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PTS Update 38 - Feedback Thread for Classes & Abilities

  • Decimus
    Decimus
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    Some general feedback on things I hoped would be addressed in this update:

    Nightblade

    As a few posters have mentioned, Surprise Attack still lags far behind Concealed Weapon - this is the case in PvP as well. I don't see many reasons for building around stamina as a Nightblade when I can get more mobility and damage as a magicka nightblade.

    Another reason for this is the Siphoning passive Magicka Flood.

    Why does a passive encourage a class to stack attributes into magicka rather than stamina to achieve highest possible damage in the age of hybridization? This passive made sense when abilities didn't scale based on highest stat, but it should be updated to fit the current state of the game.

    Similarly...

    Sorcerer

    Bound Armaments, similar to the Magicka Flood passive, only provides you with maximum stamina as a secondary effect for having it slotted

    It would be nice if this provided a more universal buff instead so magicka sorcerers can make better use of this morph.
    PC/EU @ DECMVS
  • Szalord
    Szalord
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    Arcanist U38 feedback

    I've been in a trial with an arcanist healer, so didn't try it myself but been seeing it: the group-wide green shields that get put on people are fancy, love the animation and visuals. However, it's basically the only thing we can see on our characters - the shields visually clutter way too much. I'd like to see the color contrasts reduced to become more transparent or something like that.
  • IAVITNI
    IAVITNI
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    Interesting patch that brings some new technology, which hopefully, can be applied to older classes. That said, the mechanic of scaling with your highest resource is worrisome.

    In practice, hybridization has done more to limit diversity than increase it. The argument can be made that hybridization isn't complete so we can't appreciate the end product. That said, hybridization in a video game, if left unchecked will inevitably kill diversity: there will always be a best-in-slot.

    Stam/mag sub classes gated certain abilities from being used based on the subclass, artificially making the "best" ability vary based on ones primary resource. I do see value in hybridization, however, this approach of "do whatever you want and the game will adjust" feels dangerously off and a little lazy in terms of creativity.

    Lets look at current jabs:

    Base Ability
    Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 889 Magic Damage to the closest enemy and 462 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds.

    One morph adds healing and the other a Major buff.

    The healing morph is interesting as it adds a distinct identity to magplar offence and the class as a whole. Ignoring Vigor for the moment (I'll address this shortly), this adds a small HoT to a class designed around burst heals, thereby addressing a (historical and intentional) class weakness of relatively short offensive windows.

    The stam morph? It adds no identity. It's definitely a beneficial morph, but it does not contribute to the identity of stamplar in anyway. If, as an example, the base morph of jabs had healing (lower than live) and had the Major buff attached to it by default: the two morphs could then become something like:

    1. Increased healing done (current Live levels)
    2. Cost reduction (mag only or both mag and stam)

    Obviously morph 2 doesn't add or further define the subclass identity. BUT what it does do is appeal to an ever constant challenge for stamplar: sustaining their powerful but costly magicka abilities. Stamplar has also been known to struggle with primary resource [stam] sustain in a way that magplar has not.

    We now have two morphs that clearly cater to each subclasses weakness

    1. Improved offensive healing over time for longer offensive windows
    2. Increases accessibility to utility skills by easing resource management

    Again, ignoring Vigor, these two morphs are clearly more attractive to one subclass. Both are still useful to either stam or mag BUT the amount gained is different for each subclass. This provides true choice while still satisfying hybridization goals without relying on a mechanic that changes mag/stam to blue/green bars.

    Bonus: the base healing supports the holy knight identity of either templar subclass with the healing.

    Vigor
    Briefly touching on this - providing access to abilities that subclasses were never intended to have is part of what contributes to these wild power swings and meta breaking game changes. The moment Magicka classes gained access to a strong HoT in Rapid/Radiating, they became dominant for so long.

    This is why magsorcs were not originally designed with a reliable heals, why magplars had no access to reliable hots, why magdks burst heal was conditionally strong. These weaknesses in healing were intentional.

    Now, the game has evolved drastically since then and I'm not necessarily advocating to address any of the above. I simply want to highlight the intention behind class designs as they seem to be ignored by the dev team. I get that there are new team members, but they need to do their homework. Whoever has been directing these changes clearly has no concept of what each class/subclasses identity is. Until you hammer this down, we will continue to see wild meta shifts that are accompanied by a mass exodus of veteran players.
  • TechMaybeHic
    TechMaybeHic
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    Decimus wrote: »
    Some general feedback on things I hoped would be addressed in this update:

    Nightblade

    As a few posters have mentioned, Surprise Attack still lags far behind Concealed Weapon - this is the case in PvP as well. I don't see many reasons for building around stamina as a Nightblade when I can get more mobility and damage as a magicka nightblade.

    Another reason for this is the Siphoning passive Magicka Flood.

    Why does a passive encourage a class to stack attributes into magicka rather than stamina to achieve highest possible damage in the age of hybridization? This passive made sense when abilities didn't scale based on highest stat, but it should be updated to fit the current state of the game.

    Similarly...

    Sorcerer

    Bound Armaments, similar to the Magicka Flood passive, only provides you with maximum stamina as a secondary effect for having it slotted

    It would be nice if this provided a more universal buff instead so magicka sorcerers can make better use of this morph.

