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PTS Update 41 - Feedback Thread for Combat & Classes

  • CameraBeardThePirate
    CameraBeardThePirate
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    Aldoss wrote: »
    Aldoss wrote: »
    The shield cap makes some sense, but even right now my shield gets blown through in a matter of seconds. This issue is only going to be exponentially worse.

    The shield is totally OP as it currently is.

    I was in a vSCP trifecta recently where I was tank and we had 2 Arc DPS and a Templar DPS. At one point, Zaan picked me for Inferno's Hold twice in a row so I didn't have a magma up for the second one and needed the DPS to dip in and help out. One of the Arcanists just stood in front of her and beamed through it.

    I'm pretty sure he cancelled the beam and reset the shield every other tick or so, but still - a fully-specced DPS should not be able to tank Zaan's full beam alone using just one skill (that also is damaging the boss at the same time).

    Not in PVP which what I was discussing.

    Nah, it's approaching p2w status in PvP too. It's not, but it's definitely the closest ZOS has ever come. The very idea that someone can channel something, be off cooldown, but you can't bash them to interrupt is 100% game mechanic breaking. It never should have made it to live.

    Last night I had a short 1v1 against an arc in a bg. My necro has 100% uptime on death's favor and undeath. Mender was up. I have 25k armor on my front bar. Arc started beaming and before I could break the shield (because los wasn't an option where we were), they hit me for 6 ticks for 17k dmg all while their back bar vate destro, master dw, and way of fire were ticking on me. BBs hitting them for 12k crits, but mostly getting absorbed by their shields.

    I think all the arc mains right now should be thanking ZOS profusely for not taking their usual sledgehammer approach. The fatecarver nerf is incredibly conservative.



    Stun them.

    The shield prevents being interrupted. It doesn't prevent being stunned.

    Or, you know, pop a RaT and get out of their beam.

    This necro build lacks an on demand stun. I get it from scythe off balance. The point isn't that I should have won. Necro vs arc, all things even, the arc should win every time. The point is that my build has 19k armor after the arc's maj breach, 10% mitigation from mender, and 42% mitigation from undeath + death's favor and beam still did that much dmg per tick.

    It's very powerful. Arguably too powerful. Therefore, I think the nerf is justified.

    Oh absolutely - not arguing that it shouldn't have been nerfed, nor am I saying necro should have won that fight (necro is trash lol).

    I was moreso providing a general tip for anyone reading - I've come across tons of people that don't realize Arcs can be stunned through beam.
  • FoJul
    FoJul
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    mmtaniac wrote: »
    Major evasion is problem ability. It was better balanced before change to aoe reduction. Right now it's damage reduction is too high.

    Agreed, Give us the old Dodge chance back LOL
  • universal_wrath
    universal_wrath
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    Why fatecarver still ticks every 0.3 secs? Templar and dual wield jabs both nerfed to deal less hits on each cast fron 5 hits to 4 because they were doing high damage. Even sorcerer ultimate negate used to tick every 0.5 secs but also changed to tick every 1 sec because it was dealing a lot of dmg/heals and all of these skills were not healthy to the game in both pvp and pve, yet fatecarver is imploying the same original concept without any drawback.
  • universal_wrath
    universal_wrath
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    FoJul wrote: »
    mmtaniac wrote: »
    Major evasion is problem ability. It was better balanced before change to aoe reduction. Right now it's damage reduction is too high.

    Agreed, Give us the old Dodge chance back LOL

    No please, it was too broken I remmember wasting all my resources just trying to hit someone but all miss, for a lower dodge chance, the proc happens all the time.
  • BlackHammer225
    Werewolf needs to be looked at, please fix the WEREWOLF bug.

    After playing Werewolf for a while they feel a bit underpowered. It's mostly due to a bug with disabled weapon passives when you transform into a werewolf.

    Aside from the bug, they do feel like a large target I Pvp can they please either inherit both minor resolve and protection to make up for the fact they are one bar?
  • HafCoJoe
    HafCoJoe
    Tormentor:
    • This set now only taunts the first enemy hit by the ability that activates the set, rather than taunting any and all enemies hit by the ability. Due to this change, the set can now trigger off blinks, such as Streak.
    • This set now also heals for 45% of all damage done from the ability that activates the set.
    Developer Comment:
    • This set has flown under the radar at allowing an Area of Effect application of a taunt for quite some time, but like all things in life, it must come to an end. While this is a very old functionality of the item set, Area of Effect-damaging movement abilities were spread few and far between during its introduction to the game, so its AoE taunt capabilities went effectively unnoticed. Over time, however, we've added significantly more of these ability types and this item set has enabled behavior that goes against one of our core philosophies for tanking - where taunting should be an individual action meant for one specific target in the moment of activation. To prevent a complete loss to this set, it now works with blinks and we added a new healing functionality to help ensure chain activating the abilities still provides something fun and impactful.

    I firmly disagree with this change to the Tormentor set and I disagree with the Developer comment regarding single-target taunts being a core philosophy. I see no reason to change to an already niche set. Tormentor's AoE taunt is a balanced and fun mechanic which enables a multitude of unique builds and removing it would further restrict the already incredibly restrictive tank meta. 1H&S, Frost Staff, Pierce Armor, Inner Rage, Wall of Elements. Every tank uses these two weapons and three skills; regardless of class, regardless of content. Tormentor is a rare exception to this and the changes will remove the freedom of many characters and builds. Werewolf tanks, gone. Non-ice staff tanks, gone. Non-puncture tanks, gone.

    ESO DEVELOPER DEEP DIVE—COMBAT CORE VALUES:
    • We strive to provide freedom and flexibility that allow you to transform your character fantasy into a gameplay reality. We value diversity of choice and playstyle with abilities, weapons, and armor.

