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Recap of most agreed upon requests

gariondavey
gariondavey
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Hi @ZOS_Kevin @ZOS_GinaBruno,

There are several things that the majority of players on the pts forums, as well as general + class/combat mechanics + pvp forums have been asking for to better balance the game.

Templar:
- move some of our power budget away from beam and into jabs + backlash
- tweak backlash so it is possible to achieve more reasonable burst in pvp
- a look at reworking our passives that are weaker than other class passives
- a look at reworking some class skills/morphs that are rarely used
- revert jabs animation

Nightblade:
- needs pve buffs
- please stop giving pvp buffs
- remove cast time on gap closer

Sorcerer:
- in class major prophecy/savagery, likely to be put on bound armaments (also consider dynamic cost scaling)

Dragonknight:
- anti immobilize wings getting major expedition
- poop rock reworked

Arcanist:
- flail a bit overloaded

Necromancer:
-class source of major brutality/sorcery, likely put on mender
- class source of major savagery/prophecy
- blastbones to have the fire morph with stalking bonus to still exist, other morph can be the increased bonus to gravelord skills and dots if absolutely determined to rework
- a powerful class dot
- fix/rework the necro class set
- skulls travel time too long

Warden:
- increase travel time of cliff racer/cutting dive
- consider a frost claw (mag morph) and bleed claw (stam morph) spammable skill instead of cliff racer/cutting dive (there is an npc skill of these)

Destro staff:
-ele sus should have a cost and/or only apply status effects once at the start

Dual wield:
-flying dagger/shrouded daggers needs a rework

Vateshran destro:
- needs to have more strict (needs a nerf) scaling like master dw just received

Vampire:
- undeath needs a rework, scaling up to 30 percent while under a lower threshold of health
- vampire passives potentially only active if a vampire skill is on your bar

More potions available for AP:
- health + stam + mag
- health + stam + immovable
- health + mag + immovable

Stacking of echoing vigors/radiating regen:
- consider 1 or 2 instances of these maximum on players in pvp environments

You don't have to look far to see dozens of threads about these topics with most reasonable people coming to an agreement on these points.

Please look to address these points in order to create a much more even and fair game for players.

Thanks.
PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • ketsparrowhawk
    ketsparrowhawk
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    What he said ^
  • Urvoth
    Urvoth
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    Thanks for putting this together. If only ZOS would listen to feedback.
  • Jaimeh
    Jaimeh
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    Nightblade:
    - needs pve buffs
    - please stop giving pvp buffs
    - remove cast time on gap closer

    Thanks for the post , OP. I agree that NB desperately needs PvE buffs, you might only see them as healers lately in most trial logs of optimized runs. It has been like this for several years now, they absolutely gutted all NB DDs just so that PvPers won't burn down the forums with complains against bomb and gankblades. It doesn't seem like the devs listened, it's like they forgot this class used to be great for dealing damage and now you hadrly see them in trials (long before the rise of arcanists).
  • Yasha
    Yasha
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    Very good points.

    Regarding Templar jabs, the animation bugs out for me regularly now (it never used to). Basically, the animation/sound just doesn't play when I activate the skill, then after a few seconds I see all the damage pop up over mobs. Not sure if other people have the same issue.


  • CameraBeardThePirate
    CameraBeardThePirate
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    It's wild that most (re: all) of these have been pain points for a solid year or 2. 🤔
    Edited by CameraBeardThePirate on February 28, 2024 1:10AM
  • Turtle_Bot
    Turtle_Bot
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    Very nice list, a few things I would like to add for Sorcerers:

    - Lightning splash/morphs, an actual DPS buff via either an increased concussed base chance, or a unique increase (+5%) to shock damage taken by enemies affected by it, or both if no permanent pets are active. Also the hidden (unmentioned in the tooltip) cast delay that makes it very clunky to use needs removing.
    One of the weakest and most awkward to use DoTs in the game, needs an actual DPS increase, not just the radius increase. Can remove the synergy from 1 morph to further emphasize the difference between morphs as 1 for synergy plays the other for selfish plays.

    The cast delay also often prevents the ability firing at all in rotations (forcing double casts/wasted GCDs) especially when bar swapping (something an instant cast ability should not be doing).

    These buffs will put it on par with scamp for no pet sorcs as a ground based AoE DoT option.
    - Lightning Form/morphs, revert the tick rate back to 1 second and increase the base radius to 7m to match the new melee attack range.
    It's an AoE DoT ability, not a sticky DoT (like DK's armor buff that deals damage then applies a separate DoT to enemies hit by it), so it should be treated as such, by having the AoE DoT tick rate of 1 second, not the sticky DoT tick rate of 2 seconds.

