or 1 seconds (don't remember exactly). The other one is the Major Breach, which gets applied everytime you get a damage tick from the Razor Caltrops' DoT. It's possible to purge both, but they get reapplied really fast.

    Unnerving Boneyard:
    Standing inside the area of an enemy Boneyard will put 2 debuffs on you. Again it will only show one debuff, the Major Breach. While testing with cleanse, we sometimes had a healing reaction for one removed debuff and sometimes no effect at all. That was very irritating to us.
    Looking at the logs, it shows a second debuff, which is called the same as the skill itself "Unnerving Boneyard". Looking more detailed on its application, it showed refreshing ticks of every second, but the UPTIME after each tick was only 0.5 seconds.
    This is the explanation for cleanse sometimes healing a debuff and sometimes not. If you cast cleanse withing the 0.5sec after the Unnerving Boneyard debuff got a "tick" on you, you will remove it and get a heal. If you cast it between the first 0.5 expired and withing the next 0.5sec before it gets reapplied again, you don't remove anything, so you also don't heal with cleanse.
    The Major Breach is not purgeable anymore, it will stay on you, as long as you are standing inside of the debuff area and only shows one count of debuff, moving out and in again will reapply it and increase the count.

    The Unnerving Boneyard debuff:
    https://gyazo.com/4097f5cabe9e6606268e5378eb4e52e7

    Lightning Flood (Wall of Elements and Mystic Orb similar results):
    Confused about what we saw about Unnerving Boneyard, we also tested Lightning Flood, if there is a similar debuff shown like the "Unnerving Boneyard" one.
    But no, there is only the damage ticking, no negative effect removed or shown in debuffs in the logs.

    Negate:
    Standing inside of the Negate will show only one count of the "Negate Magic" debuff application and nothing else. Only moving out and back in will refresh it and make the count increase.
    So this skill appearently rather checks the positions of the player and the aoe effect instead of applying it as a "secondary effect" like caltrops does.
    So negate actually works closest to as what you would expect an "Aura" to do, as long as you are in that area or range.

    Nova:
    Nova also only shows the Major Maim as an Aura, like Negate does. Trying to dispel it is not working now, no heal from cleanse while standing inside of it and no dispel shown in the logs.

    Shifting Standard:
    Same as Nova and Negate




    So, the biggest changes here are, that you can now dispel the Lifesteal of the Altar and it doesn't get reapplied. Is that intentional? Shouldn't it work as an "Aura" as Negate, Nova and Shifting Standard do?
    Unnerving Boneyard now having an additional debuff called "Unnerving Boneyard" including a weird (re)application behaviour and without having any effect or at least we couldn't see why it would be there.

    Major Maim and Major Defile from Nova and Shifting Standard now not being purgeable at all anymore, being actual "real Aura debuffs".


    So i wonder if we will see similar changes to other skills in the future, getting some consistency and maybe also some less stress on the servers. Including siege weapons like the Meatbag Catapult for example. Right now it's purgeable, but getting reapplied immediately. If changed to being an Aura, it should be not purgeable anymore, but also not spamming reapplications.
  • Vaoh
    Vaoh
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    Overall I think Blackwood is looking amazing! A few things though to point out.....

    Gaze of Sithis looks like a very bad idea. It gives nearly 15 set bonuses of useful stuff. You don't even need to block anymore when you have these sort of stats. Either do not allow other players to heal someone who is using this Mythic (same penalty as Pale Order), or remove all of the Armor+Health Recovery bonuses. Everyone will be using this mythic in PvP and even to make PvE trifectas super easy the way it is rn, because legit nothing except oneshots will be able kill people. Don't let it go Live like this.

    Proc sets scaling needs to be taken a step further - allow them to critically strike so they can be viable in PvE and a huge buff for more casual players who deal little damage on their own. After that, nerf all proc set damage/healing/etc by 70%+ (whatever a balanced value would be) through Battle Spirit so they aren't crazy OP in PvP content like we are already seeing on PTS.

