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.
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.
TechMaybeHic 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,
(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:
My Version:
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.
LukosCreyden wrote: »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?
Blackbird_V wrote: »
Templar got an animation change on Jabs again. Well, something has definitely changed, and it is now even worse.
Starlight_Knight wrote: »Vampire Undeath Passive is still over tuned making vampire meta in pvp.
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,"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.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.
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.
(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:
My Version:
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
FrancisCrawford wrote: »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.
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.
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.
Starlight_Knight wrote: »Vampire Undeath Passive is still over tuned making vampire meta in pvp.
Tommy_The_Gun wrote: »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.