    Elder Scrolls Online's most fundamental philosophy is freedom and flexibility; to be able to make your character and build stand out; to try new things and redefine the 'norm'. The change to Tormentor breaks this philosophy. Why are tanks required to use three skills? Why must tanks use frost staffs?

    Example tank which the proposed Tormentor changes will render unusable:
    "Spite" https://en.uesp.net/wiki/Special:EsoBuildData?id=596492
    With Stampede too expensive to spam-taunt this build falls apart. If Tormentor returned Stamina and Magicka instead of health than maybe this could work, but the loss of the AoE taunt is a heavy blow.


    Possible changes to make Tormentor still viable, but not an AoE?
    • Reduce cost of Charge, Leap, Teleport, or Pull abilities by x%, to compensate for them being more expensive than Puncture and allowing them to be spammed in the same way
    • Return x Stamina and Magicka when you deal damage with a Charge, Leap, Teleport, or Pull ability, for the same effect
    Edited by HafCoJoe on February 11, 2024 10:27PM
    Adventure is closest when farthest from home.
  • Erickson9610
    Erickson9610
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    Werewolf needs to be looked at, please fix the WEREWOLF bug.

    After playing Werewolf for a while they feel a bit underpowered. It's mostly due to a bug with disabled weapon passives when you transform into a werewolf.

    Aside from the bug, they do feel like a large target I Pvp can they please either inherit both minor resolve and protection to make up for the fact they are one bar?

    I agree. Weapon passives should be given to Werewolf just the same as Armor passives are. It would give more build diversity, and it wouldn't make Werewolf unbalanced in PvE or PvP. Many of the Weapon passives which modify Weapon abilities (like Hawk Eye, Penetrating Magic, Balanced Blade, Controlled Fury, and so on) wouldn't do anything for Werewolf anyway, so Werewolf would only be marginally better with certain weapons. It'd be just like most Class passives in that regard.


    Also, Werewolf used to receive 10000 Armor from the Savage Strength passive:
    tx7z8ngo18q2.png

    Since then, it's been replaced with Major Resolve:
    rbjga8mdhzwl.png

    For Werewolf builds that didn't have access to Major Resolve (which you could get via the Mighty Chudan monster set), this is a loss of 10000 - 5948 = 4052 Armor. Werewolf builds that had Major Resolve previously effectively lost the whole 10000 Armor.

    The Savage Strength passive should be given Minor Resolve (2974 Armor) on top of Major Resolve (5948 Armor). That would equal a sum of 5948 + 2974 = 8922 Armor, which is less than the original 10000 Armor, and since they are named buffs, the Armor bonuses can't stack like they could before.

    It's easy for any Class to get Minor Resolve via skills like Resolving Vigor, but Werewolf is unable to use non-Werewolf skills. Minor Resolve (and also Minor Protection) should be put somewhere within Werewolf's toolkit because those buffs are easy to come across for most non-Werewolf builds.
    Edited by Erickson9610 on February 12, 2024 10:23AM
    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).
  • lostineternity
    lostineternity
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    nokturnihs wrote: »
    I'd like to see something, anything that actually allows disabled players to participate in all parts of the game. We HAD that with one-bar builds but the sweaty, try hard Chad type player told us what we could and could not do and ZOS listened so now we can't have that. Maybe change directions ZOS and cripple the 2 bar light weaving players by changing the light attack time to 1 second, you know, balance the game for people without disabilities and those with. Sure would be nice.

    Onebar ha builds still can do all non vet content even the trials. And don't be so toxic please.
  • Pixiepumpkin
    Pixiepumpkin
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    nokturnihs wrote: »
    I'd like to see something, anything that actually allows disabled players to participate in all parts of the game. We HAD that with one-bar builds but the sweaty, try hard Chad type player told us what we could and could not do and ZOS listened so now we can't have that. Maybe change directions ZOS and cripple the 2 bar light weaving players by changing the light attack time to 1 second, you know, balance the game for people without disabilities and those with. Sure would be nice.

    Onebar ha builds still can do all non vet content even the trials. And don't be so toxic please.

    But he is not being toxic, that is EXACTLY what happened and by the group he is talking about.

    "𝕰𝖛𝖊𝖓 𝕲𝖔𝖉𝖘 𝖉𝖎𝖘𝖑𝖎𝖐𝖊 𝖙𝖍𝖊 𝖆𝖇𝖘𝖔𝖑𝖚𝖙𝖊, 𝖋𝖔𝖗 𝖎𝖙 𝖘𝖙𝖎𝖓𝖐𝖘 𝖔𝖋 𝖘𝖔𝖒𝖊𝖙𝖍𝖎𝖓𝖌 𝖑𝖆𝖗𝖌𝖊𝖗 𝖙𝖍𝖆𝖓 𝖙𝖍𝖊𝖒𝖘𝖊𝖑𝖛𝖊𝖘." ― Sotha Sil
    PC/NA
  • lostineternity
    lostineternity
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    nokturnihs wrote: »
    I'd like to see something, anything that actually allows disabled players to participate in all parts of the game. We HAD that with one-bar builds but the sweaty, try hard Chad type player told us what we could and could not do and ZOS listened so now we can't have that. Maybe change directions ZOS and cripple the 2 bar light weaving players by changing the light attack time to 1 second, you know, balance the game for people without disabilities and those with. Sure would be nice.

    Onebar ha builds still can do all non vet content even the trials. And don't be so toxic please.

    But he is not being toxic, that is EXACTLY what happened and by the group he is talking about.

    No, he lied and started this toxic overcry demanding punishment for the other players because he is not satisfied. Imagine if all necromancer players started doing this.
    I have HA warden and participate in all game content, even vet dungeons (not vet trials). HA players are not restricted to any in-game content. This is an outright lie.