    Just curious. What spammable doesn't lag behind concealed weapon? Unnamed damage buff, off balance, speed,
  • Tannus15
    Tannus15
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    Decimus wrote: »
    Some general feedback on things I hoped would be addressed in this update:

    Nightblade

    As a few posters have mentioned, Surprise Attack still lags far behind Concealed Weapon - this is the case in PvP as well. I don't see many reasons for building around stamina as a Nightblade when I can get more mobility and damage as a magicka nightblade.

    Another reason for this is the Siphoning passive Magicka Flood.

    Why does a passive encourage a class to stack attributes into magicka rather than stamina to achieve highest possible damage in the age of hybridization? This passive made sense when abilities didn't scale based on highest stat, but it should be updated to fit the current state of the game.

    Similarly...

    Sorcerer

    Bound Armaments, similar to the Magicka Flood passive, only provides you with maximum stamina as a secondary effect for having it slotted

    It would be nice if this provided a more universal buff instead so magicka sorcerers can make better use of this morph.

    Just curious. What spammable doesn't lag behind concealed weapon? Unnamed damage buff, off balance, speed,

    i'd honestly prefer they just made the 10% damage a passive at this point rather than shoe horn them into using this one morph of this one skill.
  • Elan097
    Elan097
    Soul Shriven
    Coming from a PvP perspective here.

    I'm sorry but there really has to be something more for Necromancer. I think the skull buff is good, however compared to every other class Necro just lags behind. (Compare skull to DK whip damage now - Im not saying they have to be the same but whip offers loads of damage in the same way AND weapon/spell damage)

    I find it strange the patch notes talk about a Sorcs access to buffs when Necro has an equally atrocious time getting access to them, with in my opinion the most restrictive being no Major sorc/brut on a commonly used skill - and now all the acranist has to do is slot an ability on one bar! This really limits PvP builds.

    Honestly I would love some of the Graverobber damage back when we activate it oursleves, improve scythe damage and make it apply more debuffs or DOTs or something - even take away some healing to compensate.

    Maybe add something to the Shocking Siphon morphs? I dont think adding more sustain was really the right move when more damge is needed.

    Or a bone totem change so we can activate ourselves or make it more mobile (rework it?)

    A personal request would be to lower the cost to Reanimate to make it more usable more often as an offensive skill as well as to get your friends up - maybe the offensive morph losses the abilty to reserect 3, maybe just 1? but keeps the same number of corspes it can use - This would be awesome to use personally

    Necros bread and butter should be burst raher than a buff to DOTs via a passive when the class only has 2 in its kit....

    Maybe give buffs based on summons? both when they are active and for a short while after their death? - More summons more damage

    Pretty please im desperate for something....
    Edited by Elan097 on April 20, 2023 10:01AM
  • Elan097
    Elan097
    Soul Shriven
    strepsels wrote: »
    (pasting what I put in this thread: https://forums.elderscrollsonline.com/en/discussion/631723/the-state-of-necromancer-in-pvp-its-not-good/p1?new=1)

    Major Sorcery & Brutality:

    The issue of no Major Sorcery/Brutality is unique to Necro as currently every single class (including Arcanist) has some skill which grants them this essential buff. I really see no reason why Necro cannot have this buff, it is essential to every build and currently Necro either has to slot a very average skill like Degeneration (Necro already has extremely tight bar space issues and this skill is not great) or is forced into 2H and Momentum, further removing build diversity or use the very outdated Spell/Weapon Alliance potions to gain this essential buff. Necro already suffers greatly with Hybrid sustain and the lack of Sorcery/Brutality contributes greatly to this as being able to run tri-potions would be of huge help to the class.

    My suggestion would not be to attach this buff to a skill (and if I did I would probably put it on Healing Tether) but to put the buff onto a passive. Similair to Nightblade's free Major Resolve via passive Necromancer would gain Major Sorcery/Brutality via. a passive. I would suggest the "Death Gleaning" passive. This passive really serves very little purpose in PvP and I cannot see any use in PvE outside of wiping trash stacks. I would suggest it would proc via. casting an ability on a corpse and you could even have the passive apply to allies, such as the Mountain's Blessing passive on DK. This would give Necro a "unique" buff that it could offer to group too, allowing for PvE and PvP diversity. See below.

    Current Version:
    9hctbizwc7k9.png

    My Version:
    euqsb38rm2yw.png

    Obviously these numbers and how the skill would function are not final and it is up to ZOS to tweak this how they best see fit.

    The rest of this comment is also brilliant and I agree with everything, but I felt the need to just highlight just how good of a suggestion this is to implement

    Perfect change literally handed to you on a plate here
  • LukosCreyden
    LukosCreyden
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    Templar:

    Power of the Light: the burst ability. It is bugged in pvp and honestly, isn't great in PVE either.

    Jabs: the new animation uses a frankly very lazy staff motif with a glowy skin. The animation movements are also very robotic and have that bizarre twist to the right at the end. The old animation was, honestly, superior. All they needed to do was adjust THAT animation and not make a new one.
    Please fix this animation. It may not be broken, but it really looks like it is.
    Can we please get some input on this animation. Nobody from the dev team has said a word about it.

    Beam: remove some power from beam and put it into jabs. Just a little.

    Nova: far too expensive for what it does. I honestly think this needs a rework. Or at least a cost reduction.

    Solar barrage: a good attempt, but 5% is a bit too low? Honestly I think I'd rather have this skill just do good damage.