    Reduce the 18K Physical Resistance that enemies have in trials/dungeons/arenas down to 15K so we might actually see Stamina classes in runs again. No one wants to stack all of those penetration sets and yet were actually losing penetration next patch from the Piercing CP Star nerf too.

    Wardens need more Frost Damage skills to become actual ice damage dealers. As the "ice class" they will not even be able to use the new Frostbite set effectively. Just make Animal Companions skills deal Frost Damage already.

    Just my thoughts:)
  • Lughlongarm
    Lughlongarm
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    *Arctic Wind nerf feels really bad on a Magden. I understand this heal was broken on max HP builds, but for the average 25k-35k HP Wardens, this is probably the weakest burst heal among all classes.

    *Many suggested fixes like making Arctic Blast's healing stack with Magica+spell damage instead of HP. Another option is to buff Living Trellis burst heal, making it the main burst heal for Wardens instead of Arctic Wind.

    *One Nature's Grasp's could also fill the role. The 2 morphs are too much alike to begin with.

    *I have another suggestion - Can we plz twik the Glacial Presence passive? "Enemies and allies who have recently been Chilled take 10% more Critical Damage and Healing from you." The damage part is great and well themed but the healing part feels strange and weird. Can we change that allies affected by Frost Cloak(and any of its morhps) will receive 10% more Critical Healing from Warden's only healing skills?

  • Raegwyr
    Raegwyr
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    *Arctic Wind nerf feels really bad on a Magden. I understand this heal was broken on max HP builds, but for the average 25k-35k HP Wardens, this is probably the weakest burst heal among all classes.

    As a magblade main it is hard to believe anything can be worse then 700 heal per sec from dark cloak :smiley:

  • Lughlongarm
    Lughlongarm
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    As far as I remember Dark Cloak scales much better with
    Raegwyr wrote: »
    *Arctic Wind nerf feels really bad on a Magden. I understand this heal was broken on max HP builds, but for the average 25k-35k HP Wardens, this is probably the weakest burst heal among all classes.

    As a magblade main it is hard to believe anything can be worse then 700 heal per sec from dark cloak :smiley:

    Well I said the weakest burst heal among all classes. As far I remember magblade does not have a burst heal at all. The direction of the class is different, based on kiting and changing positions. Warden damage and CC skills are mid-close range and mostly AOE ongoing pressure. You need to be in the heart of battle and soak damage. Can't compare apples to oranges. The class is more comparable to necros.
  • Jameson18
    Jameson18
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    Raegwyr wrote: »

    As a magblade main it is hard to believe anything can be worse then 700 heal per sec from dark cloak :smiley:

    You mean the one that was just nerfed more? ^_^
  • ESO_Nightingale
    ESO_Nightingale
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    *Many suggested fixes like making Arctic Blast's healing stack with Magica+spell damage instead of HP. Another option is to buff Living Trellis burst heal, making it the main burst heal for Wardens instead of Arctic Wind.

    The latter is the only thing that really should happen. Changing the scaling of blast to max magicka and spell damage gives is a 6th magicka scaling heal which we dont need. It's unnecessary given the barely use the other heals these days. We need to remove blast's healing so that it can focus on damage and being an offensive stun.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Lughlongarm
    Lughlongarm
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    *Many suggested fixes like making Arctic Blast's healing stack with Magica+spell damage instead of HP. Another option is to buff Living Trellis burst heal, making it the main burst heal for Wardens instead of Arctic Wind.

    The latter is the only thing that really should happen. Changing the scaling of blast to max magicka and spell damage gives is a 6th magicka scaling heal which we dont need. It's unnecessary given the barely use the other heals these days. We need to remove blast's healing so that it can focus on damage and being an offensive stun.

    What heal do you think can replace Artic Blast for Magdens as a main burst heal based on current situation? Also how can you fee another skill slot to have both a dedicated burst heal and a dedicated stun on a Magden? Sure, If Living Trellis will be 50% stronger it can work.
  • ESO_Nightingale
    ESO_Nightingale
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    *Many suggested fixes like making Arctic Blast's healing stack with Magica+spell damage instead of HP. Another option is to buff Living Trellis burst heal, making it the main burst heal for Wardens instead of Arctic Wind.