    But if you want to take part in scorepushing or some sort of competition with HA build i don't even know what to answer. Competition by definition demands from you using the special builds tactics and optimization in every aspect
  • Pixiepumpkin
    Pixiepumpkin
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    nokturnihs wrote: »
    I'd like to see something, anything that actually allows disabled players to participate in all parts of the game. We HAD that with one-bar builds but the sweaty, try hard Chad type player told us what we could and could not do and ZOS listened so now we can't have that. Maybe change directions ZOS and cripple the 2 bar light weaving players by changing the light attack time to 1 second, you know, balance the game for people without disabilities and those with. Sure would be nice.

    Onebar ha builds still can do all non vet content even the trials. And don't be so toxic please.

    But he is not being toxic, that is EXACTLY what happened and by the group he is talking about.

    No, he lied and started this toxic overcry demanding punishment for the other players because he is not satisfied. Imagine if all necromancer players started doing this.
    I have HA warden and participate in all game content, even vet dungeons (not vet trials). HA players are not restricted to any in-game content. This is an outright lie.

    But if you want to take part in scorepushing or some sort of competition with HA build i don't even know what to answer. Competition by definition demands from you using the special builds tactics and optimization in every aspect

    The community often restricts players who do not do "top DPS" from vet trials or even vet dungeons. This keeps those players from being able to obtain those rewards, which in ESO is kind of a big thing becasue most "rewards" in this game are found through crown crates, unlike other games where boss's drop mounts, outfits, etc etc.

    So it's understandable that a customer who pays to play this game who has a disability would want to experience this content and rewards.

    I too have been at the brunt of negative backlash from some elite players, it was so common place years ago that my wife, who has played since 2014 just had her FIRST trial the other night. We got tired of being berrated and being called bad players, which is not the case for neither of us but more a case of this game having a terrible gearing system that makes no sense and where tooltips do not match up.

    For example. Deadly strike gives a 15% damage boost to channeling attacks right? So one would think "cool, I can use this with my lightning staff", nope, lighting staff heavy attacks although channeled in game are not classified as a channel.

    These kinds of discrepances pop up all over this game, so its no wonder "casual" players will not have proper rotations (outside of the fact that weaving is painful on the hands) or builds.

    So I stand by my comment, he is correct.
    "𝕰𝖛𝖊𝖓 𝕲𝖔𝖉𝖘 𝖉𝖎𝖘𝖑𝖎𝖐𝖊 𝖙𝖍𝖊 𝖆𝖇𝖘𝖔𝖑𝖚𝖙𝖊, 𝖋𝖔𝖗 𝖎𝖙 𝖘𝖙𝖎𝖓𝖐𝖘 𝖔𝖋 𝖘𝖔𝖒𝖊𝖙𝖍𝖎𝖓𝖌 𝖑𝖆𝖗𝖌𝖊𝖗 𝖙𝖍𝖆𝖓 𝖙𝖍𝖊𝖒𝖘𝖊𝖑𝖛𝖊𝖘." ― Sotha Sil
    PC/NA
  • Pixiepumpkin
    Pixiepumpkin
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    Nightblades will be even more over powered in pvp while still not doing enough damage in pve. Imo we need to stop buffing nb burst around incap and merc and instead buff their overall damage while tuning back their burst damage.

    I do like the direction the game is going with less buff management on some classes like nightblade but this should be worked into all classes. it really isnt fun spending 20 sec buffing to do damage for 10 sec. I think the major/minor buff system needs a rework or maybe at least the base things like weapon damage and crit chance or resolve being base line that way we keep more class identity instead of all running the same base game skills?

    Agreed.

    One of the things I really really really dislike about ESO combat is the constant need to buff buff buff.

    Blizzard saw this was not fun like 20 years ago and removed many buffs and made buffs a 1 hour duration.

    New World got weapons right. A hammer feels like a hammer and a musket feels like a musket. No need to use the hammer to buff the musket damage (not to say there is not synergy between weapons, but they are used less as buff/stat sticks and more for their gameplay abilties).

    This is why oakensoul is so nice. No need to constantly rebuff (although I feel like I need 1 or 2 more skills to be completely sufficient in most builds).
    "𝕰𝖛𝖊𝖓 𝕲𝖔𝖉𝖘 𝖉𝖎𝖘𝖑𝖎𝖐𝖊 𝖙𝖍𝖊 𝖆𝖇𝖘𝖔𝖑𝖚𝖙𝖊, 𝖋𝖔𝖗 𝖎𝖙 𝖘𝖙𝖎𝖓𝖐𝖘 𝖔𝖋 𝖘𝖔𝖒𝖊𝖙𝖍𝖎𝖓𝖌 𝖑𝖆𝖗𝖌𝖊𝖗 𝖙𝖍𝖆𝖓 𝖙𝖍𝖊𝖒𝖘𝖊𝖑𝖛𝖊𝖘." ― Sotha Sil
    PC/NA
  • Pixiepumpkin
    Pixiepumpkin
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    I think anyone who has paid even the smallest bit of attention to the state of PVE in the game can agree that Arcanist needed a nerf. That said, it's single target DPS was basically fine, it is the insane cleave damage that is where the class is overpowered. This change, while fine, doesn't address this at all. What the class needs is for secondary targets to take decreasing amounts of damage from the beam, reigning in its cleave without impacting its single-target.

    Ahh, but that being said. Fatecarver does not track or stick to the target like HA lightning staff, jesus beam, Soul line ultimate, etc you can lose that single target DPS as fast as you can gain the add DPS.