    Sorcerer:

    Being stuck to a pet build sucks. I would not ask for pets to be nerfed, as people like them, but having them take up so much bar space, along with the divisive aesthetics of them, is a problem.
    Can we see some steps towards bringing back no-pet Sorcerer? Perhaps a passive that grants a buff if no summons are active? Or perhaps even new, third morphs to the summons that give you access to a variant of their special abilities, without summoning them?
    Struggling to find a new class to call home.Please send help.
  • Blackbird_V
    Blackbird_V
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    Templar:

    Power of the Light: the burst ability. It is bugged in pvp and honestly, isn't great in PVE either.

    Jabs: the new animation uses a frankly very lazy staff motif with a glowy skin. The animation movements are also very robotic and have that bizarre twist to the right at the end. The old animation was, honestly, superior. All they needed to do was adjust THAT animation and not make a new one.
    Please fix this animation. It may not be broken, but it really looks like it is.
    Can we please get some input on this animation. Nobody from the dev team has said a word about it.

    Beam: remove some power from beam and put it into jabs. Just a little.

    Nova: far too expensive for what it does. I honestly think this needs a rework. Or at least a cost reduction.

    Solar barrage: a good attempt, but 5% is a bit too low? Honestly I think I'd rather have this skill just do good damage.


    Sorcerer:

    Being stuck to a pet build sucks. I would not ask for pets to be nerfed, as people like them, but having them take up so much bar space, along with the divisive aesthetics of them, is a problem.
    Can we see some steps towards bringing back no-pet Sorcerer? Perhaps a passive that grants a buff if no summons are active? Or perhaps even new, third morphs to the summons that give you access to a variant of their special abilities, without summoning them?

    Templar got an animation change on Jabs again. Well, something has definitely changed, and it is now even worse.
    Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 25 DLCs. 41 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • KlauthWarthog
    KlauthWarthog
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    Templar got an animation change on Jabs again. Well, something has definitely changed, and it is now even worse.

    Huh, I did not think that was even possible.
  • GetAgrippa
    GetAgrippa
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    I'm so tired of all your nerfs. We all knew this was coming. Nerfing other classes to make room for your pet project. This game is so tired. Wardens have to wait 6 seconds for deep fissure's big burst but that was at least alleviated with arctic blast's instant stun. Now we have to wait 6 seconds and no on demand stun. Just awesome. Get rid of the heal for all I care. Putting a delay on that stun again just gimps our ability to be aggressive with it.

    It feels to me like the player base is the Dev's ant farm and you all like to stir us up with a stick to see what happens. Why can't you just let us enjoy our builds. We're not your playthings.
    Edited by GetAgrippa on April 20, 2023 8:18PM
  • Vetixio
    Vetixio
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    Vampire Undeath Passive is still over tuned making vampire meta in pvp.

    I totally agree this is overtuned and needs to be toned down, but it is one of if not the only positive of being a vampire as the vampire skill line is on life support or un-life support you could say.
    Edited by Vetixio on April 22, 2023 3:34PM
    Pìerre - Breton Vampire Templar, Grand Overlord. Erádàn - Bosmer Templar, Warlord. Vyríc - Imperial Vampire Necromancer, Centurion. Sybìl - Breton Sorcerer, Centurion. Erìch - Nord Vampire Nightblade, Corporal. Njàll - Nord Templar, Lieutenant. Elánnà - Bosmer Warden, Veteran. Laquì - Redguard Vampire Nightblade, Corporal. Noveni Dres - Dunmer Sorcerer, Lieutenant. Marìnus - Imperial Warden, Veteran. Arvyn Indoril - Dunmer Templar, Sergeant. Rósalyn - Breton Sorcerer, Corporal. Emelîn - Bosmer Dragonknight, Corporal. Astaroth Indoril - Dunmer Sorcerer.
  • Vetixio
    Vetixio
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    Cloudrest wrote: »
    Templar U38 Feedback

    For the most part, I'll be echoing what other Templar players have been saying for the past several months. The class desperately needs power shifted away from Radiant Oppression and instead funneled into Backlash + Morphs and Puncturing Strikes + morphs. The change to Rune Focus + Morphs is an interesting change and something that I can appreciate, but the 5% increased damage done to class abilities attached to Solar Barrage misses the mark entirely to address the problems with Templar in PvP.

    Backlash

    Backlash and morphs still lack burst damage in a PvP setting when Battle Spirit is applied, despite having similar damage in PvE before the changes made to the skill's functionality. Is this a bug, where Battle Spirit is disproportionally affecting the final 'burst' of damage from the skill, or is this intended functionality? It would be nice for the developers to communicate about this skill, as the intent was originally quoted to be during U36 Firesong,
    The final damage deals approximately 10% more damage than the initial hit at base and increases up to an additional 200% to reach similar values of power seen before.
    "Similar values of power seen before." Backlash (and morphs) function properly in PvE and reaches similar values of power seen before, but it does not reach anywhere close to similar values of power seen before in PvP. An ability that should be hitting for 8-14k damage is hitting for 3-4k damage. Currently, Templar has no form of burst damage, something that is incredibly important in PvP. Either Backlash + morphs have a bugged interaction with Battle Spirit, or the ability desperately needs some power funneled back into it, and it needs looking into.