    The latter is the only thing that really should happen. Changing the scaling of blast to max magicka and spell damage gives is a 6th magicka scaling heal which we dont need. It's unnecessary given the barely use the other heals these days. We need to remove blast's healing so that it can focus on damage and being an offensive stun.
    Sure, If Living Trellis will be 50% stronger it can work.

    Exactly this. i've suggested this several times. it needs a 55% buff to put it very slightly higher in power than blessing of restoration and to become our main burst heal once again.
    Edited by ESO_Nightingale on April 26, 2021 1:05PM
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Sangwyne
    Sangwyne
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    DK is struggling and really needs help. It's been left in a miserable state for several patch cycles, and it's starting to look like it's going to be abandoned yet again. When will it be bad enough to be addressed? In another year?

    We have more votes for the worst sustain in the game than every other class combined:
    https://forums.elderscrollsonline.com/en/discussion/563487/pve-what-class-got-the-worst-sustain/p1

    We have more votes for the worst healing in the game than every other class combined:
    https://forums.elderscrollsonline.com/en/discussion/571267/what-is-the-worst-healing-class-2021/p1

    We have the worst damage in the game. It's so bad, Alcast lists DK under the worst damage category in his tier list, twice, when there's only 3 spots in that entire category! The worst damage category might as well just say "DK lmao".
    https://alcasthq.com/eso-dps-tier-list-best-damage-classes/ (updated for Blackwood)

    We parse by far the lowest of any class even with the Stagger debuff, which the Iron Atro doesn't provide.
    /watch?v=OI9cTH49Ftc Sorc 109k+, /watch?v=fTGPhAogtWU Necro 107k+, /watch?v=N2GKBDZYlao Warden 106k+,
    /watch?v=Lln7WpPGcAY Nightblade 104k+, /watch?v=sdkQ4a649vo Templar 104k+, /watch?v=WtL-Nc1rCD0 DK 100k.
    (Stam U29 parses, if the others had Stagger on Dummy, they'd be even higher and we'd be the same. Dead last.)

    We are the worst solo class in the game, due to the worst healing, sustain, and damage.
    youtube.com/watch?v=C_AcbWZZtwc (luckyghost, 2nd most popular ESO streamer behind Alcast), starting at 1:41
    https://www.hacktheminotaur.com/eso-guides/best-solo-class-in-eso-2020 (91k subs)

    We are tied with Templar for the worst PvP class in the game. Except Templar just got buffed and we didn't.
    https://forums.elderscrollsonline.com/en/discussion/568150/pvp-tierlist-for-flames-of-ambition/p1
    (Sniker's tier list, dozens of experienced PvP players come together each patch to form their lists)

    We aren't even all that durable compared to the DLC classes. Both Necro and Warden are far tankier, in both PvE and PvP.
    (Sniker's PvP tier list rates DK below Warden and Necro for durability. Or just compare skills and passives.)

    No execute, no purge, no delayed damage, no burst, no range, no Stam spammable, no sustain skill, no critical chance or damage of any kind. The only class without a %Max HP heal, the only class limited to melee, and yet still terrible mobility. No boosts to flat HP, no boosts to %HP, no Major or Minor Protection, no Minor Resolve, nothing. Worst sustain, damage, healing. We're not even the tankiest. We are brought as tank in trials because we are the worst in every other role but groups need our unique class buffs, like Stagger. Which was intentionally nerfed to make it more difficult for DK tanks to apply.

    If a popular class like Sorc or one of the DLC classes was in this bad of a state, it would have received attention a long time ago. DK has been left to die.
    Edited by Sangwyne on May 2, 2021 9:10AM
  • actosh
    actosh
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    This is the official feedback thread for current class balance and abilities. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.

