Update 46 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/677423
Maintenance for the week of May 12:
• PC/Mac: No maintenance – May 12
• PlayStation®: NA and EU megaservers for maintenance – May 14, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC) https://forums.elderscrollsonline.com/en/discussion/677003
We will be performing maintenance for patch 11.0.4 on the PTS on Monday at 10:00AM EDT (14:00 UTC).

Nerfing Relentless Instead of Gravelord's... Classic

madmufffin
madmufffin
✭✭✭✭
So the devs see that GLS is making beam do 100k dps on its own and decide that Relentless Focus is the problem and not the skill giving a flat 15% damage increase... classic ZOS balancing. Given that on a dummy Arcs are pushing 9500+ weapon damage, this nerf literally does absolutely nothing to solve the problem and just nerfs the less than optimal builds that were leveraging that little extra weapon/spell damage to push for viability.
  • sarahthes
    sarahthes
    ✭✭✭✭✭
    ✭✭✭
    madmufffin wrote: »
    So the devs see that GLS is making beam do 100k dps on its own and decide that Relentless Focus is the problem and not the skill giving a flat 15% damage increase... classic ZOS balancing. Given that on a dummy Arcs are pushing 9500+ weapon damage, this nerf literally does absolutely nothing to solve the problem and just nerfs the less than optimal builds that were leveraging that little extra weapon/spell damage to push for viability.

    As I said on discord I assume the relentless focus change took only a few seconds since it's just changing number values. Hopefully this means the GLS adjustment will be more thoughtful since it's taking longer to implement.
  • Stx
    Stx
    ✭✭✭✭✭
    ✭✭
    This was a good nerf to an incredible ability that is still an incredible ability even after this nerf.

    The assassination skill line is just overloaded with passive stats and being able to leave this skill on your back bar for a passive 600 damage was kind of silly. Not to mention with how hard this ability hits it really doesn’t need passive damage anyway. It already gives passive crit.

    Beam being a DOT and being mega buffed by Grave Lord skill line is a separate issue and needs attention before this patch goes live. the easiest and most logical solution is to make Beam direct damage.
  • madmufffin
    madmufffin
    ✭✭✭✭
    Stx wrote: »
    This was a good nerf to an incredible ability that is still an incredible ability even after this nerf.

    The assassination skill line is just overloaded with passive stats and being able to leave this skill on your back bar for a passive 600 damage was kind of silly. Not to mention with how hard this ability hits it really doesn’t need passive damage anyway. It already gives passive crit.

    Beam being a DOT and being mega buffed by Grave Lord skill line is a separate issue and needs attention before this patch goes live. the easiest and most logical solution is to make Beam direct damage.

    Yeah but 600 weapon damage was very helpful for off-meta builds since not everyone is going to just run the braindead beam build since it's a horrifically boring class. Beam being direct damage doesn't change anything nor does it thematically make sense. The most reasonable change it to make GLS have a exclusion for channeled skills exactly like Elf Bane has.
  • xylena_lazarow
    xylena_lazarow
    ✭✭✭✭✭
    ✭✭✭✭✭
    So no change to double spectral bow for PvP? That's gonna be a problem.
    PC/NA || Cyro/BGs || RIP ground oils
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭
    1 ability that you could backbar and never fire for +600-450 w/s DMG was hugely problematic and was spotted a mile away. They have an entire Vampire skill that drains your health for that much damage, it didn't make any sense.

    Aren't you jumping the gun a bit here? It's the 2nd week into the PTS. GLS is a much harder issue to tackle seeing as its entire purpose is to buff you, it does nothing else. GLS is fine imo, the issue is beam being counted as a DOT for some reason even though they went out of their way countless times to categorize multi hit channel skills like Jabs and Flurry as direct DMG. Convert it, problem solved.

    "Oh what about the status effect chance, it would be too high!"