    Fatecarver is fine, what is not is the synergy between fatecarver, velothi ur mage, medium armor, and daggers.
    "𝕰𝖛𝖊𝖓 𝕲𝖔𝖉𝖘 𝖉𝖎𝖘𝖑𝖎𝖐𝖊 𝖙𝖍𝖊 𝖆𝖇𝖘𝖔𝖑𝖚𝖙𝖊, 𝖋𝖔𝖗 𝖎𝖙 𝖘𝖙𝖎𝖓𝖐𝖘 𝖔𝖋 𝖘𝖔𝖒𝖊𝖙𝖍𝖎𝖓𝖌 𝖑𝖆𝖗𝖌𝖊𝖗 𝖙𝖍𝖆𝖓 𝖙𝖍𝖊𝖒𝖘𝖊𝖑𝖛𝖊𝖘." ― Sotha Sil
    PC/NA
  • olsborg
    olsborg
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    Additional: with the changes to Status Effects it is LONG PAST time that Elemental Susceptibility gets a Cost assigned and a Duration reduction. The skill is extremely overpowered.

    This.
    And for the love of arkay, nerf undeath passive, ppl dont die in pvp anymore because of it.

    PC EU
    PvP only
  • Faulgor
    Faulgor
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    FoJul wrote: »
    mmtaniac wrote: »
    Major evasion is problem ability. It was better balanced before change to aoe reduction. Right now it's damage reduction is too high.

    Agreed, Give us the old Dodge chance back LOL

    Never made sense to me to remove it. When we have dice rolling for offense (crit), why can't we have dice rolling for defense? So you can luck out and your ultimate deals 80% more damage, but I can't luck out and take less?

    Instead of missing/dodging, which should be reserved for active dodge rolls, just call it Critical Defense (Chance).
    Just mirror the damage buff from crits so you only negate a certain percentage of damage instead of having a complete miss - or even introduce a new buff that mirrors Minor/Major Force.

    Anything is better than negating Templars' spammable by 20%+, like wth is that.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • gariondavey
    gariondavey
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    nokturnihs wrote: »
    I'd like to see something, anything that actually allows disabled players to participate in all parts of the game. We HAD that with one-bar builds but the sweaty, try hard Chad type player told us what we could and could not do and ZOS listened so now we can't have that. Maybe change directions ZOS and cripple the 2 bar light weaving players by changing the light attack time to 1 second, you know, balance the game for people without disabilities and those with. Sure would be nice.

    Onebar ha builds still can do all non vet content even the trials. And don't be so toxic please.

    But he is not being toxic, that is EXACTLY what happened and by the group he is talking about.

    No, he lied and started this toxic overcry demanding punishment for the other players because he is not satisfied. Imagine if all necromancer players started doing this.
    I have HA warden and participate in all game content, even vet dungeons (not vet trials). HA players are not restricted to any in-game content. This is an outright lie.

    But if you want to take part in scorepushing or some sort of competition with HA build i don't even know what to answer. Competition by definition demands from you using the special builds tactics and optimization in every aspect

    The community often restricts players who do not do "top DPS" from vet trials or even vet dungeons. This keeps those players from being able to obtain those rewards, which in ESO is kind of a big thing becasue most "rewards" in this game are found through crown crates, unlike other games where boss's drop mounts, outfits, etc etc.

    So it's understandable that a customer who pays to play this game who has a disability would want to experience this content and rewards.

    I too have been at the brunt of negative backlash from some elite players, it was so common place years ago that my wife, who has played since 2014 just had her FIRST trial the other night. We got tired of being berrated and being called bad players, which is not the case for neither of us but more a case of this game having a terrible gearing system that makes no sense and where tooltips do not match up.

    For example. Deadly strike gives a 15% damage boost to channeling attacks right? So one would think "cool, I can use this with my lightning staff", nope, lighting staff heavy attacks although channeled in game are not classified as a channel.

    These kinds of discrepances pop up all over this game, so its no wonder "casual" players will not have proper rotations (outside of the fact that weaving is painful on the hands) or builds.

    So I stand by my comment, he is correct.

    Deadly does buff lightning heavies now though
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Pixiepumpkin
    Pixiepumpkin
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    nokturnihs wrote: »
    I'd like to see something, anything that actually allows disabled players to participate in all parts of the game. We HAD that with one-bar builds but the sweaty, try hard Chad type player told us what we could and could not do and ZOS listened so now we can't have that. Maybe change directions ZOS and cripple the 2 bar light weaving players by changing the light attack time to 1 second, you know, balance the game for people without disabilities and those with. Sure would be nice.

    Onebar ha builds still can do all non vet content even the trials. And don't be so toxic please.

    But he is not being toxic, that is EXACTLY what happened and by the group he is talking about.

    No, he lied and started this toxic overcry demanding punishment for the other players because he is not satisfied. Imagine if all necromancer players started doing this.
    I have HA warden and participate in all game content, even vet dungeons (not vet trials). HA players are not restricted to any in-game content. This is an outright lie.

    But if you want to take part in scorepushing or some sort of competition with HA build i don't even know what to answer. Competition by definition demands from you using the special builds tactics and optimization in every aspect

    The community often restricts players who do not do "top DPS" from vet trials or even vet dungeons. This keeps those players from being able to obtain those rewards, which in ESO is kind of a big thing becasue most "rewards" in this game are found through crown crates, unlike other games where boss's drop mounts, outfits, etc etc.

    So it's understandable that a customer who pays to play this game who has a disability would want to experience this content and rewards.

    I too have been at the brunt of negative backlash from some elite players, it was so common place years ago that my wife, who has played since 2014 just had her FIRST trial the other night. We got tired of being berrated and being called bad players, which is not the case for neither of us but more a case of this game having a terrible gearing system that makes no sense and where tooltips do not match up.

    For example. Deadly strike gives a 15% damage boost to channeling attacks right? So one would think "cool, I can use this with my lightning staff", nope, lighting staff heavy attacks although channeled in game are not classified as a channel.