    Puncturing Strikes

    Puncturing Strikes and morphs are going to suffer even more than they already have due to the release of Arcanist. Major Evasion is already a staple in Cyrodiil in the current meta, meaning any damage from the already-lackluster morphs of Strikes/Sweeps/Jabs is mitigated by a flat 20% value. With Minor Evasion being readily available from Arcanist, that's another 10% free mitigation against Templar's main spammable.

    Puncturing Strikes and morphs were already changed drastically with the release of U35 Lost Depths. They lost an entire tick of damage with the remaining 3 ticks being nerfed by a further 21%.
    This ability and its morphs now hit 3 times over a channel time of 800ms, rather than 4 times over 1 second.

    Reduced the overall damage of the primary attack by approximately 21% since this ability no longer incurs a DPS loss while weaving within the 1 second global cooldown window.

    Unfortunately, the addition of a light attack does not make up for the loss of an entire tick of damage from the ability, especially when the remaining 3 have been nerfed by 21% and are so heavily impacted by Major and Minor Evasion. It's a very real possibility that with U38 Necrom, Templar's already lackluster spammable is going to be doing 30% less damage in PvP outright due to Major + Minor evasion on players.

    Along with the controversial changes to the animation (ontop of the issues of Evasion), I think Puncturing Strikes and morphs need to be re-examined. Ideally, I would love to see the animation reverted entirely, the lost tick of damage being re-added, and the ability functioning similarly to Dual Wield's Flurry in being a single-target spammable that hits for multiple times over .8s whilst keeping the damage of the first 3 ticks as it is currently, but with the last tick being an AOE strike that hits harder than the previous 3. Either that, or make Puncturing Strikes + morphs unaffected by Evasion.

    Something desperately needs to change, as Templar isn't in a good spot at the moment (along with Necromancer) and they both sorely need some love. Unfortunately, the changes on the PTS don't do anything to address the actual issues with either class. Please listen to the community.

    Backlash should be reverted to you and allies or in PvP group members damage as a skill in PvP it is basically equivalent to having an empty skill slot especially as the skill double-dips in Battle Spirit. Sweeps animation and damage are both crappy and they are buffing the Necromancer skull skill that no one uses as it is clunky and awkward why not give the Necromancer actual summons even the NPCs have that.
    Edited by Vetixio on April 22, 2023 3:47PM
    Pìerre - Breton Vampire Templar, Grand Overlord. Erádàn - Bosmer Templar, Warlord. Vyríc - Imperial Vampire Necromancer, Centurion. Sybìl - Breton Sorcerer, Centurion. Erìch - Nord Vampire Nightblade, Corporal. Njàll - Nord Templar, Lieutenant. Elánnà - Bosmer Warden, Veteran. Laquì - Redguard Vampire Nightblade, Corporal. Noveni Dres - Dunmer Sorcerer, Lieutenant. Marìnus - Imperial Warden, Veteran. Arvyn Indoril - Dunmer Templar, Sergeant. Rósalyn - Breton Sorcerer, Corporal. Emelîn - Bosmer Dragonknight, Corporal. Astaroth Indoril - Dunmer Sorcerer.
  • virtus753
    virtus753
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    Have to reiterate what's already been said about the issues with templar - and especially stamina templar, which frankly doesn't exist anymore as anything other than a magplar attempting to make the class viable by speccing into its off-stat. In PvE over 30% of my damage comes from class magicka skills, while maybe 10-15% comes from class stamina skills when using Jabs. I'd get more damage out of Wrecking Blow spam, but at that point I will have to stop pretending that my character is a stamina templar and switch to a class that can actually do competitive damage with its own class abilities.

    -Being a magicka-based beam bot (even though I use stam as max resource) feels like cheese. I have to wait for others to get targets into execute range to feel like I'm doing anything. That goes for PvE and PvP alike. Stamina templar in particular went from being better off without an execute to having the majority of our identity invested in our single magicka execute overnight. Hybridization has erased us.

    -Do NOT simply switch beam to have a stam and a mag morph. Recognize that beam is OP and pare it back a bit so you can redistribute its power into jabs/sweeps (as said by many others above). Buffing puncturing strikes would help buff the share of stamina templar damage done by, well, stamina class abilities without taking away from magicka templars.

    -Address Power of the Light. If it's working as intended, as seems to be the case, understand that your intentions are leading templars to have no teeth whatsoever in PvP until someone else wears down an opponent enough for us to snipe the kill. That doesn't sound good on paper, and it feels even worse in practice. It's particularly difficult in one-on-ones against a class with a strong burst heal, like DK, where we don't have time to get Radiant Oppression in before they're healed back up to full.

    Compounding the pain points already mentioned regarding templar skills, like Major and Minor Evasion neutering our main spammable and the problems with Power of the Light neutering our burst, I also need to point out:

    -Both of our class spammables are channeled. While this makes Deadly Strike a competitive set in some situations, it means that we cannot blockcast our class spammables. We can blockcast generic spammables like Silver Shards or one magicka class DoT with a decent direct component (Blazing Spear), but we cannot blockcast the skills intended to be our class spammables. This is a major problem for class identity where blockcasting is required. I am not suggesting that you make these not channeled - that would trash Deadly Strike and make templars feel even more generic - but recognize that they are channeled and therefore it's important that templars feel powerful enough in other ways to make up for this hindrance.