    The radius increase is especially important for the Boundless Storm morph as that morph can be entirely outranged by melee enemies, which makes it basically useless to choose it over hurricane, which while hurricane still takes 4 seconds to match the new melee attack range, at least it gets there eventually.
    - Expert Summoner passive to only count the permanent pets (twilight/scamp) as "active pets" for its condition to switch back between max stats/health.
    Atro is sorcs best ultimate in PvE content and the only real reason to include the class in end game PvE groups at all (for the berserk synergy it gives), so this needs be addressed to allow no-pet sorcs to have the option to use this ultimate (that is not permanent) while not getting a DPS nerf because the passive flips from max stats to health while atro is active.

    With the above changes I would also like to see the following adjustment (nerf):
    - Daedric Prey (specifically this morph), reduce the bonus damage it provides for pets from its current band aid of 45% to a more reasonable value (somewhere between 20% to 25%).
    The buff to prey was supposed to be a stop gap (band-aid) solution to the massive U35 overnerfs to sorcerer, but with these changes the class will have enough options to run other skills if desired. This nerf brings the pet builds back into line with everything else when accounting for having access to these newly buffed abilities.

    TL//DR:
    - Increase Lightning Splash damage.
    - Revert mechanical nerfs done to Lightning Form.
    - Fix up Expert Summoner changes.
    - Nerf Daedric Prey to a reasonable value.
    Edited by Turtle_Bot on February 28, 2024 1:12AM
  • yadibroz
    yadibroz
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    I want this so bad
  • Tannus15
    Tannus15
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    add to sorc
    - endless fury morph changed to be a spammable with smaller execute
  • Araneae6537
    Araneae6537
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    Many good points! :)

    Please add reverting Nightblade Grim Focus or better yet remove the horrible permanent red glow just for slotting the skill! :persevere:
  • Zabagad
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    Sorcerer:
    - in class major prophecy/savagery, likely to be put on bound armaments (also consider dynamic cost scaling)
    Just in case ZOS reads this and cares somehow about your great summary: Can you @garion please change that to:
    - in class major prophecy/savagery, likely to be put on bound armor?
    Then I can press "agree" ;)
    ty in advance

    Edited by Zabagad on February 28, 2024 8:38AM
    PC EU (noCP AD) Grey/Grau AD
    Please raise the population caps.
    @ZOS - Convert the heal on "Hardened Ward" into a HoT pls.
  • FrancisCrawford
    FrancisCrawford
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    Hi @ZOS_Kevin @ZOS_GinaBruno,

    There are several things that the majority of players on the pts forums, as well as general + class/combat mechanics + pvp forums have been asking for to better balance the game.

    Templar:
    - move some of our power budget away from beam and into jabs + backlash
    - tweak backlash so it is possible to achieve more reasonable burst in pvp
    - a look at reworking our passives that are weaker than other class passives
    - a look at reworking some class skills/morphs that are rarely used
    - revert jabs animation

    Nightblade:
    - needs pve buffs
    - please stop giving pvp buffs
    - remove cast time on gap closer

    Sorcerer:
    - in class major prophecy/savagery, likely to be put on bound armaments (also consider dynamic cost scaling)

    Dragonknight:
    - anti immobilize wings getting major expedition
    - poop rock reworked

    Arcanist:
    - flail a bit overloaded

    Necromancer:
    -class source of major brutality/sorcery, likely put on mender
    - class source of major savagery/prophecy
    - blastbones to have the fire morph with stalking bonus to still exist, other morph can be the increased bonus to gravelord skills and dots if absolutely determined to rework
    - a powerful class dot
    - fix/rework the necro class set
    - skulls travel time too long

    Warden:
    - increase travel time of cliff racer/cutting dive
    - consider a frost claw (mag morph) and bleed claw (stam morph) spammable skill instead of cliff racer/cutting dive (there is an npc skill of these)

    Destro staff:
    -ele sus should have a cost and/or only apply status effects once at the start

    Dual wield:
    -flying dagger/shrouded daggers needs a rework

    Vateshran destro:
    - needs to have more strict (needs a nerf) scaling like master dw just received

    Vampire:
    - undeath needs a rework, scaling up to 30 percent while under a lower threshold of health
    - vampire passives potentially only active if a vampire skill is on your bar

    More potions available for AP:
    - health + stam + mag
    - health + stam + immovable
    - health + mag + immovable

    Stacking of echoing vigors/radiating regen:
    - consider 1 or 2 instances of these maximum on players in pvp environments

    You don't have to look far to see dozens of threads about these topics with most reasonable people coming to an agreement on these points.

    Please look to address these points in order to create a much more even and fair game for players.

    Thanks.

    Disagree about turning birds into a melee skill. I know melee is the PvE meta and a PvP inevitability, but I prefer playing ranged, and I doubt I'm alone.

    Magicka Birds is also pretty good for solo/duo HA builds, where Off-Balance really matters. It's nice not to need Wall of Elements for an HA build.
    Edited by FrancisCrawford on February 28, 2024 9:29AM
  • Faulgor
    Faulgor
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    Exceptionally reasonable summary.

