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PTS Update 40 - Feedback Thread for Combat & Classes

  • Necrotech_Master
    Necrotech_Master
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    Billium813 wrote: »
    Billium813 wrote: »
    lQrukl wrote: »
    Buff of Radiant Glory makes Radiant Oppression even more senseless choice

    Ya, the state of Radiant Destruction is rather disappointing. The difference between both morphs is so small and Glory is almost always better. It's +480% damage plus +20% heal vs +500% damage. It's such a minor difference that makes Oppression is barely worth it unless you're pushing some kind of DPS build for that 1% damage difference. Now, Glory is just... even more obviously the best... but ZOS seems to treat this like players need to make some kind of real decision.

    Radiant Destruction USED to be Blinding Flashes. At the time, it was a Skill more aligned with Tanking! Then, it was changed into a more DPS focused Skill called Radiant Destruction. Both morphs seem to be aligned with DPS now, which I think is not a good design. There will almost always be one morph being overwhelmingly preferred and the other will end up being barely ever used... which is where we are at now... I would personally like to see the Radiant Glory morph redone as a Support aligned morph instead.

    With the casting time and enemy health restriction, I think Radiant Glory could be an interesting class based version of Equilibrium that actually returns MORE Magicka then it takes to cast once the enemy gets low enough. I know this could totally upset PvP... but perhaps there is a cool design in there if someone can work it out (maybe make the channel time 2.2 seconds?). Templar Tanking at the moment has a difficulty with Magicka management and a new kind of Equilibrium could be an interesting solution!

    As is, my biggest issue with the new Radiant Glory is that its almost impossible to understand what it does based on the tool tip!

    3i24s3d2wy7m.png

    > Restore 480 per tick...
    The channel time is 1.8 seconds. It doesn't say anywhere that there are 3 ticks of 0.6 seconds for the whole channel. This whole "tick" concept is such a bad wording cause a player doesn't know what that means and with the scaling, it's hard to calculate what this even does based on the tool tip.
    Just say
    ... restore up to 1440 over the duration. The amount restored is increased by X% for enemies below 50% health"

    > Based on the target's missing Health
    Can you be anymore cryptic?! How much missing health? How much does this scale? Is there a max amount of Magicka the player can restore? Is it based on the percentage of missing health or total amount? Such terrible wording. smh

    its very straightforward lol

    the amount of mag restored is also based on the execute

    the skill ticks 3 times, at each tick it restores mag, with an amount varying from 0 to 480 based on how much hp the enemy is missing

    the only thing that is not entirely clear, is if the execute % of the mag restore starts at 50% like the rest of the skill (i personally would assume it was)

    it actually kind of works out a bit, 480% is the max execute dmg, 480 is the max mag restored

    so theoretically if the enemy was at 25% hp (half scaling of the execute) then you would be getting +240% dmg and +240 mag per tick

    im still very excited for this change, ive always used radiant glory because of the healing, but this change will actually improve sustain during execute on my stamplar

    oh ya, it's very straight forward...

    except for understanding how much mag will be restored, what the requirement is to start restoring mag, and what a "tick" even is in the game. It might as well say "Sometimes, Radiant Glory will restore some Magicka". The effect may be straight forward (it restores mag), but my point is that it's terribly worded in the tooltip.

    > so theoretically if the enemy was at 25% hp (half scaling of the execute) then you would be getting +240% dmg and +240 mag per tick

    wait, wat? You don't get the full 480% damage increase, and full magicka restore, until the enemy is at 0% health? But you get the full 20% health restore always. So, doesn't that make it sound like its theoretically impossible to get the full amounts in the tooltip since there won't BE any ticks once the enemy is dead? How can a player know how this skill even works when the tooltip is so vaguely written, and yet complex with 3 different things going on in it (health, damage, and mag)? It has a duration, uses ticks, depends on enemy health, scales each resource at different percentages. This Skill is so poorly created; it's just a dumping ground of effects! It really needs a total redesign. Yuck.