    Hey, to help Stamina based groups with their Penetration problem, u could raise the unique Pen that Stamsorcs offer via Crystal Weapon. Raising it from 1000 up to 2500 or even 3000 would help a lot.
  • Arieswar13
    Arieswar13
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    Sangwyne wrote: »

    We are tied with Templar for the worst PvP class in the game. Except Templar just got buffed and we didn't.
    https://forums.elderscrollsonline.com/en/discussion/568150/pvp-tierlist-for-flames-of-ambition/p1
    (Sniker's tier list, dozens of experienced PvP players come together each patch to form their lists)



    For the love of god, please do not call the templar changes buffs. It's far from it and misleading. But yes, both DK and Templar need help.
  • Seraphayel
    Seraphayel
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    So today’s the day. If we don’t get any more class or skill adjustments, we won’t get anything until U31.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • ealdwin
    ealdwin
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    Update 29 reworked several of the passives on some of the weapon types to provide more hybrid bonuses that would make equipping that weapon type beneficial equally to both Stamina and Magicka focused builds. This was a great change, not only in expanding the viability of hybrids, but also in revitalizing DW builds on Melee Magicka specs.

    However, this process was not extended to all weapon types and the armor skills were left largely untouched. With the recent changes to proc sets and how scaling for those sets works, I feel it would be appropriate to return to those efforts and expand them to the untouched weapon and armor passives. The changes that should be made are as follows:

    Weapon Abilities:
    • One Hand & Shield
      • Sword and Board: Change this passive to provide an increase to both Spell and Weapon Damage
    • Destruction Staff
      • Penetrating Magic: Change this passive to provide both Spell and Physical Penetration (alternatively: Offensive Penetration)
    • Restoration Staff
      • Restoration Master: Change this passive to boost % Healing Done, rather than just boost Restoration Staff heals

    Armor Abilities:
    • Light Armor
      • Prodigy: Change this passive to provide both Spell and Weapon Critical (alternatively: Critical Chance)
      • Concentration: Change this passive to provide both Spell and Physical Penetration (alternatively: Offensive Penetration)
    • Medium Armor
      • Dexterity: Change this passive to provide both Spell and Weapon Critical (alternatively: Critical Chance)
      • Agility: Change this passive to provide both Spell and Weapon Damage
  • ajkb78
    ajkb78
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    Suggestion for sorcerer:

    Bound armament should scale with highest offensive stat and provide mag8cka/stamina accordingly, likewise with bound aegis.

    I didn't really see the need at first but actually the ability to use Bound Armaments as a magsorc spammable might be useful for the penetration given the Piercing changes this patch. Magsorc is the class most likely to want to use Medusa for bar space reasons because of pets needing to be double barred, but wearing Medusa puts you in only 5 light so you lose penetration. (Running it as jewels + staff is worse.) So a magsorc being able to wear Medusa but make up for the penetration shortfall by running BA as the spammable might be a nice option. A similar change to Bound Aegis might also be welcomed by sorc tanks.
    Hurricane should get its full damage thoughout the duration, instead of increasing size and damage overtime. Greater storm atronach (AOE morhp) should do more AOE attacks and less single target, and major berserk need to affect group members instead of only one target.
    I don't think there's anything wrong with the damage done by Greater Storm Atronach, it's a decent ST ultimate but takes a long time to pump out its full damage, and there are much better options if you want an AOE ultimate - elemental rage or even meteor. But it would be great if the Major Berserk was available to more group members, and at least including the caster.[/quote]
    Mages wrath (AOE morph) should be chamged to melee excute instead of range and increase its damage, the 4 secs pre excute timer can be removed.

    I've never really felt this skill was problematic. I agree with some of your other suggestions but this one seems unnecessary.
  • katorga
    katorga
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    As far as I remember Dark Cloak scales much better with
    Raegwyr wrote: »
    *Arctic Wind nerf feels really bad on a Magden. I understand this heal was broken on max HP builds, but for the average 25k-35k HP Wardens, this is probably the weakest burst heal among all classes.