    Flurry is ST direct, yet for some reason has a 3% chance per hit (ST dot). Bug or not. I've reported it a billion times, still not fixed, might be intentional implying they can reduce chances to match the value they want it to have. If they think 5% for AOE direct is too high, lower it.
    Edited by MashmalloMan on April 21, 2025 5:52PM
    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
  • Stx
    Stx
    ✭✭✭✭✭
    ✭✭
    Assassination is still very good. I’m not following the optimal beam builds but I would be shocked if Assassination wasn’t Meta for most builds due to the 12-17% crit and 12% crit damage. Not to mention the execute, the ultimate, and grim focus being a hard hitter with the passive damage.

    Beam needs to be made direct damage like all other spammable. There’s really no better way to balance it.
  • madmufffin
    madmufffin
    ✭✭✭✭
    1 ability that you could backbar and never fire for +600-450 w/s DMG was hugely problematic and was spotted a mile away. They have an entire Vampire skill that drains your health for less damage than that.

    Aren't you jumping the gun a bit here? It's the 2nd week into the PTS. GLS is a much harder issue to tackle seeing as its entire purpose is to buff you, it does nothing else. GLS is fine imo, the issue is beam being counted as a DOT for some reason even though they went out of their way countless times to categorize multi hit channel skills like Jabs and Flurry as direct DMG. Convert it, problem solved.

    "Oh what about the status effect chance, it would be too high!"

    Flurry is ST direct, yet for some reason has a 3% chance per hit (ST dot). Bug or not. I've reported it a billion times, still not fixed, might be intentional implying they can reduce chances to match the value they want it to have. If they think 5% for AOE direct is too high, lower it.

    Arcs have astronomically high weapon damage on dummy. Most are at a minimum of 9500 weapon damage. This change doesn't change their viability or help dial back a very easy and overperforming build. Jabs literally makes physical impact repeatedly, which makes sense for it being direct. A giant magical laser beam should not just be made a blanket direct damage just because. There's already a set with the exact code that we need to fix the issue and can just be directly applied to GLS to fix the issue without needing to break away from fundamental concepts built into the game. f13xk6iwzmnw.png
  • necro_the_crafter
    necro_the_crafter
    ✭✭✭✭✭
    so am I reading this right, nerf necros not nbs? OP is ZoS employee confirmed.

    Seriously, GLS needs rework, why on earth skill line must have 10% passive + 15% active dot bonus. I would like to see it getting 2 for one deal instead like, sub assult or haunting curse, maybe a skill that allows you to have up to two blastbones simoultaniously but with 60% damage of original? this would open up opportunity to use detonating as a spammable, as you would have decent corpse supply between double blastbones and venom skull to utilise them with detonating.

    Also would love to see rapid rot tuned down to 8% dot bonus but add some synergie with deseased status effect, maybe increasing its AoE damage portion by considerable amount and create a corpse on target that you proced deseased on up to once every X seconds.
  • StarOfElyon
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    PLEASE don't nerf Necromancer anymore!!! Necros have already had both sustain and corpse nerfs. They can't even use their third ultimate in pvp anymore. They're not even a class now, just a subclass. No more nerfs.

    qbuhvzn3zd8l.png
    Edited by StarOfElyon on April 21, 2025 6:18PM
  • madmufffin
    madmufffin
    ✭✭✭✭
    so am I reading this right, nerf necros not nbs? OP is ZoS employee confirmed.

    Seriously, GLS needs rework, why on earth skill line must have 10% passive + 15% active dot bonus. I would like to see it getting 2 for one deal instead like, sub assult or haunting curse, maybe a skill that allows you to have up to two blastbones simoultaniously but with 60% damage of original? this would open up opportunity to use detonating as a spammable, as you would have decent corpse supply between double blastbones and venom skull to utilise them with detonating.

    Also would love to see rapid rot tuned down to 8% dot bonus but add some synergie with deseased status effect, maybe increasing its AoE damage portion by considerable amount and create a corpse on target that you proced deseased on up to once every X seconds.

    I literally said just to make GLS not work on channeled skills like Elf Bane does. It doesn't impact Necro at all.
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭
    madmufffin wrote: »
    1 ability that you could backbar and never fire for +600-450 w/s DMG was hugely problematic and was spotted a mile away. They have an entire Vampire skill that drains your health for less damage than that.