    the vast majority of executes have "scaling" execute values usually starting at 50% of enemy hp

    bloodthirsty trait scales starting when enemy is at 90% hp

    only a few executes have hard set values that dont scale (i think impale is still a fixed increase as long as the enemy is under 25%, and mages fury while an execute triggers if the enemy is 20% or less and adds a fixed amount of extra dmg)

    but the scaling on the execute is why its not even optimal to spam jesus beam until the enemy is under like 35-40%

    the other part about ticks, jesus beam works as a 1.8 sec dot that applies dmg (ticks) every 0.6 sec, pretty easy to tell if you had no other effects on the target and just used jesus beam you would see dmg numbers appear 3 times

    its also easy to see the execute scaling on weak targets like ones in overland, if you used jesus beam on them at full health and as the ticks brought them lower, you would see dmg increasing on each subsequent tick
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Nebs
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    Another skill I'd like to see considered for the single-bar treatment would be Guard (and it's morphs) from the Support skill line. As of now, if you have it slotted and activate it on an ally, the ability drops if it isn't on both bars (like sorc pets and warden bear do). I'm not on the cutting edge of PVP strats and the ramifications that would potentially have, but I think it'd be neat and would make it a contender on a healer in perhaps a 4-person group.

    In regards to Pets not being targets for healing abilities and sets, I'd like to see pets removed as valid targets from the Mend Wounds (and its morphs) skill from the Psijic Order skill line. Currently pets can intercept heals from the single-target healing skill which can be really disruptive. The Twilight's hitbox for it is particularly large, or at least very easy to hit since the creature is head-level.
    A little unrelated, but I think it would be kind of nice if the ability also highlighted your target when active like the Nature's Grasp skill does from the Green Balance skill line. Currently it's a little difficult to know for sure who your target is going is going to be, making a misplaced heavy attack with the skill costly.
  • Hotdog_23
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    Nebs wrote: »
    Another skill I'd like to see considered for the single-bar treatment would be Guard (and it's morphs) from the Support skill line. As of now, if you have it slotted and activate it on an ally, the ability drops if it isn't on both bars (like sorc pets and warden bear do). I'm not on the cutting edge of PVP strats and the ramifications that would potentially have, but I think it'd be neat and would make it a contender on a healer in perhaps a 4-person group.

    In regards to Pets not being targets for healing abilities and sets, I'd like to see pets removed as valid targets from the Mend Wounds (and its morphs) skill from the Psijic Order skill line. Currently pets can intercept heals from the single-target healing skill which can be really disruptive. The Twilight's hitbox for it is particularly large, or at least very easy to hit since the creature is head-level.
    A little unrelated, but I think it would be kind of nice if the ability also highlighted your target when active like the Nature's Grasp skill does from the Green Balance skill line. Currently it's a little difficult to know for sure who your target is going is going to be, making a misplaced heavy attack with the skill costly.

    Love the idea of Guard being changed to one bar. Outside of trial environment I next to never see the skill used.

    Stay safe :)
  • Cloudrest
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    Here is my genuine, unadulterated, sincere reaction to the patch notes:


    image.png

    I guess enough was enough, finally. I don't know how it is possible for Dragonknight and Nightblade to continue to recieve buffs despite sitting at the absolute pinnacle of the PvP meta for several cycles now. Not only that, they've somehow gotten the only two GOOD class-based sets; especially DK's set being rather overtuned. It is unfathomable that Necromancer, Templar, and Sorcerer get band-aid fixes at best, and more nerfs/NOTHING at all at worst.

    I'm sick of feeling like my voice as a player isn't heard. don't enjoy the direction the game is taking. I vehemently disagree with the decisions the balance team continues to make whilst ignoring all forms of player feedback. I have nothing to spend my almost 100 million gold on anymore due to gifting being disabled. I log onto a game that's empty, hollow, and lacking a reward structure to be met with lag, ballgroups zerging solo's down, everyone and their mother running some combination of procs in the form of MDW/Vate/Maar (and half of THEM being DK's notwithstanding) and there's not even a single acknowledgement from the balance team concerning the disgusting meta that has taken over CP Cyrodiil.