    Only thing I would add is to rebalance pet and non-pet Sorcerer by moving some of the power budget from Daedric Prey into the general class toolkit, possibly even passives.

    Hi @ZOS_Kevin @ZOS_GinaBruno,

    There are several things that the majority of players on the pts forums, as well as general + class/combat mechanics + pvp forums have been asking for to better balance the game.

    Templar:
    - move some of our power budget away from beam and into jabs + backlash
    - tweak backlash so it is possible to achieve more reasonable burst in pvp
    - a look at reworking our passives that are weaker than other class passives
    - a look at reworking some class skills/morphs that are rarely used
    - revert jabs animation

    Nightblade:
    - needs pve buffs
    - please stop giving pvp buffs
    - remove cast time on gap closer

    Sorcerer:
    - in class major prophecy/savagery, likely to be put on bound armaments (also consider dynamic cost scaling)

    Dragonknight:
    - anti immobilize wings getting major expedition
    - poop rock reworked

    Arcanist:
    - flail a bit overloaded

    Necromancer:
    -class source of major brutality/sorcery, likely put on mender
    - class source of major savagery/prophecy
    - blastbones to have the fire morph with stalking bonus to still exist, other morph can be the increased bonus to gravelord skills and dots if absolutely determined to rework
    - a powerful class dot
    - fix/rework the necro class set
    - skulls travel time too long

    Warden:
    - increase travel time of cliff racer/cutting dive
    - consider a frost claw (mag morph) and bleed claw (stam morph) spammable skill instead of cliff racer/cutting dive (there is an npc skill of these)

    Destro staff:
    -ele sus should have a cost and/or only apply status effects once at the start

    Dual wield:
    -flying dagger/shrouded daggers needs a rework

    Vateshran destro:
    - needs to have more strict (needs a nerf) scaling like master dw just received

    Vampire:
    - undeath needs a rework, scaling up to 30 percent while under a lower threshold of health
    - vampire passives potentially only active if a vampire skill is on your bar

    More potions available for AP:
    - health + stam + mag
    - health + stam + immovable
    - health + mag + immovable

    Stacking of echoing vigors/radiating regen:
    - consider 1 or 2 instances of these maximum on players in pvp environments

    You don't have to look far to see dozens of threads about these topics with most reasonable people coming to an agreement on these points.

    Please look to address these points in order to create a much more even and fair game for players.

    Thanks.

    Disagree about turning birds into a melee skill. I know melee is the PvE meta and a PvP inevitability, but I prefer playing ranged, and I doubt I'm alone.

    Magicka Birds is also pretty good for solo/duo HA builds, where Off-Balance really matters. It's nice not to need Wall of Elements for an HA build.

    I think the Claw skill would be an excellent choice for when we eventually get Scribing for class skill lines. It's certainly something Wardens are missing, but I wouldn't outright replace any existing skill with it.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • KlauthWarthog
    KlauthWarthog
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    Yasha wrote: »
    Very good points.

    Regarding Templar jabs, the animation bugs out for me regularly now (it never used to). Basically, the animation/sound just doesn't play when I activate the skill, then after a few seconds I see all the damage pop up over mobs. Not sure if other people have the same issue.


    Yup, same thing. It desyncs like crazy now. You can continue casting while in that state, and it will continue to deal damage. Eventually the mobs will freeze in place for a second then drop dead. Fun (not).
  • JerBearESO
    JerBearESO
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    I would like the dual wield dagger ability to passively convert your light/heavy attacks to a ranged throwing knife attack.

    Ninja
  • ItsNotLiving
    ItsNotLiving
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    I just wish Warden had arctic blast instant stun and deal damage and the mushrooms self heal buffed arctic blast does too much. Not even gonna talk about polar wind being the most obnoxious skill in the game.
  • Cominfordatoothbrush
    Agree with pretty much everything, but a mag/stam claw instead of cliff racer sounds kinda bland tbh

    I'm mostly shocked the NB changes look like they'll go live. I don't know what made ZOS think they needed nerfed in pve and buffed in pvp. Seems like the consensus here that the exact opposite is needed
    Edited by Cominfordatoothbrush on February 28, 2024 5:13PM
  • bar_boss_A
    bar_boss_A
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    *decrease travel time of cliff racer/cutting dive
  • Erickson9610
    Erickson9610
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    I'm a little dismayed that there wasn't any mention of any of the pain points that Werewolf players have brought up for months. How can ZOS know what to fix about the playstyle if the community seems to be just as disinterested and uninvested in it?
    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).
  • IncultaWolf
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    I'm a little dismayed that there wasn't any mention of any of the pain points that Werewolf players have brought up for months. How can ZOS know what to fix about the playstyle if the community seems to be just as disinterested and uninvested in it?