    Aren't you jumping the gun a bit here? It's the 2nd week into the PTS. GLS is a much harder issue to tackle seeing as its entire purpose is to buff you, it does nothing else. GLS is fine imo, the issue is beam being counted as a DOT for some reason even though they went out of their way countless times to categorize multi hit channel skills like Jabs and Flurry as direct DMG. Convert it, problem solved.

    "Oh what about the status effect chance, it would be too high!"

    Flurry is ST direct, yet for some reason has a 3% chance per hit (ST dot). Bug or not. I've reported it a billion times, still not fixed, might be intentional implying they can reduce chances to match the value they want it to have. If they think 5% for AOE direct is too high, lower it.

    Arcs have astronomically high weapon damage on dummy. Most are at a minimum of 9500 weapon damage. This change doesn't change their viability or help dial back a very easy and overperforming build. Jabs literally makes physical impact repeatedly, which makes sense for it being direct. A giant magical laser beam should not just be made a blanket direct damage just because. There's already a set with the exact code that we need to fix the issue and can just be directly applied to GLS to fix the issue without needing to break away from fundamental concepts built into the game. f13xk6iwzmnw.png

    Where exactly in the Grim Focus nerf are you reading that it was because of Arcanist's beam? As I initially said, it was spotted a mile away that it was overtuned. Nothing to do with beam. The skill on its own provided 450-600 w/s DMG for doing nothing, no penalty, no casting, when an entire skill from Vampire only gives 600-800 and costs a hefty chunk of your health to maintain. Grim Focus frankly doesn't even need the w/s DMG with 2 stacks, the tooltip is stronger than most ultimates.

    Your argument is completely misguided for this type of game anyway, ZOS does not pick damage types of skills based on visuals alone, I'd argue it tends to be based on functionality and game design. I could give you countless examples of things that should feel this way or that way, but I used 2 key examples of abilities that behave functionally similar and have a past of clear identification from ZOS as written in their notes when they were changed because they are also channeled spammables, 1 of which is also AOE with no target requirement.

    Using your own logic, why does the Unblinking Eye ultimate deal direct AOE damage from the same skill line? It's a "giant magical laser", does it punch the enemy into the ground? Is that breaking fundamental concepts?

    I go back to why would we nerf GLS, a skill that only buffs damage, and does it for a damage type that typically spreads out its power budget over 10-20s. The issue is Beam being balanced as a spammable, yet using dot damage. Your solution does work, it's just how you got to that conclusion I don't quite agree with.
    Edited by MashmalloMan on April 21, 2025 6:20PM
    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
  • madmufffin
    madmufffin
    ✭✭✭✭
    madmufffin wrote: »
    1 ability that you could backbar and never fire for +600-450 w/s DMG was hugely problematic and was spotted a mile away. They have an entire Vampire skill that drains your health for less damage than that.

    Aren't you jumping the gun a bit here? It's the 2nd week into the PTS. GLS is a much harder issue to tackle seeing as its entire purpose is to buff you, it does nothing else. GLS is fine imo, the issue is beam being counted as a DOT for some reason even though they went out of their way countless times to categorize multi hit channel skills like Jabs and Flurry as direct DMG. Convert it, problem solved.

    "Oh what about the status effect chance, it would be too high!"

    Flurry is ST direct, yet for some reason has a 3% chance per hit (ST dot). Bug or not. I've reported it a billion times, still not fixed, might be intentional implying they can reduce chances to match the value they want it to have. If they think 5% for AOE direct is too high, lower it.

    Arcs have astronomically high weapon damage on dummy. Most are at a minimum of 9500 weapon damage. This change doesn't change their viability or help dial back a very easy and overperforming build. Jabs literally makes physical impact repeatedly, which makes sense for it being direct. A giant magical laser beam should not just be made a blanket direct damage just because. There's already a set with the exact code that we need to fix the issue and can just be directly applied to GLS to fix the issue without needing to break away from fundamental concepts built into the game. f13xk6iwzmnw.png

    Where exactly in the Grim Focus nerf are you reading that it was because of Arcanist's beam? As I initially said, it was spotted a mile away that it was overtuned. Nothing to do with beam. The skill on its own provided 450-600 w/s DMG for doing nothing, no penalty, no casting, when an entire skill from Vampire only gives 600-800 and costs a hefty chunk of your health to maintain. Grim Focus frankly doesn't even need the w/s DMG with 2 stacks, the tooltip is stronger than most ultimates.