    It's not fun anymore. Oh, and before I forget-- revert jabs, thanks. Maybe then I'll poke my head into ESO again.
    Edited by Cloudrest on September 22, 2023 6:44AM
    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
  • gariondavey
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    Losing players like cloudrest are massive losses to the game. Zos, please, listen to feedback.
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • mmtaniac
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    I ignore game until positive templar changes and nerf to those few op meta sets.
    Right now we get another no changes to templar still no damage in pvp at all.
    Purge cost too much compared to free cast elemental sus, wchich is just fraud.
    Ok we get buff to useless skill that is still useless because active is useless.
    It is impossible to use repentance if your damage is not there, if I can easily kill the enemy, then ok, repentance can be good.
    Templar's problem at the moment is 100% to 50% damage, this damage frame is the problem.
    From 50% down there is no such problem, even if the opponent has passive undeath it is still better than in the higher levels.
  • Tyrant_Tim
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    Congrats on finally hitting Corrosive, feel like it’s a bit of a miss though as no ability should provide half of all your resources, full penetration, and nearly full mitigation for any duration.

    All you’ve accomplished is slow down the ultimate by 10 seconds, without actually tackling the root problem.
    Edited by Tyrant_Tim on September 25, 2023 6:48PM
  • i11ionward
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    Tyrant_Tim wrote: »
    Congrats on finally hitting Corrosive, feel like it’s a bit of a miss though as no ability should provide half of all your resources, full penetration, and nearly full mitigation for any duration.

    All you’ve accomplished is slow down the ultimate by 10 seconds, without actually tackling the root problem.

    In general, this is at least 12 seconds. Also, DK will not receive a bonus ultimate from Combat Frenzy, and given that DK has the highest killing potential during corrosion, the time between ultimates will be noticeably increased.

    I think this is a fair nerf, the skill is still strong, but the impact is clearly reduced. Maybe I'm wrong, we'll find out soon.
    Edited by i11ionward on September 25, 2023 7:05PM
  • Estin
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    Tyrant_Tim wrote: »
    Congrats on finally hitting Corrosive, feel like it’s a bit of a miss though as no ability should provide half of all your resources, full penetration, and nearly full mitigation for any duration.

    All you’ve accomplished is slow down the ultimate by 10 seconds, without actually tackling the root problem.

    Was thinking the same. The nerf is only addressing the new DK set and nothing else. It should address the underlying issue of going against the standards mostly every other skill follows. Magma Shell/Armor should remain unchanged, but corrosive should lose its mitigation bonus.
  • Gray_howling_parrot
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    Would GREATLY appreciate some Templar changes to up the group utility for Templar support - primarily tank please! We’ve been waiting since 2014 :-)
    ESO YouTube Content Creator & Templar Tank/Healer Main
  • grzes848909
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    sh4d0wh4z3 wrote: »
    Tyrant_Tim wrote: »
    Congrats on finally hitting Corrosive, feel like it’s a bit of a miss though as no ability should provide half of all your resources, full penetration, and nearly full mitigation for any duration.

    All you’ve accomplished is slow down the ultimate by 10 seconds, without actually tackling the root problem.

    Was thinking the same. The nerf is only addressing the new DK set and nothing else. It should address the underlying issue of going against the standards mostly every other skill follows. Magma Shell/Armor should remain unchanged, but corrosive should lose its mitigation bonus.

    A nice bonus would be to update the visuals of corrosive for easier recognition on when dk actually uses it, you can't tell at all until you look at dmg numbers.
  • YandereGirlfriend
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    Just have to say that the giga-nerf to Gibbering basically banishes it to the shadow realm.

    In terms of total shielding, it should have been increased to an every-other second cooldown in order to keep the ability at the same power budget that it enjoys currently.

    Rather, it has now taken a giant 50% nerf to overall shielding - and possibly even more if one accounts for the fact that the total duration of the ability (10 seconds) is not even a multiple of the cooldown. That means that you can only ever expect THREE procs of the shield and, quite likely, you will only get TWO if you take damage a second or two into the ultimate's duration.

    So this change is a giant swing-and-a-miss, IMO, that reduces class identity rather than enhances it.
  • acastanza_ESO
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    Just have to say that the giga-nerf to Gibbering basically banishes it to the shadow realm.

    In terms of total shielding, it should have been increased to an every-other second cooldown in order to keep the ability at the same power budget that it enjoys currently.

