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/
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Stop nerfs and apply counters

Grandsheba
Grandsheba
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Instead of monthly nerfes, why not just buffs. For example, return procs sets abilities to proc each other. Also, allow certain AOEs in every class to apply a debuff that turns amor set abilities off just like ultimates for a duration. This can be applied to enemies as well to help with the devs' fear of power creep in a more, tactical manner. New challenges in this way instead of the challenge to re-do your month long, possibly paid for builds, is for more respect to your player base. Idk anyone who bought something and got not what they bought and was happy.

Bring pretty much everything back from update 31-32, the heals the dmg the mechanics. To balance the game, look to counter the stronger points with stronger debuffs and negative affects, that's what they are there for. Make sure enemies have access to these debuffs as well, minor and major defile , etc.

Lastly, i'm just wondering if yall ever look at all the classes and compare bonuses and negative effects to see if the values are similar enough to be balanced?

The necro spirit mender morph has a 10% damage sheild/ ignore. It heals and now dies at 3k damage and has a timer of 16. Lastly, these skills heal has been reduced by 48%...

Dragonknights scales have a 50% buff, and their blood heals for 33% of their max hp

Templars have "blanced worrior" a passive that gives 2 bonuses.

Im just not seeing the balance when there's no standard on how many bonuses and negative effects classes get per skill.

Currently, only necromancers have a negative debuff for using their skills. Where other skills that have negatives ,such as hp cost, give a larger reward. If this was done to give balance, why not apply that same logic to all classes instead? The first heal gives the full bonus, and repeated uses in quick succession will come with a debuff, minor maim, or whatever is applicable.

Necromancers have summoners armor that just does a weaker version of reusable parts. If we compare this to the other classes, armor bonuses

Restoring focus:
Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 stamina every 1 second over the duration. Standing within the rune heals you for 959 Health every 1 second, which scales off your Max Health.

Ice Fortress:
Wrap a thick cloak of ice around you and your allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 25 seconds. You gain Minor Protection, reducing your damage taken by 5% for 25 seconds.

Shadowy disguise:
Cloak yourself in shadow to become invisible for 3 seconds. Your next direct damage attack used within 3 seconds will always be a critical strike. (This is the strongest armor in pvp since you can't be hit. Not much for pve)


Hurricane:
Manifest yourself as pure air, buffeting nearby enemies with wind dealing 238 Physical Damage every 1 second for 20 seconds. The winds grow in damage and size, increasing up to 160% more damage and up to 9 meters in size. While in this form, you gain Major Resolve and Minor Expedition, increasing your Physical and Spell Resistance by 5948 and your Movement Speed by 15%.

Hardened armor:
Release your inner dragon to gain Major Resolve, increasing your physical and spell resistance by 5948 for 20 seconds. You gain a damage shield that absorbs up to 5121 damage for 6 seconds, scaling off your Max Health. While active, the armor returns 1 Magic Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.

And then summoners armor:
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. While active, reduce the cost of Blastbones, Skeletal Mage, and Spirit Mender by 15%. Creates a corpse when the effect completes.
Edited by Grandsheba on January 7, 2023 10:01AM
"The Tower touches all the mantles of Heaven and by its apex one can be as he will. Be as he was and yet changed for all else on that path for those that walk after. This is [CHIM] the secret of how mortals become makers, and makers back to mortals."
  • AndreNoir
    AndreNoir
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    Ye it's hard to see how weak class is if it has cleanse (up to 4 effects) that cost less then half tick of vigor
  • Grandsheba
    Grandsheba
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    AndreNoir wrote: »
    Ye it's hard to see how weak class is if it has cleanse (up to 4 effects) that cost less then half tick of vigor

    Are you talking about warden, templars, necros or one of 7 different armor sets?
    "The Tower touches all the mantles of Heaven and by its apex one can be as he will. Be as he was and yet changed for all else on that path for those that walk after. This is [CHIM] the secret of how mortals become makers, and makers back to mortals."
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