    As a magblade main it is hard to believe anything can be worse then 700 heal per sec from dark cloak :smiley:

    Well I said the weakest burst heal among all classes. As far I remember magblade does not have a burst heal at all. The direction of the class is different, based on kiting and changing positions. Warden damage and CC skills are mid-close range and mostly AOE ongoing pressure. You need to be in the heart of battle and soak damage. Can't compare apples to oranges. The class is more comparable to necros.

    Not accurate. ZOS at one point decided that ALL classes needed a dps, tank, and healer focus to their skill lines. Warden and Necro arrived with fully fleshed out skill lines, and ZOS over time, and with varying success re-tooled existing skills in the original four classes.

    The intent is for NB to stand there and soak up damage like the other tanks.

  • YandereGirlfriend
    YandereGirlfriend
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    ealdwin wrote: »
    Update 29 reworked several of the passives on some of the weapon types to provide more hybrid bonuses that would make equipping that weapon type beneficial equally to both Stamina and Magicka focused builds. This was a great change, not only in expanding the viability of hybrids, but also in revitalizing DW builds on Melee Magicka specs.

    However, this process was not extended to all weapon types and the armor skills were left largely untouched. With the recent changes to proc sets and how scaling for those sets works, I feel it would be appropriate to return to those efforts and expand them to the untouched weapon and armor passives. The changes that should be made are as follows:

    Weapon Abilities:
    • One Hand & Shield
      • Sword and Board: Change this passive to provide an increase to both Spell and Weapon Damage
    • Destruction Staff
      • Penetrating Magic: Change this passive to provide both Spell and Physical Penetration (alternatively: Offensive Penetration)
    • Restoration Staff
      • Restoration Master: Change this passive to boost % Healing Done, rather than just boost Restoration Staff heals

    Armor Abilities:
    • Light Armor
      • Prodigy: Change this passive to provide both Spell and Weapon Critical (alternatively: Critical Chance)
      • Concentration: Change this passive to provide both Spell and Physical Penetration (alternatively: Offensive Penetration)
    • Medium Armor
      • Dexterity: Change this passive to provide both Spell and Weapon Critical (alternatively: Critical Chance)
      • Agility: Change this passive to provide both Spell and Weapon Damage

    These are all sensible suggestions.

    I would also add the passive that increases Weapon Damage (and only Weapon Damage) based upon your off-hand weapon from the Dual-Wield tree that also needs to be hybridized.

    Only other thing is Penetrating Magic only applies to Staff abilities and none of them deal Martial Damage so changing that passive wouldn't really have an impact on anything.
  • WrathOfInnos
    WrathOfInnos
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    ealdwin wrote: »
    Update 29 reworked several of the passives on some of the weapon types to provide more hybrid bonuses that would make equipping that weapon type beneficial equally to both Stamina and Magicka focused builds. This was a great change, not only in expanding the viability of hybrids, but also in revitalizing DW builds on Melee Magicka specs.

    However, this process was not extended to all weapon types and the armor skills were left largely untouched. With the recent changes to proc sets and how scaling for those sets works, I feel it would be appropriate to return to those efforts and expand them to the untouched weapon and armor passives. The changes that should be made are as follows:

    Weapon Abilities:
    • One Hand & Shield
      • Sword and Board: Change this passive to provide an increase to both Spell and Weapon Damage
    • Destruction Staff
      • Penetrating Magic: Change this passive to provide both Spell and Physical Penetration (alternatively: Offensive Penetration)
    • Restoration Staff
      • Restoration Master: Change this passive to boost % Healing Done, rather than just boost Restoration Staff heals

    Armor Abilities:
    • Light Armor
      • Prodigy: Change this passive to provide both Spell and Weapon Critical (alternatively: Critical Chance)
      • Concentration: Change this passive to provide both Spell and Physical Penetration (alternatively: Offensive Penetration)
    • Medium Armor
      • Dexterity: Change this passive to provide both Spell and Weapon Critical (alternatively: Critical Chance)
      • Agility: Change this passive to provide both Spell and Weapon Damage

    These are all sensible suggestions.