    Rather, it has now taken a giant 50% nerf to overall shielding - and possibly even more if one accounts for the fact that the total duration of the ability (10 seconds) is not even a multiple of the cooldown. That means that you can only ever expect THREE procs of the shield and, quite likely, you will only get TWO if you take damage a second or two into the ultimate's duration.

    So this change is a giant swing-and-a-miss, IMO, that reduces class identity rather than enhances it.

    Lol, this change is good. The double shielding by stacking Gibbering with Barrier was obscene. They also gave gibbering a buff in the first PTS notes by allowing it to hit all 12 group members. The skill is still very strong. Complaining about this absolutely justified nerf could only come from groups that were abusing this skill to become nigh unkillable.
    Edited by acastanza_ESO on September 25, 2023 7:57PM
  • YandereGirlfriend
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    Just have to say that the giga-nerf to Gibbering basically banishes it to the shadow realm.

    In terms of total shielding, it should have been increased to an every-other second cooldown in order to keep the ability at the same power budget that it enjoys currently.

    Rather, it has now taken a giant 50% nerf to overall shielding - and possibly even more if one accounts for the fact that the total duration of the ability (10 seconds) is not even a multiple of the cooldown. That means that you can only ever expect THREE procs of the shield and, quite likely, you will only get TWO if you take damage a second or two into the ultimate's duration.

    So this change is a giant swing-and-a-miss, IMO, that reduces class identity rather than enhances it.

    Lol, this change is good. The double shielding by stacking Gibbering with Barrier was obscene. They also gave gibbering a buff in the first PTS notes by allowing it to hit all 12 group members. The skill is still very strong. Complaining about this absolutely justified nerf could only come from groups that were abusing this skill to become nigh unkillable.

    It's a 50% nerf at minimum from what it currently allows (depends upon if you get 3 or only 2 group shield ticks). It is just very perplexing why they lifted the target cap and then smashed the nerf hammer back down on it.
  • acastanza_ESO
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    Just have to say that the giga-nerf to Gibbering basically banishes it to the shadow realm.

    In terms of total shielding, it should have been increased to an every-other second cooldown in order to keep the ability at the same power budget that it enjoys currently.

    Rather, it has now taken a giant 50% nerf to overall shielding - and possibly even more if one accounts for the fact that the total duration of the ability (10 seconds) is not even a multiple of the cooldown. That means that you can only ever expect THREE procs of the shield and, quite likely, you will only get TWO if you take damage a second or two into the ultimate's duration.

    So this change is a giant swing-and-a-miss, IMO, that reduces class identity rather than enhances it.

    Lol, this change is good. The double shielding by stacking Gibbering with Barrier was obscene. They also gave gibbering a buff in the first PTS notes by allowing it to hit all 12 group members. The skill is still very strong. Complaining about this absolutely justified nerf could only come from groups that were abusing this skill to become nigh unkillable.

    It's a 50% nerf at minimum from what it currently allows (depends upon if you get 3 or only 2 group shield ticks). It is just very perplexing why they lifted the target cap and then smashed the nerf hammer back down on it.

    Only affecting 6 people was clunky and inconsistent with other group-affecting skills but even prior to that change the overall shielding was too strong, so in order to compensate for the buff but also give the skill a 100% necessary nerf it needed even before the buff they adjusted the re-shielding frequency. The developer comment on their logic was 100% clearly communicated and completely sound.
  • Shagreth
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    Arcanist shield ult nerf is too big, please reconsider. @ZOS_GinaBruno

    Also, some Arcanist spell effects look abit low res, would be nice if they could be increased a little.
  • OtarTheMad
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    Just have to say that the giga-nerf to Gibbering basically banishes it to the shadow realm.

    In terms of total shielding, it should have been increased to an every-other second cooldown in order to keep the ability at the same power budget that it enjoys currently.

    Rather, it has now taken a giant 50% nerf to overall shielding - and possibly even more if one accounts for the fact that the total duration of the ability (10 seconds) is not even a multiple of the cooldown. That means that you can only ever expect THREE procs of the shield and, quite likely, you will only get TWO if you take damage a second or two into the ultimate's duration.

    So this change is a giant swing-and-a-miss, IMO, that reduces class identity rather than enhances it.