    Because werewolf only exists to sell crown store bites to new players/role-players, nobody takes it seriously in real content
  • Drako_Ei
    Drako_Ei
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    Nightblade:
    - needs pve buffs
    - please stop giving pvp buffs
    - - needs pve buffs
    - please stop giving pvp buffs
    - - needs pve buffs
    - please stop giving pvp buffs
    - - needs pve buffs
    - please stop giving pvp buffs
    - - needs pve buffs
    - please stop giving pvp buffs
    - - needs pve buffs
    - please stop giving pvp buffs
    - - needs pve buffs
    - please stop giving pvp buffs
    - - needs pve buffs
    - please stop giving pvp buffs
  • Turtle_Bot
    Turtle_Bot
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    Dekrypted wrote: »
    Tannus15 wrote: »
    add to sorc
    - endless fury morph changed to be a spammable with smaller execute

    This is the first time I'm hearing of this one. I know the sorc threads had alot of pages though.

    Good post, @gariondavey. Would be a dream for even a fraction of this stuff to get addressed at some point before what's left of the playerbase is all but reduced to zero.

    It was talked about a massive amount when IA was released a couple patches ago, due to how badly the sorc class set is designed (it's a front bar proc set, but all the abilities that are required to proc it, are either, utility or back bar abilities).
    Having fury as a spammable would be the way to fix that set since you could run it front bar and have it proc somewhat reliably that way and that was the main convo on fixing the sorc set (that was not asking for a complete redesign from scratch).

    Not fury specifically, but the idea of an instant cast spammable for sorc has been a thing for a very long time now. Players generally want to use class abilities as their "main attack" and sorc has been slowly moving away from that more and more with the changes that were made over the past decade, where everything (frags/weapon/curse/BA/fury) is now some form of a delayed burst ability, or is at least best utilized in that way (in the case of frags/weapon).
  • Turtle_Bot
    Turtle_Bot
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    Dekrypted wrote: »
    Turtle_Bot wrote: »
    Dekrypted wrote: »
    Tannus15 wrote: »
    add to sorc
    - endless fury morph changed to be a spammable with smaller execute

    This is the first time I'm hearing of this one. I know the sorc threads had alot of pages though.

    Good post, @gariondavey. Would be a dream for even a fraction of this stuff to get addressed at some point before what's left of the playerbase is all but reduced to zero.

    It was talked about a massive amount when IA was released a couple patches ago, due to how badly the sorc class set is designed (it's a front bar proc set, but all the abilities that are required to proc it, are either, utility or back bar abilities).
    Having fury as a spammable would be the way to fix that set since you could run it front bar and have it proc somewhat reliably that way and that was the main convo on fixing the sorc set (that was not asking for a complete redesign from scratch).

    Not fury specifically, but the idea of an instant cast spammable for sorc has been a thing for a very long time now. Players generally want to use class abilities as their "main attack" and sorc has been slowly moving away from that more and more with the changes that were made over the past decade, where everything (frags/weapon/curse/BA/fury) is now some form of a delayed burst ability, or is at least best utilized in that way (in the case of frags/weapon).

    Appreciate the lore on this. I've seen some sorca use frags as a spammable and it's just not it. Especially for magsorc, spammable options are a lil mid, to say the least.

    Another thing that could use some dev intervention. A game this old really needs more than hanging a painting on the wall calling that a total remodel. It needs real, tangible work.

    Yep, ever since crystal blast was removed, magsorc players have tried to make frags work, and to an extent it does and can perform decently in the hands of top players, but it just gets very clunky to fit into a proper rotation for the vast majority of players due to the RNG nature of the ability switching between cast time and instant cast that really messes up the flow/feel of the rotation.

    Blast was a really good ability for parsing despite not having an instant cast component because it didn't change it's flow/feel randomly throughout the rotation which kept it very consistent to use (on top of also being AoE).

    Ever since blast was removed, magsorcs joined stamsorcs into having to rely on world/weapon spammable abilities.
    - Stamina has always had the best options for these, Snipe/shards and the new Inner beast rework for ranged options, wrecking blow/flurry/ MDW rending slashes/power slam for melee options.
    - Magicka has force pulse for range and with the rework to vamps a few years ago, it gained Eviscerate for melee, but both of these mag options have just been behind their respective stamina counterparts (being either directly weaker or indirectly weaker due to weaker associated passives).
    - Magicka did get Heavy attack builds in U35, but this was soon heavily nerfed to remove the majority of it's AoE, which while a nerf to its AoE was needed, they went too far with it (it should have had a ramping AoE splash damage for each of the 4 ticks of the heavy attack, something like 0% on the 1st tick, 33% on the 2nd, 66% on the 3rd then 100% splash on the final tick).

