We might not get an answer on this but I would not be surprised if the change to tormentor had nothing to do with the AOE taunt but a rework of the taunting mechanics in the game itself.
Taunt has been getting a lot of tweaks, especially in regards to the behavior around over taunting, for several patches now. There were many more taunt related tweaks in U41 including inner fire and inner beast.
While we probably won't know for certain I think the player base may need to be prepared that this has nothing to do with tormentor and more to do with adjustments to the overall behavior of taunt on a macro level--possibly to prepare for scribing which is slated to contain new behaviors for taunt. It's possible many of these mechanics did not play well with some of the mechanics scribing will institute and they needed changed to support the new system.
Just a conjecture.... But one people should consider.
ZOS_GinaBruno wrote: »This is the official feedback thread for any combat or class change. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
OolongSnakeTea wrote: »Hybridization
Some side thoughts, still within the scope of Hybrization
Update the Mage Guild. Take the fighters guild for example. It adds SO much value, at a build-netural for its passives (camo, trap, hammer are common plays to get those beefy numbers for example)-both mag and stam play styles use this guild. But mage guild? Hardly. Why not take a page out of the armor weight update's book, and let the mage guild get something cool like pen/regen- like light armor? Right now, the mag-stack is a bit of an older meta, and doesn't add much damage value in either sandbox (PVE or PVP) unless playing very niche builds.
Tyrant_Tim wrote: »Also want to add, that the change to Barbed Trap combined with the status effect change for Hemorrhaging is going to completely remove the skill from most classes.
While I understand the skill has been overperforming for some time, I don’t believe destroying it’s use for Templar right before you release a new skin for the skill designed for the very class is a great move.
So I would suggest changing Barbed Trap’s upcoming Cosmetic dropping Update 42 to either light blue or green for Wardens, as they are going to be one of the only classes running that skill if these changes go live, in hopes that whatever skill has our class’ color theme is actually one we will be using.
Grim_Overlord wrote: »Tyrant_Tim wrote: »Also want to add, that the change to Barbed Trap combined with the status effect change for Hemorrhaging is going to completely remove the skill from most classes.
While I understand the skill has been overperforming for some time, I don’t believe destroying it’s use for Templar right before you release a new skin for the skill designed for the very class is a great move.
So I would suggest changing Barbed Trap’s upcoming Cosmetic dropping Update 42 to either light blue or green for Wardens, as they are going to be one of the only classes running that skill if these changes go live, in hopes that whatever skill has our class’ color theme is actually one we will be using.
Was this cosmetic specifically templar themed? I thought the skill stylings were just color changes rather than specific themes. For example at most, I could change say Lightning Flood to orange lightning in place of the current white-blue, similar to the above trap image in your post, but not to appearing like fire or divine light. Would appreciate any clarification on that as frankly we got very little on it beyond this image and its existence.
Erickson9610 wrote: »Grim_Overlord wrote: »Tyrant_Tim wrote: »Also want to add, that the change to Barbed Trap combined with the status effect change for Hemorrhaging is going to completely remove the skill from most classes.
While I understand the skill has been overperforming for some time, I don’t believe destroying it’s use for Templar right before you release a new skin for the skill designed for the very class is a great move.
So I would suggest changing Barbed Trap’s upcoming Cosmetic dropping Update 42 to either light blue or green for Wardens, as they are going to be one of the only classes running that skill if these changes go live, in hopes that whatever skill has our class’ color theme is actually one we will be using.
Was this cosmetic specifically templar themed? I thought the skill stylings were just color changes rather than specific themes. For example at most, I could change say Lightning Flood to orange lightning in place of the current white-blue, similar to the above trap image in your post, but not to appearing like fire or divine light. Would appreciate any clarification on that as frankly we got very little on it beyond this image and its existence.
The Skill Styles announced are not Class-specific. I think of them like Customized Actions, which can be used by any Class, and whose appearance doesn't change depending on your Class.
Turtle_Bot wrote: »@ZOS_Kevin @ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_RichLambert I have submitted a few tickets providing some feedback regarding potential changes to "Lone-Wolf" Sorcerers that aims to raise awareness of and address potential issues being raised by some on the forums over some of the changes and to provide some ideas to address those concerns without undoing all the good work put into designing these much needed changes.