    Lol, this change is good. The double shielding by stacking Gibbering with Barrier was obscene. They also gave gibbering a buff in the first PTS notes by allowing it to hit all 12 group members. The skill is still very strong. Complaining about this absolutely justified nerf could only come from groups that were abusing this skill to become nigh unkillable.

    It's a 50% nerf at minimum from what it currently allows (depends upon if you get 3 or only 2 group shield ticks). It is just very perplexing why they lifted the target cap and then smashed the nerf hammer back down on it.

    This nerf was needed and the skill is still useful. I love Arcanist but this was the only skill I thought needed toning down. Ball groups in PvP were using this plus barrier plus stacking healing to basically achieve Chim and become living Gods… it was stupid. Now it’s calmed down but still has a place in groups for sure.

  • YandereGirlfriend
    YandereGirlfriend
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    Just have to say that the giga-nerf to Gibbering basically banishes it to the shadow realm.

    In terms of total shielding, it should have been increased to an every-other second cooldown in order to keep the ability at the same power budget that it enjoys currently.

    Rather, it has now taken a giant 50% nerf to overall shielding - and possibly even more if one accounts for the fact that the total duration of the ability (10 seconds) is not even a multiple of the cooldown. That means that you can only ever expect THREE procs of the shield and, quite likely, you will only get TWO if you take damage a second or two into the ultimate's duration.

    So this change is a giant swing-and-a-miss, IMO, that reduces class identity rather than enhances it.

    Lol, this change is good. The double shielding by stacking Gibbering with Barrier was obscene. They also gave gibbering a buff in the first PTS notes by allowing it to hit all 12 group members. The skill is still very strong. Complaining about this absolutely justified nerf could only come from groups that were abusing this skill to become nigh unkillable.

    It's a 50% nerf at minimum from what it currently allows (depends upon if you get 3 or only 2 group shield ticks). It is just very perplexing why they lifted the target cap and then smashed the nerf hammer back down on it.

    Only affecting 6 people was clunky and inconsistent with other group-affecting skills but even prior to that change the overall shielding was too strong, so in order to compensate for the buff but also give the skill a 100% necessary nerf it needed even before the buff they adjusted the re-shielding frequency. The developer comment on their logic was 100% clearly communicated and completely sound.

    I'm still of the opinion that if you're "balancing" things in 50%+ swings then you're doing something very wrong.

    Making the shield cost more (anywhere from 300 to 350 ultimate) and tick every two seconds would have been a much more reasonable solution.
    Edited by YandereGirlfriend on September 25, 2023 10:47PM
  • Nebs
    Nebs
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    I like the change to Corrosive. I've been playing a lot of Necromancer lately using goliath and this makes it feel quite a bit more like that which I think is neat. With this iteration of Corrosive Armor, the armor feels more like a transformation like werewolf, goliath, and vampire lord that all bar Ultimate gain while active. I'd like to see the skill lean into that a bit more: it'd be neat if it benefited from transformation buffs (such as the one provided by Shapeshifter's chain) alongside the change. I noticed other players complaining that it's also difficult to see when another player is using Corrosive Armor, so it'd be neat to also revisit the visuals on it and make it really look like a transformation, too.

    Though, if transformations require that cast time and the end transformation stun that'd kind of stink 🤔
  • Ishtharo
    Ishtharo
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    Just have to say that the giga-nerf to Gibbering basically banishes it to the shadow realm.

    In terms of total shielding, it should have been increased to an every-other second cooldown in order to keep the ability at the same power budget that it enjoys currently.

    Rather, it has now taken a giant 50% nerf to overall shielding - and possibly even more if one accounts for the fact that the total duration of the ability (10 seconds) is not even a multiple of the cooldown. That means that you can only ever expect THREE procs of the shield and, quite likely, you will only get TWO if you take damage a second or two into the ultimate's duration.

    So this change is a giant swing-and-a-miss, IMO, that reduces class identity rather than enhances it.

    Lol, this change is good. The double shielding by stacking Gibbering with Barrier was obscene. They also gave gibbering a buff in the first PTS notes by allowing it to hit all 12 group members. The skill is still very strong. Complaining about this absolutely justified nerf could only come from groups that were abusing this skill to become nigh unkillable.

