gariondavey wrote: »Nightblade:
- needs pve buffs
- please stop giving pvp buffs
- remove cast time on gap closer
Just in case ZOS reads this and cares somehow about your great summary: Can you @garion please change that to:gariondavey wrote: »Sorcerer:
- in class major prophecy/savagery, likely to be put on bound armaments (also consider dynamic cost scaling)
gariondavey wrote: »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.
FrancisCrawford wrote: »gariondavey wrote: »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.
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.
Erickson9610 wrote: »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?
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.
Turtle_Bot 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.
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.- 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.
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.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.- Expert Summoner passive to only count the permanent pets (twilight/scamp) as "active pets" for its condition to switch back between max stats/health.
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.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.
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.FrancisCrawford wrote: »gariondavey wrote: »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.
StarOfElyon wrote: »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.
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.- 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.
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.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.- Expert Summoner passive to only count the permanent pets (twilight/scamp) as "active pets" for its condition to switch back between max stats/health.
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.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.
MashmalloMan wrote: »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.- 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.
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.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.- Expert Summoner passive to only count the permanent pets (twilight/scamp) as "active pets" for its condition to switch back between max stats/health.
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.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 :
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Convert Magicka damage sources to Shock or Physical.