    Many PvE magsorcs are currently just hoping that Scribing fixes this issue (something like mages guild gets an actual spammable ability on par with Silver Shards to allow for flexibility in weapon choice for magicka sorcerers would be nice).
  • colossalvoids
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    That's a really good summary, can't agree more on all the points.
  • Pelanora
    Pelanora
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    Turtle_Bot wrote: »
    Very nice list, a few things I would like to add for Sorcerers:

    - Lightning splash/morphs, an actual DPS buff via either an increased concussed base chance, or a unique increase (+5%) to shock damage taken by enemies affected by it, or both if no permanent pets are active. Also the hidden (unmentioned in the tooltip) cast delay that makes it very clunky to use needs removing.
    One of the weakest and most awkward to use DoTs in the game, needs an actual DPS increase, not just the radius increase. Can remove the synergy from 1 morph to further emphasize the difference between morphs as 1 for synergy plays the other for selfish plays.

    The cast delay also often prevents the ability firing at all in rotations (forcing double casts/wasted GCDs) especially when bar swapping (something an instant cast ability should not be doing).

    These buffs will put it on par with scamp for no pet sorcs as a ground based AoE DoT option.
    - Lightning Form/morphs, revert the tick rate back to 1 second and increase the base radius to 7m to match the new melee attack range.
    It's an AoE DoT ability, not a sticky DoT (like DK's armor buff that deals damage then applies a separate DoT to enemies hit by it), so it should be treated as such, by having the AoE DoT tick rate of 1 second, not the sticky DoT tick rate of 2 seconds.

    The radius increase is especially important for the Boundless Storm morph as that morph can be entirely outranged by melee enemies, which makes it basically useless to choose it over hurricane, which while hurricane still takes 4 seconds to match the new melee attack range, at least it gets there eventually.
    - Expert Summoner passive to only count the permanent pets (twilight/scamp) as "active pets" for its condition to switch back between max stats/health.
    Atro is sorcs best ultimate in PvE content and the only real reason to include the class in end game PvE groups at all (for the berserk synergy it gives), so this needs be addressed to allow no-pet sorcs to have the option to use this ultimate (that is not permanent) while not getting a DPS nerf because the passive flips from max stats to health while atro is active.

    With the above changes I would also like to see the following adjustment (nerf):
    - Daedric Prey (specifically this morph), reduce the bonus damage it provides for pets from its current band aid of 45% to a more reasonable value (somewhere between 20% to 25%).
    The buff to prey was supposed to be a stop gap (band-aid) solution to the massive U35 overnerfs to sorcerer, but with these changes the class will have enough options to run other skills if desired. This nerf brings the pet builds back into line with everything else when accounting for having access to these newly buffed abilities.

    TL//DR:
    - Increase Lightning Splash damage.
    - Revert mechanical nerfs done to Lightning Form.
    - Fix up Expert Summoner changes.
    - Nerf Daedric Prey to a reasonable value.

    And lightning wings, with casting the new improved execute, that actually executes.
  • ESO_Nightingale
    ESO_Nightingale
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    Faulgor wrote: »
    Exceptionally reasonable summary.

    Only thing I would add is to rebalance pet and non-pet Sorcerer by moving some of the power budget from Daedric Prey into the general class toolkit, possibly even passives.

    Hi @ZOS_Kevin @ZOS_GinaBruno,

    There are several things that the majority of players on the pts forums, as well as general + class/combat mechanics + pvp forums have been asking for to better balance the game.

    Templar:
    - move some of our power budget away from beam and into jabs + backlash
    - tweak backlash so it is possible to achieve more reasonable burst in pvp
    - a look at reworking our passives that are weaker than other class passives
    - a look at reworking some class skills/morphs that are rarely used
    - revert jabs animation

    Nightblade:
    - needs pve buffs
    - please stop giving pvp buffs
    - remove cast time on gap closer

    Sorcerer:
    - in class major prophecy/savagery, likely to be put on bound armaments (also consider dynamic cost scaling)

    Dragonknight:
    - anti immobilize wings getting major expedition
    - poop rock reworked

    Arcanist:
    - flail a bit overloaded

    Necromancer:
    -class source of major brutality/sorcery, likely put on mender
    - class source of major savagery/prophecy
    - blastbones to have the fire morph with stalking bonus to still exist, other morph can be the increased bonus to gravelord skills and dots if absolutely determined to rework
    - a powerful class dot
    - fix/rework the necro class set
    - skulls travel time too long

    Warden:
    - increase travel time of cliff racer/cutting dive
    - consider a frost claw (mag morph) and bleed claw (stam morph) spammable skill instead of cliff racer/cutting dive (there is an npc skill of these)

    Destro staff:
    -ele sus should have a cost and/or only apply status effects once at the start

    Dual wield:
    -flying dagger/shrouded daggers needs a rework

    Vateshran destro:
    - needs to have more strict (needs a nerf) scaling like master dw just received

    Vampire:
    - undeath needs a rework, scaling up to 30 percent while under a lower threshold of health
    - vampire passives potentially only active if a vampire skill is on your bar

    More potions available for AP:
    - health + stam + mag
    - health + stam + immovable
    - health + mag + immovable

    Stacking of echoing vigors/radiating regen:
    - consider 1 or 2 instances of these maximum on players in pvp environments

    You don't have to look far to see dozens of threads about these topics with most reasonable people coming to an agreement on these points.