    These kinds of discrepances pop up all over this game, so its no wonder "casual" players will not have proper rotations (outside of the fact that weaving is painful on the hands) or builds.

    So I stand by my comment, he is correct.

    Deadly does buff lightning heavies now though

    You sure about that? I saw no change to my damage using it vs not using it (simply replacing the lightning staff with a differnt one to remove the 5 piece bonus (golded, same enchant, etc).

    What I have seen in game mirrors this thread.

    https://www.reddit.com/r/elderscrollsonline/comments/155j3w5/deadly_strike_set_for_ha_builds/
    Edited by Pixiepumpkin on February 12, 2024 11:29AM
    "𝕰𝖛𝖊𝖓 𝕲𝖔𝖉𝖘 𝖉𝖎𝖘𝖑𝖎𝖐𝖊 𝖙𝖍𝖊 𝖆𝖇𝖘𝖔𝖑𝖚𝖙𝖊, 𝖋𝖔𝖗 𝖎𝖙 𝖘𝖙𝖎𝖓𝖐𝖘 𝖔𝖋 𝖘𝖔𝖒𝖊𝖙𝖍𝖎𝖓𝖌 𝖑𝖆𝖗𝖌𝖊𝖗 𝖙𝖍𝖆𝖓 𝖙𝖍𝖊𝖒𝖘𝖊𝖑𝖛𝖊𝖘." ― Sotha Sil
    PC/NA
  • lostineternity
    lostineternity
    ✭✭✭
    I too have been at the brunt of negative backlash from some elite players, it was so common place years ago that my wife, who has played since 2014 just had her FIRST trial the other night. We got tired of being berrated and being called bad players, which is not the case for neither of us but more a case of this game having a terrible gearing system that makes no sense and where tooltips do not match up.

    For example. Deadly strike gives a 15% damage boost to channeling attacks right? So one would think "cool, I can use this with my lightning staff", nope, lighting staff heavy attacks although channeled in game are not classified as a channel.

    These kinds of discrepances pop up all over this game, so its no wonder "casual" players will not have proper rotations (outside of the fact that weaving is painful on the hands) or builds.

    So I stand by my comment, he is correct.

    I'm sorry to hear about your bad experience but toxic players are common thing for every online game. I beleive everyone ran into this issue. And it's honest to say that you can't demand from other players to play with you.Try to play with ingame friends or guild in more friendly atmosphere. For example my guild sometimes organize a newbie runs into trials with explaining tactics etc.

    I used to play a lot of mmo and beleive me ESO is the most casual friendly game by far. You have so much content that you can do without minmaxing everything: overland, arena, dungeons (normal/vet), normal trials, housing, questing, achievments, ropeplaying.
    And vet trials/vet hm dungeons is a very small part of content. You can't create the game with competition part like vet/vet HM trials that will be allowed to complete by everyone regardless of skill or efforts put into it.
    I mean game or full casual without any competition and challenge or some of most hard competitive content will demand from you efforts and progression in your skills.

    But you can complete normal version of trial with casual builds. Yeah it lacks on rewards but it's unfortunately a common issue for ESO and i hope ZOS will fix it and allow casual player to earn rewards as well and feel satisfied.

    As for last part i still think it's not truth because it's not a justice it's a revenge and punishment for everyone else and this is not ok.
    Edited by lostineternity on February 12, 2024 11:37AM
  • Pixiepumpkin
    Pixiepumpkin
    ✭✭✭✭✭
    I too have been at the brunt of negative backlash from some elite players, it was so common place years ago that my wife, who has played since 2014 just had her FIRST trial the other night. We got tired of being berrated and being called bad players, which is not the case for neither of us but more a case of this game having a terrible gearing system that makes no sense and where tooltips do not match up.

    For example. Deadly strike gives a 15% damage boost to channeling attacks right? So one would think "cool, I can use this with my lightning staff", nope, lighting staff heavy attacks although channeled in game are not classified as a channel.

    These kinds of discrepances pop up all over this game, so its no wonder "casual" players will not have proper rotations (outside of the fact that weaving is painful on the hands) or builds.

    So I stand by my comment, he is correct.

    I'm sorry to hear about your bad experience but toxic players are common thing for every online game. I beleive everyone ran into this issue. And it's honest to say that you can't demand from other players to play with you.Try to play with ingame friends or guild in more friendly atmosphere. For example my guild sometimes organize a newbie runs into trials with explaining tactics etc.
    I completely agree but to some level toxicity can be curbed by better design (I am a designer by trade so I approach everything with this mindset and scrutiny).

    Lets take PVP for example. There are pretty much two ways to play it.
    1. Doing the objective.
    2. Going for kills.

    Players who go for kills generally do not perform the objective and can often cause losing matches. I see this all the time in ESO BG's. Player with the top kills was on the losing team.

    So, how can we solve this problem? Stop tracking kills. Making "killing" part of what you do to achieve the objective. If you do not show the kill count at the end of a match, there is no way to prove your "skill/epeen" to everyone else, once those players lose the attention, they will either do the objectives or go away, which I would argue their absense only makes the game better for others.
    I used to play a lot of mmo and beleive me ESO is the most casual friendly game by far. You have so much content that you can do without minmaxing everything: overland, arena, dungeons (normal/vet), normal trials, housing, questing, achievments, ropeplaying.
    Agreed, except that sometimes doing housing requires one to go into vet trials, or sewers (only sink in game comes from antiquities and its lead is from the sewers). So players are not always able to stay away from that content.
    And vet trials/vet hm dungeons is a very small part of content. You can't create the game with competition part like vet/vet HM trials that will be allowed to complete by everyone regardless of skill or efforts put into it.
    I mean game or full casual without any competition and challenge or some of most hard competitive content will demand from you efforts and progression in your skills.
    True, but the reward type can be curated to reflect what a trial player would use/need like a certain color of mount or something that helps them in trials.
    But you can complete normal version of trial with casual builds. Yeah it lacks on rewards but it's unfortunately a common issue for ESO and i hope ZOS will fix it and allow casual player to earn rewards as well and feel satisfied.
    And I think this is the crux of the issue. Not enough rewards in game full stop from playing the content. ESO often give the best rewards from doing the hardest content and that frankly sucks becasue the rewards are far and few between.