    -Radiant Oppression/Glory is a 1.8-second channel. That means that if we're interrupted (in either PvP or PvE), we go on a two-GCD cooldown until we can cast it again. Since that's where most of our power lies past 40% hp, we are severely hindered in PvE fights where we are constantly interrupted, like the Stone Atro and the Mage, and especially in PvP, where a bash or interrupt skill quickly puts an end to the split-second window of opportunity we have to get off a beam. All an opponent has to do is bash or otherwise interrupt followed by a burst heal or two, and we're back to being useless again. The workaround for this is to stay at range, wait for others to wear down an opponent, and steal the kill with beam. At that point it's no longer PvP, as far as I'm concerned.

    Finally:

    I'm glad the devs are acknowledging a mobility problem, but I'm at a complete loss as to how they are still ignoring the biggest impairment to templars there.

    Ritual of Retribution not only suffers from the two major mobility issues the devs themselves noted regarding static ground DoTs in Update 35 but also from the ramping damage they made much more imbalanced with U35. Why is it that all other ground-based skills got reverted to ticking every second but this one never got changed to align with that cadence? The "multi-faceted operational power" that was cited as the reason for it ticking every 2 seconds (5.1.5, August 2019) was removed the very next year, in August 2020 (6.1.5). Why can't this skill get changed to ticking every second and lasting between 10 and 15 seconds, like the devs themselves said (last year) static ground DoTs should? I am quite sure they're aware 20 seconds isn't between their standard of "10 to 15". I know they are aware of the problems with every-other-second 20+-second static ground DoTs because they explained it very clearly themselves in the U35 comments. What I'm not clear on is why they still seem to think it isn't a problem that Ritual suffers from the very problems that caused them to revert the major change to static ground DoTs halfway through the U35 PTS. These issues don't automagically go away with this one skill; instead, they're compounded here by the ramping damage element and the changes Ritual got with U35.

    Why should Ritual (and by extension templars) suffer from these three problems when you recognized that no one else should suffer even from two?
  • YandereGirlfriend
    YandereGirlfriend
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    Elan097 wrote: »
    strepsels wrote: »
    (pasting what I put in this thread: https://forums.elderscrollsonline.com/en/discussion/631723/the-state-of-necromancer-in-pvp-its-not-good/p1?new=1)

    Major Sorcery & Brutality:

    The issue of no Major Sorcery/Brutality is unique to Necro as currently every single class (including Arcanist) has some skill which grants them this essential buff. I really see no reason why Necro cannot have this buff, it is essential to every build and currently Necro either has to slot a very average skill like Degeneration (Necro already has extremely tight bar space issues and this skill is not great) or is forced into 2H and Momentum, further removing build diversity or use the very outdated Spell/Weapon Alliance potions to gain this essential buff. Necro already suffers greatly with Hybrid sustain and the lack of Sorcery/Brutality contributes greatly to this as being able to run tri-potions would be of huge help to the class.

    My suggestion would not be to attach this buff to a skill (and if I did I would probably put it on Healing Tether) but to put the buff onto a passive. Similair to Nightblade's free Major Resolve via passive Necromancer would gain Major Sorcery/Brutality via. a passive. I would suggest the "Death Gleaning" passive. This passive really serves very little purpose in PvP and I cannot see any use in PvE outside of wiping trash stacks. I would suggest it would proc via. casting an ability on a corpse and you could even have the passive apply to allies, such as the Mountain's Blessing passive on DK. This would give Necro a "unique" buff that it could offer to group too, allowing for PvE and PvP diversity. See below.

    Current Version:
    9hctbizwc7k9.png

    My Version:
    euqsb38rm2yw.png

    Obviously these numbers and how the skill would function are not final and it is up to ZOS to tweak this how they best see fit.

    The rest of this comment is also brilliant and I agree with everything, but I felt the need to just highlight just how good of a suggestion this is to implement

    Perfect change literally handed to you on a plate here

    This is a good idea... for a different passive.

    Death Gleaning is very strong right now and tossing it aside would be pure lunacy.

    It would make much better sense as a 2nd feature of the Corpse Consumption passive since that already deals with functionality related to... corpse consumption.
  • Cloudrest
    Cloudrest
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    With all of the feedback about Templar, I wonder if we'll see anything for Week 2 or 3 concerning Backlash/POTL/PL and Strikes/Sweeps/Jabs. Probably not, but here's to hoping.
    Formerly @Cloudrest, now @Nightwielder in-game on PC/NA. Cyrodiil PvPer; retired duelist and PvE Trifecta DPS.
    Empyrean Knight Gwynevere | ♔ Breton Templar | AR50 Grand Overlord II | 9400+ hours | Aldmeri Dominion
    Merethiel of Vaulinchyl |🗡Altmer Nightblade | AR50 Grand Overlord I | 3000+ hours | Aldmeri Dominion
    ♔ Immortal Redeemer | ♔ Tick-Tock Tormentor | ♔🗡 2x Gryphon Heart | ♔ Godslayer | 🗡 Dawnbringer | ♔ 7x Former Empress
  • FrancisCrawford
    FrancisCrawford
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    Given the radius increase for non-DK melee, it's time to revisit the radius of heals and other beneficial effects. Many of them are weak enough that there's little point in using them unless they at least hit the melee group around the boss.

    Often, the precise radius isn't stated in the tooltip. When it is, it can be as low as 5 meters. (E.g. Sentinel of Rkugamz.) Most of these effects should have radius exceeding the melee radius. In some cases such as the one I cited, there's a case that they should work across the melee diameter (i.e. 2x the melee radius).