    It's a 50% nerf at minimum from what it currently allows (depends upon if you get 3 or only 2 group shield ticks). It is just very perplexing why they lifted the target cap and then smashed the nerf hammer back down on it.

    Only affecting 6 people was clunky and inconsistent with other group-affecting skills but even prior to that change the overall shielding was too strong, so in order to compensate for the buff but also give the skill a 100% necessary nerf it needed even before the buff they adjusted the re-shielding frequency. The developer comment on their logic was 100% clearly communicated and completely sound.

    I don't think you're understanding the math on this ability, and where it's power comes from.

    For example, with the Bastion CP active, my 35k Arc has a Battle Spirit tool tip on the friendly shield of just under 8k, but lets round it up.

    Currently, it ticks once a second, that's 80k worth of shield in an optimal situation. However, in PvP, nothing is optimal. Between not taking damage to trigger the shielding, to taking too much damage that the Ult ends early, in my experience with it in a small scale set up, I usually get 6 ticks of the ultimate off in duration.

    That's 48k of shielding. But lets compare this to the current gold standard of Barrier.

    My Refreshing Barrier is tool tipped at 21k with a 20k heal over over 15 seconds, and requires no optimal condition to get the full effect from it.

    The goal here should be to bring these skills in line, not have one dominate over the other.

    At the proposed balance values for Gibbering from @YandereGirlfriend given my current tool tips, we are looking at 5 ticks of 8k over 10 seconds, which now cuts the shielding in half at a potential 40k, however that's optimal and won't be the case a lot of the time. Being conservative, lets say you on average get 4 ticks of the ability off, though it would likely be only 3. That leaves you with 32k shield or 24k shielding, depending. However, barrier remains the same at 21k shielding and a 20k heal.

    So my question here is: Do you believe that the PTS value of two ticks of 8k shielding, equaling 16k shields to the team is equivalent to a 21k Barrier with a 20k heal attached? Because if your answer is "yes", then you aren't looking at balance.

    So to answer, the power from Gibbering came from it's lower shield refreshing faster rather than one single giant shield. That's the identity, and it should be maintained. Reduce the frequency to once every 2 seconds, reduce the shield given by 10%, increase it's cap to 12, and you have an ability that is as strong as the shielding gold standard, unique for what it does, and isn't wildly over power (like it is right now).
    Tsarra Venus Sylphyra - Stamplar PvP Bosmer Harrier
    VenusFállen - Magden PvP Nord Healer
    VenusFallen - Stamcro PvP Nord Brawler
    VenusFallèn - MagBlade PvP Dark Elf Ganker
    VeñusFallen - StamSorc PvP Bosmer Harrier
  • AvidNecro
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    For the love of god, how does necromancer not have major sorcery/brutality and prophecy/savagery added to their skills yet. Put one buff on skeleton mage/archer and the other on syphon. Just DO IT.
    Necromancer Main [XboxNA] Follow me on YT and Twitch
  • grzes848909
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    Give sorc and necro a source of major prophecy from their class abilities, just like the rest of classes.
  • autocookies
    autocookies
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    deleted
    Edited by autocookies on March 13, 2024 3:07PM
  • gariondavey
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    AvidNecro wrote: »
    For the love of god, how does necromancer not have major sorcery/brutality and prophecy/savagery added to their skills yet. Put one buff on skeleton mage/archer and the other on syphon. Just DO IT.
    Give sorc and necro a source of major prophecy from their class abilities, just like the rest of classes.

    @IncultaWolf and many others want this too
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • IncultaWolf
    IncultaWolf
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    AvidNecro wrote: »
    For the love of god, how does necromancer not have major sorcery/brutality and prophecy/savagery added to their skills yet. Put one buff on skeleton mage/archer and the other on syphon. Just DO IT.
    Give sorc and necro a source of major prophecy from their class abilities, just like the rest of classes.

    @IncultaWolf and many others want this too

    You forgot @CameraBeardThePirate :cookie::trollface:

    Put the buff on the skeletal archer/arcanist and make it active on either bar while slotted, since that seems to be popular lately
    Edited by IncultaWolf on September 26, 2023 8:32PM
  • OtarTheMad
    OtarTheMad
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    AvidNecro wrote: »
    For the love of god, how does necromancer not have major sorcery/brutality and prophecy/savagery added to their skills yet. Put one buff on skeleton mage/archer and the other on syphon. Just DO IT.
    Give sorc and necro a source of major prophecy from their class abilities, just like the rest of classes.