    I mean, consider that I have over 300 mounts in WOW and only 2 of them were purchased out of their paltry cash shop. In ESO I have 1 mount from antinquties, everything else was purchased.

    If lower/easier content had better rewards, I think we'd see less complaints from folks overall. This has been an ongoing issue since the crown store was released.
    As for last part i still think it's not truth because it's not a justice it's a revenge and punishment for everyone else and this is not ok.

    Wanting to have oakensoul buffed or accessibilty put into the game to help folks play it is not revenge though, its someone wanting to have a way to better interace with the game.

    Because ultimately that is what this comes down to, interfacing with the content.

    Skill/interfacing are not the same thing.
    "𝕰𝖛𝖊𝖓 𝕲𝖔𝖉𝖘 𝖉𝖎𝖘𝖑𝖎𝖐𝖊 𝖙𝖍𝖊 𝖆𝖇𝖘𝖔𝖑𝖚𝖙𝖊, 𝖋𝖔𝖗 𝖎𝖙 𝖘𝖙𝖎𝖓𝖐𝖘 𝖔𝖋 𝖘𝖔𝖒𝖊𝖙𝖍𝖎𝖓𝖌 𝖑𝖆𝖗𝖌𝖊𝖗 𝖙𝖍𝖆𝖓 𝖙𝖍𝖊𝖒𝖘𝖊𝖑𝖛𝖊𝖘." ― Sotha Sil
    PC/NA
  • Woodenplank
    Woodenplank
    ✭✭✭✭
    If I had a septim for every time someone suggested that balancing a game of this magnitude was easy because it's "just changing some numbers!"
    And a septim for every time someone in this thread said just rework the entire class.
    Then I wouldn't even have to worry about the price of Tristat potions.

    P.s. To stay thread relevant; I'm glad to see Stinging Slashes kicked to the curb.
    Now do Elemental Susceptibility ;)
    Edited by Woodenplank on February 12, 2024 12:55PM
    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • Dragonredux
    Dragonredux
    ✭✭✭✭✭
    nokturnihs wrote: »
    I'd like to see something, anything that actually allows disabled players to participate in all parts of the game. We HAD that with one-bar builds but the sweaty, try hard Chad type player told us what we could and could not do and ZOS listened so now we can't have that. Maybe change directions ZOS and cripple the 2 bar light weaving players by changing the light attack time to 1 second, you know, balance the game for people without disabilities and those with. Sure would be nice.

    Onebar ha builds still can do all non vet content even the trials. And don't be so toxic please.

    But he is not being toxic, that is EXACTLY what happened and by the group he is talking about.

    No, he lied and started this toxic overcry demanding punishment for the other players because he is not satisfied. Imagine if all necromancer players started doing this.
    I have HA warden and participate in all game content, even vet dungeons (not vet trials). HA players are not restricted to any in-game content. This is an outright lie.

    But if you want to take part in scorepushing or some sort of competition with HA build i don't even know what to answer. Competition by definition demands from you using the special builds tactics and optimization in every aspect

    The community often restricts players who do not do "top DPS" from vet trials or even vet dungeons. This keeps those players from being able to obtain those rewards, which in ESO is kind of a big thing becasue most "rewards" in this game are found through crown crates, unlike other games where boss's drop mounts, outfits, etc etc.

    So it's understandable that a customer who pays to play this game who has a disability would want to experience this content and rewards.

    I too have been at the brunt of negative backlash from some elite players, it was so common place years ago that my wife, who has played since 2014 just had her FIRST trial the other night. We got tired of being berrated and being called bad players, which is not the case for neither of us but more a case of this game having a terrible gearing system that makes no sense and where tooltips do not match up.

    For example. Deadly strike gives a 15% damage boost to channeling attacks right? So one would think "cool, I can use this with my lightning staff", nope, lighting staff heavy attacks although channeled in game are not classified as a channel.

    These kinds of discrepances pop up all over this game, so its no wonder "casual" players will not have proper rotations (outside of the fact that weaving is painful on the hands) or builds.

    So I stand by my comment, he is correct.

    Deadly does buff lightning heavies now though

    You sure about that? I saw no change to my damage using it vs not using it (simply replacing the lightning staff with a differnt one to remove the 5 piece bonus (golded, same enchant, etc).

    What I have seen in game mirrors this thread.

    https://www.reddit.com/r/elderscrollsonline/comments/155j3w5/deadly_strike_set_for_ha_builds/

    Buffs the first two ticks since it's a channeled dot but the last hit is direct. Always been that way.
  • tomofhyrule
    tomofhyrule
    ✭✭✭✭✭
    ✭✭✭✭
    I'll join the "Elemental Susceptibilty absolutely needs a cost" chorus.

    With the status effect changes, that skill is just offerring a bunch of free damage for nothing. And that's not even considering the Vateshran version, which gives even more free damage.

    I wouldn't even be opposed to the base morph getting a cost as well, since it seems odd to get any debuff on the enemy for free (also looking at you, Force Siphon, but that one's nowhere near as common)

    But to have a passive source of three status effects, which essentially gives a DoT, Minor Maim, Minor Vuln, possibly minor Brittle, and then combined with a set that gives large stacking damage per second, and all for free is a bit... broken.