    If the minimum radius for heals and buffs were set to 8 meters, I'm not aware of anything that would become overpowered. 10-12 meters would make me happier yet.
    Edited by FrancisCrawford on April 22, 2023 11:44PM
  • YandereGirlfriend
    YandereGirlfriend
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    Given the radius increase for non-DK melee, it's time to revisit the radius of heals and other beneficial effects. Many of them are weak enough that there's little point in using them unless they at least hit the melee group around the boss.

    Often, the precise radius isn't stated in the tooltip. When it is, it can be as low as 5 meters. (E.g. Sentinel of Rkugamz.) Most of these effects should have radius exceeding the melee radius. In some cases such as the one I cited, there's a case that they should work across the melee diameter (i.e. 2x the melee radius).

    If the minimum radius for heals and buffs were set to 8 meters, I'm not aware of anything that would become overpowered. 10-12 meters would make me happier yet.

    This is an excellent point!
  • MacRibs
    MacRibs
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    I really like the change to the melee attack range now being 7 meters and 100% agree that will help reducing missing melee attacks in high mobility encounters specially since it already requires users to be closer to targets which has a higher risk then ranged attacks.
    That being said you also need to standardize skills which have range below the new melee attack range to 7m otherwise this will generate some confusion and reduce the effectiveness of some skills creating multiple situations such as enemies attacking close enough to hit you but not to being hit, skills "nearby enemies" descriptions actually mean multiple different ranges varying from skill to skill sometimes in the same skill line and as such needs to be adjusted since they will otherwise get the short end when compared with other similar skills that already have the 7m range or above.

    I did some testing and investigation and compiled a list of skills with 5/6 meters range/radius that need to be adjusted to the new 7m melee attack range otherwise they will barely have any effect on enemies attacking 7m away, all of the skills below have to already be used close to the enemy.

    Classes

    Arcanist
    • Soldier of Apocrypha
      • Gibbering Shield/Sanctum of the Abyssal Sea: Currently 5m radius, enemies can hit the player 7m away an completely avoid the 5m tentacles I would go as far as argue that even a 7m radius is to small for an ult ability that costs 200 ult, it should at least be 9/10m specially since its DOT

    Dragonknight
    • Earthen Heart
      • Stonefist/Stone Giant: Currently 6m radius, should be adjusted to 7m to be able to hit all enemies within melee range

    Necromancer
    • Grave Lord
      • Shocking Siphon: Currently 5m radius, should be adjusted to 7m as it will be very easy to avoid and out ranged by all 7m melee range skills

    Nightblade
      • Shadow
        • Aspect of Terror+Morphs: Currently 6m radius, description states terrify all nearby enemies which should be 7m otherwise it wont hit enemies standing 7m away

      Sorcerer
      • Storm Calling
        • Lightning Form/ Boundless Storm: Currently 5m radius, should be adjusted to 7m to hit enemies attacking 7m away
        • Hurricane: Currently 5m radius, should be adjusted to keep the damage scaling and size increase up to 9 but starts at 7m instead of 5m

      Templar
      • Aedric Spear
        • Sun Shield/Radiant Ward: Currently 5m radius, should be adjusted to 7m since now most enemies can hit you 7m away and completely avoid the current 5m radius
        • Blazing Shield: Currently 8m radius, its current radius should be changed to 10m to keep the 3m radius increase from the other morphs leaving it to a similar radius to Inhale

      Warden
      • Animal Companions
        • Feral Guardian: Did some testing although not very conclusive but bear range appears to be close to 5 m, should also be increased since when facing moving targets its wastes more time trying to get close to them then actually doing damage.
        • Growing Swarm: Currently 5m radius
      • Winter's Embrace
        • Impaling Shards/Gripping Shards: Currently 6m radius, should be 7m to hit all nearby enemies close enough to attack the player
        • Arctic Blast: Currently 6m radius, should be adjusted to 7m as the stun/snare should affect enemies in melee range since otherwise it will completely miss most targets attacking you as most skills now can hit 7m away

      Weapons
      • Two Handed
        • Cleave+Morphs:Currently 5m range, from what I managed to test the area is 5x6 and should be adjusted to 7x6 to be in line with all other two handed skills as it doesn't make much sense for it to have less range than the others since they are all using the same weapon
      • Dual Wield
        • Whirlwind/ Whirling Blades: Currently 6m radius, should be adjusted to 7m radius to be in line with all other Dual Wield skills as it doesn't make much sense for it to have less range than the others skills and with the current 6m wont be able to hit everyone attacking the player.
      • Destruction Staff
        • Impulse/Pulsar: Currently 6m radius, would argue that due to the fact that this has to be used within melee range to hit enemies(higher risk than the other morph), the ability's damage and high cost its radius should at least be 8m (its currently 6m, 5m melee range+1m, and should be increase to new 7m melee range+1m) (also although its not related but please reduce its cost if we take in consideration its utility which is currently close to none it should at least be the same cost as Whirlwind if not less)

      World

      Vampire
      • Blood Mist: Currently 5m radius, should be adjusted to 7m to hit enemies attacking in melee range
      Werewolf
      • Roar+Morphs: Currently 6m range, should be adjusted to 7m as the stun should affect enemies in melee range since otherwise it will miss most targets attacking you as most skills now can hit 7m away making it easier to avoid.
      • Brutal Pounce: Currently 5m radius, should adjusted to 7m since its the exact same animation of Infectious Claws which as 7m range, also makes no sense to be 5m since I guess the werewolf's arms remain the same length and shouldn't lose range


      Guild
      • Fighters Guild
        • Turn Evil: Currently 5m radius, should be adjusted to 7m as the stun should affect enemies in melee range since otherwise it will completely miss most targets attacking you as most skills now can hit 7m away.