    Please look to address these points in order to create a much more even and fair game for players.

    Thanks.

    Disagree about turning birds into a melee skill. I know melee is the PvE meta and a PvP inevitability, but I prefer playing ranged, and I doubt I'm alone.

    Magicka Birds is also pretty good for solo/duo HA builds, where Off-Balance really matters. It's nice not to need Wall of Elements for an HA build.

    I think the Claw skill would be an excellent choice for when we eventually get Scribing for class skill lines. It's certainly something Wardens are missing, but I wouldn't outright replace any existing skill with it.

    when we started talking about this, i suggested turning dive into a skill that changes based on distance from target, becoming an instant cast spammable within 7 meters range and dive as we know it when more than that. the biggest issue with the skill is it's delay from hitting the target when close, since it seems to take roughly the same amount of time to hit the target regardless of if you're standing in their face or not, unlike other spammables.
    Edited by ESO_Nightingale on February 29, 2024 11:32AM
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • xDeusEJRx
    xDeusEJRx
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    Bumping this post up, because the devs NEED to see this.
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
  • StarOfElyon
    StarOfElyon
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    ✭✭
    Necros need a lot more than that
    I'm making an updated version of my Necro ideas thread from 2023 (https://forums.elderscrollsonline.com/en/discussion/633137/suggestions-for-necromancer-changes). One thing that ZOS has been doing lately is making skills require less micromanagement and loading them with multiple functions:
    Cephaliarch's Flail:
    Infuse your arm with abyssal magic to form tentacles that lash out at your foes dealing 1939 Physical Damage, healing yourself for 969, and generating Crux. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. Deals up to 100% more damage to enemies with less than 50% Health. You deal 5% increased damage to enemies drenched in Abyssal Ink.

    Tome-Bearer's Inspiration:
    Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1161 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.

    The Necro needs this same treatment.

    Blighted Blastbones: cost determined by the highest resource.
    (I have mourned the loss of Stalking Blastbones and I have accepted that fact that I'm just going to have to change my Necro)

    Death Scythe:
    As I have seen suggested on the forums, both morphs of the Necro scythe should get execute scaling. I agree that this would be a great and very needed addition.
    - Hungry Scythe: should also apply life steal to all enemies hit.


    Skeletal Arcanist/Archer: grants major sorcery/brutality when slotted on either bar. Increase the damage that their attacks do.

    Shocking Siphon: while slotted on either bar grants major prophecy/savagery and increases damage done by 3%. The AOE remains on the ground even if the tether breaks early.
    - Mystic Siphon: the increased Health, Magicka, and Stamina Recovery persists even if the tether breaks early.
    - Detonating Syphon: the damage AOE now sticks to you.

    Flame Skull:
    - Riccochet Skull/Venom Skull:
    applies burning/poisoned status effects. (Increase travel speed)

    Spirit Mender: when active, applies minor cowardice to attackers.

    Bone Totem: summons an effigy of bones up to 28 meters away. After 1 second, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. (Changed to allow both morphs to be targeted)
    - Warding Totem: (Formerly Remote Totem) grants minor protection when standing in the area of effect.
    - Agony Totem: afflicts enemies in the area of effect with minor vulnerability.

    Restoring Tether: the effects persist on the player even if the tether breaks early.

    Render Flesh:
    - Blood Sacrifice: consumes a corpse to grant you Major Courage for 10 seconds.

    Expunge: reduces the cost of all your abilities by 3% while slotted on either bar.

    Bitter Harvest: when slotted on either bar, reduces your damage taken by 3%.


    ULTIMATES:
    Frozen Colossus: Unleash a decayed Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds.
    - Glacial Colossus: does frost damage and stuns enemies on the second hit instead of the third.
    - Pestilent Colossus: smashes the ground only once and does disease damage. Afflicts enemies with a pestilence that does damage over time.

    Animate Blastbones: instead of resurrecting allies, this ultimate summons up to three blastbones to attack the nearest opponent. Summoned Blastbones are immune to being crowd controlled (other than by another ultimate). Reduce the cost of this ultimate to 200, down from 320, to make it more usable.
    (\__/) ||
    (•ㅅ•) ||
    /   づ
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭
    Turtle_Bot wrote: »
    Very nice list, a few things I would like to add for Sorcerers:

    - Lightning splash/morphs, an actual DPS buff via either an increased concussed base chance, or a unique increase (+5%) to shock damage taken by enemies affected by it, or both if no permanent pets are active. Also the hidden (unmentioned in the tooltip) cast delay that makes it very clunky to use needs removing.
    One of the weakest and most awkward to use DoTs in the game, needs an actual DPS increase, not just the radius increase. Can remove the synergy from 1 morph to further emphasize the difference between morphs as 1 for synergy plays the other for selfish plays.