Some feedback from the team would be greatly appreciated regarding this feedback, especially for Lightning Splash and Bound Armor as these would go a long way to putting sorcerer into a good spot overall while reining in some of the outlying niche potential power extremes from a couple of specific niche builds.
Lightning Splash Feedback:
240206-000371TL//DR:
The damage over time and the unmentioned cast time/cast delay are what is wrong with this ability. Removing that hidden cast delay (which is a remnant of the original 2014 design) and allowing the DoT to keep the concussed status effect ticking, will do much more in regards to making this ability worth running over other, better options. Another option could be to have enemies standing in it's AoE have a debuff applied to them that increases their shock damage taken by roughly 5%, giving the ability some unique functionality outside of just being an AoE DoT ability with a non-self-activatable synergy that is hogging all of its power budget.
Bound Armor Feedback:
240206-000480TL//DR:
Others have raised concerns over the potential for niche builds to stack enough magicka to make the Hardened Ward morph into a very large shield with a reasonable heal attached and this being a potential issue exclusively in that specific niche build.
Since Sorcerer is now getting max magicka and stamina from the Expert Summoner passive, having it on bound armor and morphs as well is no longer required and only really serves to facilitate this niche, extreme stat stacking build that is raising concerns.
By replacing the max stats for slotting this ability/morphs on either bar with Major Prophecy/Savagery while slotted on either bar, this limits the extremes that stat stacking can reach, while also providing sorcerer with access to the 1 standard/common major buff that the class has been lacking that it is supposed to revolve around that being many critical strikes, even if they don't do a lot of additional damage (the class ONLY heal over time, critical surge, requires dealing critical damage to proc its heal).
This change also allows all sorcerers to get the most benefit from this ability, not just stamina DPS and magicka tank Sorcerers.
To add onto this and better define the different roles of the 2 morphs, having the daggers on the bound armaments morph grant a very small bonus to crit chance (+1% or +2%) per active dagger would help to give this morph it's own identity over the NB equivalent ability Merciless Resolve that is currently objectively superior to Bound Armaments. Especially since the daggers do not last indefinitely until cast like the stacks for Merciless Resolve do.
Overall, the changes to encase and morphs are very good. Radiant Shroud and the changes to Conjured ward/morphs definitely addresses the issues sorcerers have been having with regards to healing themselves when not running pets and while there are concerns over the potential of conjured ward, those concerns are limited to very niche builds (max stat stacking) where it's the potential for that level of stat stacking that needs addressing, not necessarily Conjured Ward itself.
The main thing that still needs addressing for lone wolf sorcerers, for PvE, is the fact that the pets are still just flat out better (and easier) to run in terms of raw damage.
Reining in some of the bonus damage that Daedric Prey gives (bring it down to roughly 25% or 30% from its current 45% bonus damage taken by pets) and some small changes to underused abilities such as lightning splash as outlined above would go along way to balancing out all builds of sorcerer.
Once again, thank you for showing some love to no-pet (Lone Wolf) Sorcerers after all this time, hopefully these few small adjustments can be considered to keep certain niche specs from getting out of hand while adding onto the good work that's already been done in bringing this playstyle back to life.
master_vanargand wrote: »Please change the stamina morph in Nightblade's skills to bleed damage.
Disease Damage is the Necromancer's identity, so it makes sense to make Nightblade's identity Bleed Damage.
PvE Nightblade DPS is the weakest DPS and should be buffed.
Jabs need changes to be usefull again. No more Major evasion interaction or something else to make it work in pvp. I would like to able to play jabs potl classic old build in older times this kind of easy build work ,right now it's useless.
Twohothardware wrote: »How are we still not getting a source of Major Sorcery/Brutality built into the Necro class toolkit? Having to slot degen from the Mages Guild skill line just feels bad.
KlauthWarthog wrote: »You know what would be fantastic to see on the PTS patch notes? Acknowledgement of the larger perceived player concerns.
Stuff like "We have seen the concerns regarding the changes to Necromancer, and are discussing them with the team", or "We have seen the concerns regarding the lack of changes to Templar, but do not intend to act on them for this release." (those are just examples, do not obsess over them).
As it currently is, I have no reason to believe giving feedback for the PTS changes has any value whatsoever.