      Edited by MacRibs on April 24, 2023 9:17PM
    • ESO_Nightingale
      ESO_Nightingale
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      GetAgrippa wrote: »
      I'm so tired of all your nerfs. We all knew this was coming. Nerfing other classes to make room for your pet project. This game is so tired. Wardens have to wait 6 seconds for deep fissure's big burst but that was at least alleviated with arctic blast's instant stun. Now we have to wait 6 seconds and no on demand stun. Just awesome. Get rid of the heal for all I care. Putting a delay on that stun again just gimps our ability to be aggressive with it.

      It feels to me like the player base is the Dev's ant farm and you all like to stir us up with a stick to see what happens. Why can't you just let us enjoy our builds. We're not your playthings.

      It's longer than 6 seconds. The powerful fissure pops off at 9 seconds after you cast it initially
      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
    • Tommy_The_Gun
      Tommy_The_Gun
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      If I remember correctly, Werewolf already had greater range on melee LA & HA. Some patches ago, I remember a Dev comment under this change to increase their range and it saying more or less that: after all - Werewolves have long hands & huge Claws.

      Now it seems that every class will have such feature - long range melee attacks. So some kind of competition buff for Werewolf could be nice as it is already a very niche & rarely use spec, easily outclassed by Oakensoul 1 bar builds.

      So make the WW's attack range like 8 or 9 meters, or maybe make some animations faster to help with the rotation. Seriously. WW heavy attack animation feels like it takes 2 years to finish lol. I know that Ferocious Roar can increase the Heavy Attack speed by 33%, but it only lasts for 10 seconds. And tbh this "buffed" attack speed should be the base HA attack speed for WWs. It feels kinda awkward. What Ferocious Roar could do instead is to buff Light Attack speed. Kinda like build-in Bloodmoon set. It would be cool. You press it & you go Berserk.
      Edited by Tommy_The_Gun on April 24, 2023 8:17AM
    • nublife01
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      Abadd wrote: »
      The vampire skill "Eviscerate" and it's morphs are in serious need of buffs or tweaks, as any class spammable is superior to it right now,
      take the skill Concealed Weapon for example, it applies Off Balance, gives you 10% extra damage for just being slotted while in Major Expedition and also gives you 15% of movement speed!

      Meanwhile all Eviscerate and it's morphs do is to increase damage based on lost HP, a cool mechanic but extremely niche and nearly useless specially on PvE where dps need to be constantly healed in most scenarios,
      the Arterial Burst morph in special, which should be the group content friendly morph gives you guaranteed crit if you're under 50% of HP! That's nearly useless as you'll be getting healed for others or yourself and will likely never use it at 50%, meanwhile nightblade's "Surprise Attack" has guaranteed crit for just flanking.

      Blood for Blood is even worse in comparison because, despite giving you a huge scaling based on your lost HP, it's not good enough to compete with other spammables and not strong enough to justify the "cannot be healed" status either, although the HP cost is cool and unique.

      All class spammables has been receiving tweks and buffs in the last patches while Eviscerate has been left forgotten, it really needs some attention in order to bring vampirism back to the table and justify the cost increase weakness.

      ^ clearly has not been hit by two 10-15k desynced eviserates and instantly died before the ganker even appeared on the screen while trying to walk through a door in imperial city. i know you love pve sir but please sir do not give the evil excrement flinging baboons more neat toys to play with.
    • nublife01
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      Vampire Undeath Passive is still over tuned making vampire meta in pvp.

      no its not. burst healing is just overtuned and health regen undertuned.
    • Faulgor
      Faulgor
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      If I remember correctly, Werewolf already had greater range on melee LA & HA. Some patches ago, I remember a Dev comment under this change to increase their range and it saying more or less that: after all - Werewolves have long hands & huge Claws.

      Now it seems that every class will have such feature - long range melee attacks. So some kind of competition buff for Werewolf could be nice as it is already a very niche & rarely use spec, easily outclassed by Oakensoul 1 bar builds.

      So make the WW's attack range like 8 or 9 meters, or maybe make some animations faster to help with the rotation. Seriously. WW heavy attack animation feels like it takes 2 years to finish lol. I know that Ferocious Roar can increase the Heavy Attack speed by 33%, but it only lasts for 10 seconds. And tbh this "buffed" attack speed should be the base HA attack speed for WWs. It feels kinda awkward. What Ferocious Roar could do instead is to buff Light Attack speed. Kinda like build-in Bloodmoon set. It would be cool. You press it & you go Berserk.

      Not to mention the attackspeed buff from Ferocious Roar only works with the second heavy attack, and I'm not sure if that's a bug or intended. So you lose 3 of those 10 seconds to a normal heavy attack "activating" the faster subsequent heavy attacks.