    I do love the elemental version posted in the other thread:
    Turtle_Bot wrote: »
    olsborg wrote: »
    You knock Ele Sus, Vat Destro, and Charged down a peg and it shouldn't be as much of a problem.
    They rly should nerf ele sus quite abit imo.

    yeah, honestly i think reworking the functionality, maybe to some thing based on the element of your staff would be cool, such as applying concussed, chilled or burning (depending on staff type) once every 2 seconds, or even making it a unique elemental debuff based on the staff type, eg, 15% increased frost damage taken from caster.

    I really like that idea, I could see some basic changes like this to make it more balanced:
    • Proc 1 instead of 3 status effects, based on the staff you're holding.
    • Reduce proc delay from 7.5s to 4s.
    • Reduce duration from 30s to 20s.
    • Add cost of 2400 Magicka.

    This fixes a number of problems, while making it more impactful for the specific Staff you choose.

    I would add an effect that increases damage taken of the element of the staff equipped by 5% to these changes, especially if we're going to give it a cost on top of reducing it to 1 status down from all 3 and reduce the duration by 33%.

    It would also rename itself depending on the staff equipped, similar to reach/clench/wall/etc.
    Elemental Susceptibility (Base Ability):
    2400 Magicka
    Inflicts Major breach and a debuff on the target for 20 seconds, reducing their Physical and Spell Resist by 5948 and increasing their damage taken that matches the staff equipped by 5%, also when cast and once every 4 seconds while applied, inflicts the target with respective elemental Status.

    Flame Susceptibility (Inferno Staff equipped):
    2400 Magicka
    Inflicts Major breach and Flame Weakness on the target for 20 seconds, reducing their Physical and Spell Resist by 5948 and increasing their Flame damage taken by 5%, also when cast and once every 4 seconds while applied, inflicts the target with Burning.

    Shock Susceptibility (Lightning Staff equipped):
    2400 Magicka
    Inflicts Major breach and Shock Weakness on the target for 20 seconds, reducing their Physical and Spell Resist by 5948 and increasing their Shock damage taken by 5%, also when cast and once every 4 seconds while applied, inflicts the target with Concussed.

    Frost Susceptibility (Frost Staff equipped):
    2400 Magicka
    Inflicts Major breach and Frost Weakness on the target for 20 seconds, reducing their Physical and Spell Resist by 5948 and increasing their Frost damage taken by 5%, also when cast and once every 4 seconds while applied, inflicts the target with Chilled.

    This gives it some unique identity depending on the class and the staff equipped. It would also finally give a way for Shock damage to get a percent boost.
    Shock damage is the only element of the 3 that still lacks this type of percent boost from a set, Frost damage is now missing it from a class ability (used to have piercing cold before the reworks iirc), but its set percent bonus is bigger (nearly double) than the other elements individual percent increases.
    - Frost damage has the Frostbite set (+8%), used to have piercing cold (that was roughly 5% iirc)
    - Fire has Encratis's Behemoth monster set (+5%) and Fiery Breath (DK ability) (+6%)
    - Shock damage has Energized Passive (sorc) (+5%), never had a set that grants a percent bonus.

  • silentseashore
    silentseashore
    Soul Shriven
    nokturnihs wrote: »
    I'd like to see something, anything that actually allows disabled players to participate in all parts of the game. We HAD that with one-bar builds but the sweaty, try hard Chad type player told us what we could and could not do and ZOS listened so now we can't have that. Maybe change directions ZOS and cripple the 2 bar light weaving players by changing the light attack time to 1 second, you know, balance the game for people without disabilities and those with. Sure would be nice.

    Onebar ha builds still can do all non vet content even the trials. And don't be so toxic please.

    But he is not being toxic, that is EXACTLY what happened and by the group he is talking about.

    No, he lied and started this toxic overcry demanding punishment for the other players because he is not satisfied. Imagine if all necromancer players started doing this.
    I have HA warden and participate in all game content, even vet dungeons (not vet trials). HA players are not restricted to any in-game content. This is an outright lie.

    But if you want to take part in scorepushing or some sort of competition with HA build i don't even know what to answer. Competition by definition demands from you using the special builds tactics and optimization in every aspect

    The community often restricts players who do not do "top DPS" from vet trials or even vet dungeons. This keeps those players from being able to obtain those rewards, which in ESO is kind of a big thing becasue most "rewards" in this game are found through crown crates, unlike other games where boss's drop mounts, outfits, etc etc.

    So it's understandable that a customer who pays to play this game who has a disability would want to experience this content and rewards.

    I too have been at the brunt of negative backlash from some elite players, it was so common place years ago that my wife, who has played since 2014 just had her FIRST trial the other night. We got tired of being berrated and being called bad players, which is not the case for neither of us but more a case of this game having a terrible gearing system that makes no sense and where tooltips do not match up.

    For example. Deadly strike gives a 15% damage boost to channeling attacks right? So one would think "cool, I can use this with my lightning staff", nope, lighting staff heavy attacks although channeled in game are not classified as a channel.

    These kinds of discrepances pop up all over this game, so its no wonder "casual" players will not have proper rotations (outside of the fact that weaving is painful on the hands) or builds.

    So I stand by my comment, he is correct.

    Deadly does buff lightning heavies now though

    You sure about that? I saw no change to my damage using it vs not using it (simply replacing the lightning staff with a differnt one to remove the 5 piece bonus (golded, same enchant, etc).

    What I have seen in game mirrors this thread.

    https://www.reddit.com/r/elderscrollsonline/comments/155j3w5/deadly_strike_set_for_ha_builds/

    Buffs the first two ticks since it's a channeled dot but the last hit is direct. Always been that way.