    I would also add the passive that increases Weapon Damage (and only Weapon Damage) based upon your off-hand weapon from the Dual-Wield tree that also needs to be hybridized.

    Only other thing is Penetrating Magic only applies to Staff abilities and none of them deal Martial Damage so changing that passive wouldn't really have an impact on anything.

    That’s a good point. Penetrating Magic is extremely limited in what it applies to. Maybe it should be opened up to all damage sources, Physical and Spell Pen. It should also be given a flat value (similar to the recent Mace/Maul change) instead of a % of enemy resistance. Something around 1.8k would be ideal, because that would reopen the possibility of reaching 18.2k pen with only 5 pieces light armor and standard group debuffs (double breach and infused crusher) even after the Piercing nerf from 1400 to 700. It would also be close in value to one mace (1650), which seems sensible for balance reasons since both were 10% for years. Although the alternate argument would be for 3.3k on penetrating magic so this weapon skill line passive would have equal value to Twin Blade and Blunt or Heavy Weapons, which makes logical sense but sounds a little high considering that staff users typically have a good amount of penetration from light armor already.
  • YandereGirlfriend
    YandereGirlfriend
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    While overall I appreciate the attempts to hybridize the Update 29 healing stars, the new stars from Update 30 are a massive step backward.

    Specifically, the Hope Infusion (e.g. provides Minor Heroism per 300 Mag Recovery) and Enlivening Overflow (e.g. provides sustain to allies that scales with Max Mag) exclude Stamina Healers for no discernible reason.

    It should be a trivial thing to add in scaling from Stamina Recovery as well as Max Stamina, respectively. And it would be a kind gesture toward Stamina Healers that would help promote build diversity.
  • Jaimeh
    Jaimeh
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    I saw on a PTS discussion on discord that there is a problem with merciless ressolve: according to a tester even at 5 stacks it didn't seem to buff their damage at all, it was as though not having the skill slotted. I can't check the PTS right now, but wondering if anyone has also else experienced this?
  • endorphinsplox
    endorphinsplox
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    This nonsense about stamina "pulling ahead" of magicka on single target is pretty meaningless if they still aren't being taken for endgame PvE content. Pretty ridiculous that we've been thrown to the wayside for so long now. From the complete lack of penetration bonus for medium armor putting them behind magicka in that regard, to reducing the distance of melee range attacks being able to connect (which makes sense in PvP but not PvE even though the desync is still so bad people will land a Dizzying Swing from 30 feet out), I'm not really sure what the goal is here. Obviously stamina isn't completely irrelevant in the endgame but try to get into a trifecta progression group on a stam toon, especially a nightblade since they have no group support and then tell me how that goes.

    To add to that, I'm glad there's still reasonably difficult content available and coming out, but why are challenger clears and trifecta clears only giving titles now? Seems silly to me. I get wanting to make it so every player can get the cosmetics, but then that makes them so much less special and kills a lot of the drive to push for these difficult achievements. Seems like there's an aversion to rewarding skill in this game, and a focus more on giving everyone a participation award.
  • MageCatF4F
    MageCatF4F
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    For merciless resolve should I be looking at "Character: Advanced Stats - Damage Bonuses - Critical Damage"?
    Is it working right?

    Mine goes up once by 2% for the first stack, and then it doesn't go up again no matter how many stacks. It just sticks at 44%. (or 2% greater than whatever base value I happen to set it to with the "stars" I have equipped)
    Jaimeh wrote: »
    I saw on a PTS discussion on discord that there is a problem with merciless resolve: according to a tester even at 5 stacks it didn't seem to buff their damage at all, it was as though not having the skill slotted. I can't check the PTS right now, but wondering if anyone has also else experienced this?

  • deathbytiki
    deathbytiki
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    The nerf to Dark Cloak makes 0 sense, instead of buffing MagNBs which are terrible in PvP, you go and nerf a heal that only heals for 600-700 ticks in PvP on a DD. Good job!