      That said, I totally support your suggestion.
      Alandrol Sul: He's making another Numidium?!?
      Vivec: Worse, buddy. They're buying it.
    • LtClungeX
      LtClungeX
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      I think that one of the fate carver morphs should function like assassins will and should increase the damage based on how many crux you have and be instant cast,
      Edited by LtClungeX on April 24, 2023 9:45AM
    • LtClungeX
      LtClungeX
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      The buff that mag sorcs need is this, empowered ward now grant spell damage for 6 seconds scaling off you max magicka
      Hardened ward now grants resistances scaling off you max health

      for every 100 or 200 magicka you have you gain 1 spell damage and for every 100 health you get 10 resistances

      Also maybe just remove or reduce as the battle spirit shield nerf see it that solves the mag sorc issues.
      Edited by LtClungeX on April 24, 2023 9:44AM
    • LtClungeX
      LtClungeX
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      to buff templars what is needed is this, have jabs proc burning light more often.
    • LtClungeX
      LtClungeX
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      reduce the cost of alliance purge to 3.7k mag and have it not remove immobilisations or snares
      Edited by LtClungeX on April 24, 2023 9:49AM
    • LtClungeX
      LtClungeX
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      buff execute damage in pvp, players should be better rewarded for using the correct move, at the appropriate time and for getting the opponent to 25 percent health. at 25 percent health they should hit like ultimate's
      Edited by LtClungeX on April 24, 2023 9:54AM
    • Benemime
      Benemime
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      Hello everyone, another update and little to no changes to warden.

      I've been playing warden for ages now, and I usually change from stam to mag often, just for the sake of changing gameplay a bit.

      My thoughts:

      Fetcher Infection: this skill is only good on PVP and PVE Boss, while Growing Swarm can be use on trash mobs as well because of the AoE aspect (although, not a warming feeling, recasting when they die). I would actually change this skill a bit to spread more like the Soul Splitting Trap, that would make it more useful on pve.

      Bull Netch and morphs: I HATE this skill. Don't get me wrong the regen is nice, but that skill makes the combat SO boring to me that is not worth slotting. It's so annoying to have the netch constantly up energizing you, Entropy (Mages Guild skill) is a lot more fun. Not to mention the animation is super slow when casting. This is by far one of the worst skills in the game (gameplay-fun wise). This skill should be deleted.

      Deep fissure and morphs: Not my cup of tea, but it could be someone else cup of tea. I just don't like it. And the Morrowind theme on Warden skills does not fit the players that came from somewhere else. This bothers me so much, but there aren't any other class that i see myself more than Warden, so...*tongue pop*

      Feral Guardian and morphs: My issue with this skill is about looks. The ult when casted is not flashy, it's bland, and bland things affect how much fun you have when you are playing. IMO when using the ult it should glow something, do something, maybe like Selene (Monster set), idk. Just give me something special. The bear itself is bland, it boggles me how this company cares so much about cosmetics and so many years since the release of warden already and no cosmetics, no acessories, nothing? Just a gray bear? And by the way, I would LOVE to have a senche tiger, a white striped tiger, a black panther or some other animal instead of the bear, give us variety and customization!

      Budding Seeds and morphs: This is a lazy one from the devs part. The flowers are the SAME models used on so many flowers in the game, I remember walking through daggerfall and seeing the same flowers as my skill. I was like...that is disappointing. Give me something else.

      Fungal Growth and morphs: From the not-a-healer pov: what is preventing me from using this instead of Polar Wind is that Polar Wind gives me armor and a HoT. I would slot this if it had a HoT on caster.

      Living Trellis and morphs: my issue is that IMO it should always cast on the caster too. That's why I don't slot it. Duration is also low. Is it just me or green balance is generally underwhelming?

      Sleet Storm and morphs: why using this when you can have the bear that gives more dps and attacks when you are stunned, knock down mobs and everything? Maybe lower the cost on this ult. About the major protection...meh, everyone has it, we don't need major protection when casting it. Maybe if major protection was up at all times when slotted, I would actually rethink my build. That's it. Give it Major Protection when slotted and applies Minor Resolve when casted. After all, we don't have access to minor resolve.

      Arctic Wind and Polar Wind: The animation is so obtrusive on the screen. It takes the whole screen if I'm not playing with the camera far from my character. The animation effect is also dated: the circle is not a circle of wind, it's sharped, like a square wind LoL

      Arctic Blast: IMO, Delete it. Copy and paste Polar Wind and make it to be scalable by offensive stats. Or gives us minor resolve instead of HoT. But I have a feeling that it won't happen since this is suppose to be the offensive morph.

      Extras (other skill trees):

      Destruction Staff:
      Destruction Reach:
      Raise the initial dmg of Flame and Shock Reach to be on par with Frost Reach. Force Pulse is boring for other classes. Delete Force Pulse.

      Foce Pulse: Boring and generic, even the thumbnail art screams generic. I know people would not like this, but i would actually delete this skill and make it to be a one element skill to fit the staff element.

      Fighter Guild:
      Camouflaged Hunter morphs
      : underwhelming morphs for today standards.

      Ring of Preservation: IMO Instead of Turn Evil morph, it should be a morph that gives Minor Resolve instead of Minor Protection. Does anyone use turn evil? Is it useful by any chance? lol

      Last but not least:
      Imperial passives:
      Redrawn the icons to be more about the duality of magicka/stamina race, instead of looking like a templar race focused on shield. Tough: same effect, new icon. Imperial Mettle: Gives 1000 stamina and 1000 magicka instead of 2000 stamina. Red Diamond: Same effect. So many imperial mages and they focused the icons on carrying a shield.
      Edited by Benemime on April 24, 2023 10:19AM
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