    After U38, they changed the last tick of the lighting heavy hit to be a channeled hit. It's still direct, but it's also a channel now, which made Deadly one of the top sets. It was heavily discussed in communities that focus on theorycrafting around OakenHA builds.
  • Cominfordatoothbrush
    The good this week: i think it's cool that you're diversifying ways to get certain status effects

    The ugly bad: can you communicate on why you're doubling down on necro changes and effectively deleting nightblade from PvE?
  • CameraBeardThePirate
    CameraBeardThePirate
    ✭✭✭✭✭
    ✭✭✭✭✭
    I am shocked that you're going through with deleting the most used skill in Necro's kit.

    Blastbones really needs that Stalking modifier in PvP. You're effectively killing the class off without it.

    Beyond that, you didn't fix any of the issues with the Sacrifice buff - you still can't create corpses at range with the skill, meaning if you want to use the new skill, you're forced into a melee playstyle.

    Necro also still doesn't have any bar space! Removing the highest damage skill in their kit for a buff is a horrible idea when they already have to load up their bars with buffs to begin with. Where do you expect players to fit in all those DoTs?
  • Estin
    Estin
    ✭✭✭✭✭
    It seems that since Microsoft purchased Activision Blizzard, you've taken a page from them on making a horribly bad out of season April Fool's joke. Nice job not taking any feedback on the Necro change. You should win an award for it.
  • Remiem
    Remiem
    ✭✭✭
    Blighted Blastbones:
    Even with the cost decrease it's still too expensive to more magicka oriented characters for a skill you have to use every 3 seconds. Undo the cost decrease and give it the same "Cost Determined by Highest Max Resource" treatment as Arcanist's Fatecarver.

    I think all the free damage given by slapping guaranteed (buffed) status effects on a bunch of skills for no real reason will be bad for the game.
    Balanced by people with no prior gamedev experience, couldn't fix performance issues in a decade, can't code a real matchmaking algorithm to save their lives, more maintenance downtime than all the other MMOs put together, more bugs introduced than bugs fixed every big patch, same stagnant combat for years.
    Done with Elder Joke Online: 2 seconds of input delay on "70" ping edition.
  • Aldoss
    Aldoss
    ✭✭✭✭✭
    Leave it to ZOS to find new ways to completely destroy the hopes and dreams of its playerbase - on their 10 year anniversary no less!

    Pages worth of complaints from the few remaining necro mains and ZOS doubles down. What a joke. Wallet stays closed.
  • RaptorRodeoGod
    RaptorRodeoGod
    ✭✭✭✭✭
    Werewolf's 10s Carnage timer feels bad compared to the standard 20s "sticky" dots. Additionally, Brutal Carnage has the same issue Carve once did; you have to recast the skill early to keep the damage buff stacks up. It'd be nice if Carnage were looked at to make it easier to keep up.
    Add a Scribing skill that works like Arcanist beam.
    ---
    Veteran players have been alienated and disengaged from Overland since One Tamriel, due to the lack of difficulty, and pushed into dungeons and trials; the minority of content in the Elder Scrolls Online. We can't take the repetition anymore, fix Overland engagement for Vet players. I don't even care if it's not combat related anymore, just make Overland engaging again.
    ---
    Overland difficulty scaling is desperately needed. 10 years. 6 paid expansions. 25 DLCs. 41 game changing updates including One Tamriel, an 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. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. Make a self debuff mythic. Literally anything at this point.
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭
    I like the idea of Sacrificial Bones, but it feels out of place with skill changes to go with it.
    1. Blighted Blastbones - Dynamic cost based on highest resource + stalking damage multiplier.
    2. Sacrificial Bones - Add a small dot centered on the caster like Blade Cloak or spawn a 2nd BB that jumps to the caster at 10s. Let those 2 BB's deal damage when they explode on the caster. The skill feels like a dead cast with no damage and no corpses, imagine casting a skill for Major Brutality and getting nothing else with it.
    3. Skeletion Mage - Add Major Brutality/Sorcery or Major Savagery/Prophecy.
    4. Skeleton Archer - Convert into a short duration(6s-10s), single target dot summon, damage multiplies each second. Basically a summon version of Vat Destro. Reintroduces corpse gen and pressure for Sacrificial Bones users with less management in comparison to a BB rotation. For BB users, it adds a bit more complexity, but much better pay off with introducing a strong dot their missing.
    5. Skeleton Arcanist - Spawn 2 instead of 1. Maybe reduce their damage slightly to compensate.
    6. Flame Skull - Increase projectile speed and add Venom Skull's "every necro cast adds a stack" effect to the base skill. Venom Skull could get a new bonus to sweeten the deal, Ricochet Skull could stay the same as the aoe option. Ricochet Skull just feels terrible without this effect because you need to cast 2 crappy versions, before a decent 1.

    This would allow 4 levels of play instead of 2, with varying complexity. At the top you have the lowest skill floor, but highest skill ceiling. At the bottom, you have the highest skill floor, but lowest skill ceiling. There is an option for every player.
    • BB + Archer = 3s delayed burst + 6s high pressure dot = hardest to manage, but best burst/dps potential.
    • BB + Arcanist = 20s buff/dot + 3s delayed burst = original playstyle for those that don't want change.
    • Sacrifical Bones + Archer = 20s buff/dot + 6s high pressure dot = less management than the above 2 options, but still a bit of a combo in there, it's just based on relying on dots instead of burst from BB.
    • Sacrifical Bones + Arcanist = 20s buff/dot + 20s buff/dot = this is the least management possible, a fully dot focused build, decent dps for pve, but without a combo they don't have high kill potential for pvp.

    This also allows players to have unique necro playstyles based on preference instead of every single necro, stam, or mag, being functionally identical. Kinda like how a Sorc can run pets or not, there is a lot of options there and things in between

    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
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