    Your argument is completely misguided for this type of game anyway, ZOS does not pick damage types of skills based on visuals alone, I'd argue it tends to be based on functionality and game design. I could give you countless examples of things that should feel this way or that way, but I used 2 key examples of abilities that behave functionally similar and have a past of clear identification from ZOS as written in their notes when they were changed because they are also channeled spammables, 1 of which is also AOE with no target requirement.

    Using your own logic, why does the Unblinking Eye ultimate deal direct AOE damage from the same skill line? It's a "giant magical laser", does it punch the enemy into the ground? Is that breaking fundamental concepts?

    I go back to why would we nerf GLS, a skill that only buffs damage, and does it for a damage type that typically spreads out its power budget over 10-20s. The issue is Beam being balanced as a spammable, yet using dot damage. Your solution does work, it's just how you got to that conclusion I don't quite agree with.

    Tbh, I use pokemon move theory for remembering how a lot of stuff in this game works. It makes sense to me and I don't really have a good reason as to why :lol: I personally think grim focus being overtuned is good for improving the viability of the less than optimal builds despite the obvious problem it provides on the really good builds. We're already well past the power creep levels, so at least keep the game more accessible for fun elements.
  • Deimus
    Deimus
    ✭✭✭✭
    so am I reading this right, nerf necros not nbs? OP is ZoS employee confirmed.

    Seriously, GLS needs rework, why on earth skill line must have 10% passive + 15% active dot bonus. I would like to see it getting 2 for one deal instead like, sub assult or haunting curse, maybe a skill that allows you to have up to two blastbones simoultaniously but with 60% damage of original? this would open up opportunity to use detonating as a spammable, as you would have decent corpse supply between double blastbones and venom skull to utilise them with detonating.

    Also would love to see rapid rot tuned down to 8% dot bonus but add some synergie with deseased status effect, maybe increasing its AoE damage portion by considerable amount and create a corpse on target that you proced deseased on up to once every X seconds.

    Yeah us Necromancer players have never liked GLS so maybe if the nbs go to ZOS for it to get changed we might get something good for our class instead of a skill made for Arcanists and dks.

    What good is a 15% damage increase when you have to give up all your damage to get it? If the only other damage left to boost is the slowest spammable in the game and stationary ground DoTs then GLS is a failure in design for the Necromancer class.
  • necro_the_crafter
    necro_the_crafter
    ✭✭✭✭✭
    madmufffin wrote: »
    Tbh, I use pokemon move theory for remembering how a lot of stuff in this game works. It makes sense to me and I don't really have a good reason as to why :lol: I personally think grim focus being overtuned is good for improving the viability of the less than optimal builds despite the obvious problem it provides on the really good builds. We're already well past the power creep levels, so at least keep the game more accessible for fun elements.

    And GLS is just isnt fun, and needs a ground up rework instead of nerf. Its just a generic buff, that will be abused with subclassing, it provides nothing else outside of damage buff. Its boring, and easy to exploit, and also very boring.

    Merciless/Relentless on the other hand is OP on its own even without the beam. But damage bonus wasnt the issue its an ability to have a double proc. In same patch ZoS introduced cooldown on venom skull corpse generation, to "balance it" and also nerfed armament by ten percent due to it also being able to store twice as much charges now, but specbow tooltip remains the same, and you are able to fire it back to back without any drawback.
  • madmufffin
    madmufffin
    ✭✭✭✭
    madmufffin wrote: »
    Tbh, I use pokemon move theory for remembering how a lot of stuff in this game works. It makes sense to me and I don't really have a good reason as to why :lol: I personally think grim focus being overtuned is good for improving the viability of the less than optimal builds despite the obvious problem it provides on the really good builds. We're already well past the power creep levels, so at least keep the game more accessible for fun elements.