    Overall class balance is terrible, PvP is pretty much pay2win and nothing has changed. I dont know what else to say besides listen to your playerbase and play your own game.

    Honestly, I think Dark cloak and pretty much ALL of the invisibility abilities are suuuuper powerful. The ability to hide and strike is crazy powerful in PVP! Not to mention people can disappear with ease and I still don't understand how AoEs don't pull them out of invis... I could stand for more nerfs actually. IMO
  • deathbytiki
    deathbytiki
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    ESO, please consider adding a cost to the Warden's Betty netch. That ability is CRAZY powerful because its FREEEEEE! They get resources AND cleanse!!!! To boot, the update is changing things like wrath of elements to be a straight CLEANSEABLE DOT! You might as well get rid of the sets because Wardens are just going to spam netch every other move so they walk around unhindered!
  • Tannus15
    Tannus15
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    @deathbytiki calm down. it purges 1 negative effect. you what how much damage you get for that GCD? nuttin. you know what i've never seen on my death recap? betty netch.
  • Tommy_The_Gun
    Tommy_The_Gun
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    The nerf to Dark Cloak makes 0 sense, instead of buffing MagNBs which are terrible in PvP, you go and nerf a heal that only heals for 600-700 ticks in PvP on a DD. Good job!

    Overall class balance is terrible, PvP is pretty much pay2win and nothing has changed. I dont know what else to say besides listen to your playerbase and play your own game.

    Honestly, I think Dark cloak and pretty much ALL of the invisibility abilities are suuuuper powerful. The ability to hide and strike is crazy powerful in PVP! Not to mention people can disappear with ease and I still don't understand how AoEs don't pull them out of invis... I could stand for more nerfs actually. IMO
    But Dark Cloak does not provide invisibility...
    https://eso-skillbook.com/skill/dark-cloak

    It is supposed to be a class heal ability, but as far as I can tell almost no one is using it. It is just a bad skill. So the nerf to it kinda doesn't make much sense.

    Personally I think that at this point they should revert it to what this skill used to be - a defensive morph of Cloak. Shadowy Disguise is an offensive morph (invisibility + crit strike), so it would make sense for the Dark Cloak to provide invisibility + some utility/defensive buff.

    As for the class heal, NB has Malevolent Offering skill. So they could rework it, so one morph would be health costing single-target heal, and make the other morph magicka costing self-heal.
    Edited by Tommy_The_Gun on May 26, 2021 6:13AM
  • deathbytiki
    deathbytiki
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    Tannus15 wrote: »
    @deathbytiki calm down. it purges 1 negative effect. you what how much damage you get for that GCD? nuttin. you know what i've never seen on my death recap? betty netch.

    It doesn't have to do damage to be incredibly strong. Look at it this way, any ability that uses DoT usually has very little initial damage if anything... meaning the ability is primarily intended to "do its thing" over time. Every DoT I've seen costs stam/mag and requires a spot on a bar. Fundamentally, that ability being FREE and capable of being used as many times as you can hit it means you're not only negating any damage from the DoT but also gaining a substantial advantage in any fight based on how much you spam the FREE ability! Name any other ability that can give you that kind of over all advantage at no cost.

    ALSO, consider champion point implications of this FREE ability too... like "Salve of Renewal: When you remove a negative effect from yourself or an ally, you heal them and allies within an 8 meter radius of them for 1280 Health per stage. 5 stages max, at 10 points per stage." Just by pressing that ONE FREE ability you can do all of the following:

    1- Gain 20% increased weapon and spell damge
    2- Remove any negative effect on activation OR evey 5s
    2- Negate any damge based on mechanic identified as DoT
    3- Effectively drain opponent resources faster than ANY passive or active ability by comparison
    4- Gain stam or mag recovery
    5- AND you can get burst heals of almost 6k in an 8m radius from Champions points?!?!

    I honestly don't know how this ability is FREE and I think it is wholly overpowered when compared to any other ability across the classes.
    Edited by deathbytiki on June 1, 2021 12:43AM
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