    The cast delay also often prevents the ability firing at all in rotations (forcing double casts/wasted GCDs) especially when bar swapping (something an instant cast ability should not be doing).

    These buffs will put it on par with scamp for no pet sorcs as a ground based AoE DoT option.
    - Lightning Form/morphs, revert the tick rate back to 1 second and increase the base radius to 7m to match the new melee attack range.
    It's an AoE DoT ability, not a sticky DoT (like DK's armor buff that deals damage then applies a separate DoT to enemies hit by it), so it should be treated as such, by having the AoE DoT tick rate of 1 second, not the sticky DoT tick rate of 2 seconds.

    The radius increase is especially important for the Boundless Storm morph as that morph can be entirely outranged by melee enemies, which makes it basically useless to choose it over hurricane, which while hurricane still takes 4 seconds to match the new melee attack range, at least it gets there eventually.
    - Expert Summoner passive to only count the permanent pets (twilight/scamp) as "active pets" for its condition to switch back between max stats/health.
    Atro is sorcs best ultimate in PvE content and the only real reason to include the class in end game PvE groups at all (for the berserk synergy it gives), so this needs be addressed to allow no-pet sorcs to have the option to use this ultimate (that is not permanent) while not getting a DPS nerf because the passive flips from max stats to health while atro is active.

    With the above changes I would also like to see the following adjustment (nerf):
    - Daedric Prey (specifically this morph), reduce the bonus damage it provides for pets from its current band aid of 45% to a more reasonable value (somewhere between 20% to 25%).
    The buff to prey was supposed to be a stop gap (band-aid) solution to the massive U35 overnerfs to sorcerer, but with these changes the class will have enough options to run other skills if desired. This nerf brings the pet builds back into line with everything else when accounting for having access to these newly buffed abilities.

    TL//DR:
    - Increase Lightning Splash damage.
    - Revert mechanical nerfs done to Lightning Form.
    - Fix up Expert Summoner changes.
    - Nerf Daedric Prey to a reasonable value.

    Love this.

    To add to your points. These aren't musts.. but I still think they'd help with Sorc's identity, aoe, no pet sorc, and general quality of life improvements :
    1. Capacitor passive = Remove 10% mag regen. Add some type of concussed/sundered bonus like +x% status effect chance and x damage dealt to 2 nearby enemies to add back a little bit of aoe, class identity, and aoe, without increasing 1v1 damage ceiling too much.
    2. Daedric Protection passive = Add back the lost mag regen, maybe rework the passive to give flat a flat bonus like +150 mag/stam/hp regen.
    3. Lightning Splash = Add a direct damage tick on cast with much lower dot damage over the 10/15s. This would introduce an aoe spammable Sorc doesn't currently have access to, most of our kit is direct damage anyway, dots feel out of place.
    4. Haunting Curse = Add +5-10% monster damage dealt or Major Breach. 1 of either of these or both would help no pet sorc and the general power budget of the skill without outright buffing Sorc's damage ceiling where they don't need it.
    5. Mages Wrath = Bump up the HP % scale from 20% to 25%, maybe a tiny damage boost of 5-10% to keep up with the other executes available right now, it's the weakest in the game. It's not worth it on your bar unless you're kill stealing in pvp and Templars have us beat there.
    6. Endless Fury = Bump up the HP % scale from 20% to 50%, then make the damage proc bonus scale like Executioner, Killers Blade, Whirling Blades, Radiant Oppression, etc. Doesn't need to hit as hard in 1v1, nor as hard as aoe, but a decent in between would make it feel right.
    7. Convert Magicka damage sources to Shock or Physical.
    Edited by MashmalloMan on February 29, 2024 11:53PM
    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
  • Turtle_Bot
    Turtle_Bot
    ✭✭✭✭✭
    ✭✭
    Turtle_Bot wrote: »
    Very nice list, a few things I would like to add for Sorcerers:

    - Lightning splash/morphs, an actual DPS buff via either an increased concussed base chance, or a unique increase (+5%) to shock damage taken by enemies affected by it, or both if no permanent pets are active. Also the hidden (unmentioned in the tooltip) cast delay that makes it very clunky to use needs removing.
    One of the weakest and most awkward to use DoTs in the game, needs an actual DPS increase, not just the radius increase. Can remove the synergy from 1 morph to further emphasize the difference between morphs as 1 for synergy plays the other for selfish plays.