    And GLS is just isnt fun, and needs a ground up rework instead of nerf. Its just a generic buff, that will be abused with subclassing, it provides nothing else outside of damage buff. Its boring, and easy to exploit, and also very boring.

    Merciless/Relentless on the other hand is OP on its own even without the beam. But damage bonus wasnt the issue its an ability to have a double proc. In same patch ZoS introduced cooldown on venom skull corpse generation, to "balance it" and also nerfed armament by ten percent due to it also being able to store twice as much charges now, but specbow tooltip remains the same, and you are able to fire it back to back without any drawback.

    I'd have no issues whatsoever with GLS completely being reworked, but as it is it needs to have exclusions since it's just a more overpowered buff mechanism.
  • madmufffin
    madmufffin
    ✭✭✭✭
    Deimus wrote: »
    so am I reading this right, nerf necros not nbs? OP is ZoS employee confirmed.

    Seriously, GLS needs rework, why on earth skill line must have 10% passive + 15% active dot bonus. I would like to see it getting 2 for one deal instead like, sub assult or haunting curse, maybe a skill that allows you to have up to two blastbones simoultaniously but with 60% damage of original? this would open up opportunity to use detonating as a spammable, as you would have decent corpse supply between double blastbones and venom skull to utilise them with detonating.

    Also would love to see rapid rot tuned down to 8% dot bonus but add some synergie with deseased status effect, maybe increasing its AoE damage portion by considerable amount and create a corpse on target that you proced deseased on up to once every X seconds.

    Yeah us Necromancer players have never liked GLS so maybe if the nbs go to ZOS for it to get changed we might get something good for our class instead of a skill made for Arcanists and dks.

    What good is a 15% damage increase when you have to give up all your damage to get it? If the only other damage left to boost is the slowest spammable in the game and stationary ground DoTs then GLS is a failure in design for the Necromancer class.

    The change never made sense to me personally and they even did it at the expense of the better of the two blastbones
  • Renato90085
    Renato90085
    ✭✭✭✭
    Deimus wrote: »
    so am I reading this right, nerf necros not nbs? OP is ZoS employee confirmed.

    Seriously, GLS needs rework, why on earth skill line must have 10% passive + 15% active dot bonus. I would like to see it getting 2 for one deal instead like, sub assult or haunting curse, maybe a skill that allows you to have up to two blastbones simoultaniously but with 60% damage of original? this would open up opportunity to use detonating as a spammable, as you would have decent corpse supply between double blastbones and venom skull to utilise them with detonating.

    Also would love to see rapid rot tuned down to 8% dot bonus but add some synergie with deseased status effect, maybe increasing its AoE damage portion by considerable amount and create a corpse on target that you proced deseased on up to once every X seconds.

    Yeah us Necromancer players have never liked GLS so maybe if the nbs go to ZOS for it to get changed we might get something good for our class instead of a skill made for Arcanists and dks.

    What good is a 15% damage increase when you have to give up all your damage to get it? If the only other damage left to boost is the slowest spammable in the game and stationary ground DoTs then GLS is a failure in design for the Necromancer class.
    And don't forget necro more like a direct damage class...any time your top3-4 dmg is direct damage...
    have a dot passive/buff skill buff arc be strong It makes no sense
  • Alaztor91
    Alaztor91
    ✭✭✭✭✭
    GLS causing issues with multiclass is kinda hilarious though. Players told ZOS exactly what problems GLS had when they first decided to rework Stalking Blastbones. Most of those issues are still present after like 1+ year, even though ZOS literally said that they would be monitoring the morph.

    It's almost like having a skill that gives a unique % damage buff would be problematic when mixed with the best offensive skill from another Class(Fatecarver) since you can just combine them instead of having to pick 1 option as it was originally intended(GLS vs BBB).

    Hopefully if more people complain about GLS + Fatecarver we might get an actual decent GLS rework, because you know ZOS isn't going to rework Fatecarver.





  • Deimus
    Deimus
    ✭✭✭✭
    Deimus wrote: »
    so am I reading this right, nerf necros not nbs? OP is ZoS employee confirmed.