    @IncultaWolf and many others want this too

    You forgot @CameraBeardThePirate :cookie::trollface:

    Put the buff on the skeletal archer/arcanist and make it active on either bar while slotted, since that seems to be popular lately

    Ability would still not be unlocked for me in this scenario. I already have a summon ability where it bugs out, stands there staring at nothing and dies. I’ll stick with entropy for sorcery if I ever dust off my Magcro again lol.

  • birdik
    birdik
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    Now add cast time to take flight
  • Prionyx
    Prionyx
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    According to 9.2.0 patch notes it was stated that siphoning ultimates not gaining bonuses from soulcleaver was an issue:

    Soulcleaver
    Siphoning Ultimate and its morphs do not currently gain the correct bonuses from Soulcleaver.

    However, in 9.2.1 patch notes there is a this change:

    Soul Cleaver: Updated this set’s tooltip to mention that the Siphoning Ultimate does not gain the damage or healing increase since you spend your Ultimate upon activation, putting you under its requirement of 20 Ultimate to gain the set’s effects.

    Why shouldn't soulcleaver affect ultimates? "since you spend your ultimate upon activation, putting you under it's requierement of 20 ultimatee to gain the set's effect" - there are other sets that work in a simmilar way, for example if you cast siphoning ultimate(or any ultimate) with balorgh equipped the ultimate WILL receive balorgh's buff! It was stated that this is an issue that siphoning ultimates do not gain "correct bonuses from soulcleaver", so I thought there will be a patch next week that will fix the problem that siphoning ultimates don't gain any damage and healing buff from soulcleaver, but instead we have a change that makes this set allmost useless :(. It makes no sence for soulcleaver to not affect ultimates both balance wise(because this set is not overpowered this way, it forces you to use different skills that you would never use without it, like swallow soul, but makes them a good alterantive to a regular builds, which is just perfect!) and logic wise(why wouldn't soulcleaver affect ultimates if balorgh does? Not to mention that balorgh's requierement is to SPEND your ultimate points, but it still affect your ultimate, but soulcleaver's requierement is just having 20+ ultimate points, which you obisuously have while casting your siphoning ultimate. Also... Soulcleaver actually affects ultimate by reducing it's cost. So it affect ultimate but only with one buff instead of both. Why?)

    Among all of the other class sets soulcleaver was the most unique and interesting one since if you decide to wear it will absolutely change your nightblade's playstile, adding soo much of variativity to this class since all of the nightblaes use one the same build structure unline DKs or wardens whos playstile can be completely different but equially good depending on the build(even magicka and stamina nightblades are barely different from each other...). Magicka warden feels soo much different from stamina warden but if you see a nightblade it's hard to tell if it's magicka or a stamina one. There is a one change that can turn another useless set that nobody is going to use into a verry interesting set that has a unique mechanic and gives nightblades a completely new playstyle while keeping the current one at the same time. This change is letting soulcleaver to affect ultimate.
    Edited by Prionyx on September 28, 2023 1:43AM
  • Erickson9610
    Erickson9610
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    I was hoping that Reaper's Mark would be given some other buff this update now that you can get Major Berserk from Concealed Weapon. Nightblades now have two sources of Major Berserk in their toolkit, which is strange considering Templar's Empowering Sweep was given some other buff to replace Empower because Templars once had two sources of Empower in their toolkit.

    I thought the policy was to avoid redundant sources of certain buffs within class toolkits?
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • mmtaniac
    mmtaniac
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    Templar is collection of useless buffs on skill that need different one. Minor breach on potl is useless in current game with sunder debuff, potl should have unique one that reduce similiar value.
    Empowering sweep should give minor or major courage it's still empower your damage but in better way.
    Solar barrage is ok but sunsphere should be at least 10% is or more we need counter to Major evasion in class skills. Class major counter is Major Evasion especially jabs build. Or just change how jabs interact with major ,minor evasion. One skill should't decrease 20% of damage is ridicolous especially spammable in class that need to charge they burst ability to deal at least acceptable damage.
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