    The cast delay also often prevents the ability firing at all in rotations (forcing double casts/wasted GCDs) especially when bar swapping (something an instant cast ability should not be doing).

    These buffs will put it on par with scamp for no pet sorcs as a ground based AoE DoT option.
    - Lightning Form/morphs, revert the tick rate back to 1 second and increase the base radius to 7m to match the new melee attack range.
    It's an AoE DoT ability, not a sticky DoT (like DK's armor buff that deals damage then applies a separate DoT to enemies hit by it), so it should be treated as such, by having the AoE DoT tick rate of 1 second, not the sticky DoT tick rate of 2 seconds.

    The radius increase is especially important for the Boundless Storm morph as that morph can be entirely outranged by melee enemies, which makes it basically useless to choose it over hurricane, which while hurricane still takes 4 seconds to match the new melee attack range, at least it gets there eventually.
    - Expert Summoner passive to only count the permanent pets (twilight/scamp) as "active pets" for its condition to switch back between max stats/health.
    Atro is sorcs best ultimate in PvE content and the only real reason to include the class in end game PvE groups at all (for the berserk synergy it gives), so this needs be addressed to allow no-pet sorcs to have the option to use this ultimate (that is not permanent) while not getting a DPS nerf because the passive flips from max stats to health while atro is active.

    With the above changes I would also like to see the following adjustment (nerf):
    - Daedric Prey (specifically this morph), reduce the bonus damage it provides for pets from its current band aid of 45% to a more reasonable value (somewhere between 20% to 25%).
    The buff to prey was supposed to be a stop gap (band-aid) solution to the massive U35 overnerfs to sorcerer, but with these changes the class will have enough options to run other skills if desired. This nerf brings the pet builds back into line with everything else when accounting for having access to these newly buffed abilities.

    TL//DR:
    - Increase Lightning Splash damage.
    - Revert mechanical nerfs done to Lightning Form.
    - Fix up Expert Summoner changes.
    - Nerf Daedric Prey to a reasonable value.

    Love this.

    To add to your points. These aren't musts.. but I still think they'd help with Sorc's identity, aoe, no pet sorc, and general quality of life improvements :
    1. Capacitor passive = Remove 10% mag regen. Add some type of concussed/sundered bonus like +x% status effect chance and x damage dealt to 2 nearby enemies to add back a little bit of aoe, class identity, and aoe, without increasing 1v1 damage ceiling too much.
    2. Daedric Protection passive = Add back the lost mag regen, maybe rework the passive to give flat a flat bonus like +150 mag/stam/hp regen.
    3. Lightning Splash = Add a direct damage tick on cast with much lower dot damage over the 10/15s. This would introduce an aoe spammable Sorc doesn't currently have access to, most of our kit is direct damage anyway, dots feel out of place.
    4. Haunting Curse = Add +5-10% monster damage dealt or Major Breach. 1 of either of these or both would help no pet sorc and the general power budget of the skill without outright buffing Sorc's damage ceiling where they don't need it.
    5. Mages Wrath = Bump up the HP % scale from 20% to 25%, maybe a tiny damage boost of 5-10% to keep up with the other executes available right now, it's the weakest in the game. It's not worth it on your bar unless you're kill stealing in pvp and Templars have us beat there.
    6. Endless Fury = Bump up the HP % scale from 20% to 50%, then make the damage proc bonus scale like Executioner, Killers Blade, Whirling Blades, Radiant Oppression, etc. Doesn't need to hit as hard in 1v1, nor as hard as aoe, but a decent in between would make it feel right.
    7. Convert Magicka damage sources to Shock or Physical.

    For sure, there are a lot of little things I'd like to see tidied up in the sorc kit. I tried to keep my list to the big things, but yes, all of these little things I would like to see done to some degree as well (especially capacitor/daedric protection passives, damage types from magic to shock and wrath rework).

    Haunting would definitely have to be an "against monsters" buff (as much as breach would be cool) as even without ele sus, caltrops is actually a good (and synergistic) skill for having breach on sorc when running a different weapon, it's just not seen much because it falls behind ele sus in PvP and tanks/wardens already provide breach for group PvE, so not getting breach on haunting is much less important than most people tend to think (it would be very nice QoL though, that's for sure).

    Sorc doesn't really need much for offense in PvP, mostly just slightly more reliable damage instead of more damage, so I'm careful about what I am willing to add to sorcs DPS abilities that have clear uses in PvP, not just PvE (this is why lightning splash (and ground AoE DoTs in general) is such a good way to buff no-pet sorc (and equivalents for other struggling classes) for PvE since ground based DoT abilities are good in PvE while being fairly mediocre in PvP.
  • Uvi_AUT
    Uvi_AUT
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    Arcanist:
    Build-Diversity: Make Weaponskills build Crux. That way we could have more than 1 DPS-Build and could benefit from the upcoming Spellcrafting.
    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
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