    Seriously, GLS needs rework, why on earth skill line must have 10% passive + 15% active dot bonus. I would like to see it getting 2 for one deal instead like, sub assult or haunting curse, maybe a skill that allows you to have up to two blastbones simoultaniously but with 60% damage of original? this would open up opportunity to use detonating as a spammable, as you would have decent corpse supply between double blastbones and venom skull to utilise them with detonating.

    Also would love to see rapid rot tuned down to 8% dot bonus but add some synergie with deseased status effect, maybe increasing its AoE damage portion by considerable amount and create a corpse on target that you proced deseased on up to once every X seconds.

    Yeah us Necromancer players have never liked GLS so maybe if the nbs go to ZOS for it to get changed we might get something good for our class instead of a skill made for Arcanists and dks.

    What good is a 15% damage increase when you have to give up all your damage to get it? If the only other damage left to boost is the slowest spammable in the game and stationary ground DoTs then GLS is a failure in design for the Necromancer class.
    And don't forget necro more like a direct damage class...any time your top3-4 dmg is direct damage...
    have a dot passive/buff skill buff arc be strong It makes no sense

    I'd like for Necromancer to be a class that excels afflicting DoTs, but a passive that fits the theme of the class would be a 10% boost to AoE damage. Every damage skill the class has is an AoE or has an AoE morph
  • necro_the_crafter
    necro_the_crafter
    ✭✭✭✭✭
    I have an Idea. Lets make GLS into a new skill - double stalking blastbones - summon up to two stalking blastbones that stalks its target and then goes kaboom.

    And for mrciless/relentless - upon reaching a 5/10 stack you can activate the ability to shoot yourself in the knee with arrow increasing nb abilities and direct damage dealt by 15%.
  • Renato90085
    Renato90085
    ✭✭✭✭
    ,
    Deimus wrote: »
    Deimus wrote: »
    so am I reading this right, nerf necros not nbs? OP is ZoS employee confirmed.

    Seriously, GLS needs rework, why on earth skill line must have 10% passive + 15% active dot bonus. I would like to see it getting 2 for one deal instead like, sub assult or haunting curse, maybe a skill that allows you to have up to two blastbones simoultaniously but with 60% damage of original? this would open up opportunity to use detonating as a spammable, as you would have decent corpse supply between double blastbones and venom skull to utilise them with detonating.

    Also would love to see rapid rot tuned down to 8% dot bonus but add some synergie with deseased status effect, maybe increasing its AoE damage portion by considerable amount and create a corpse on target that you proced deseased on up to once every X seconds.

    Yeah us Necromancer players have never liked GLS so maybe if the nbs go to ZOS for it to get changed we might get something good for our class instead of a skill made for Arcanists and dks.

    What good is a 15% damage increase when you have to give up all your damage to get it? If the only other damage left to boost is the slowest spammable in the game and stationary ground DoTs then GLS is a failure in design for the Necromancer class.
    And don't forget necro more like a direct damage class...any time your top3-4 dmg is direct damage...
    have a dot passive/buff skill buff arc be strong It makes no sense

    I'd like for Necromancer to be a class that excels afflicting DoTs, but a passive that fits the theme of the class would be a 10% boost to AoE damage. Every damage skill the class has is an AoE or has an AoE morph
    Yes,the necro parse dmg have 65-70% is direct aoe damage, so it why gls and dot passive is not very good in necro, but in arc it a 25% free dps buff like free 1400-1500 wd...

  • necro_the_crafter
    necro_the_crafter
    ✭✭✭✭✭
    Deimus wrote: »
    I'd like for Necromancer to be a class that excels afflicting DoTs, but a passive that fits the theme of the class would be a 10% boost to AoE damage. Every damage skill the class has is an AoE or has an AoE morph
    Yes,the necro parse dmg have 65-70% is direct aoe damage, so it why gls and dot passive is not very good in necro, but in arc it a 25% free dps buff like free 1400-1500 wd...

    Absolutly valid points. If gravegrasp was a decent AoE spammable that is ground targeted and generates corpses, detonating had it burst upfront and not at the end of a drain, with passive bonus to AoE damage and deseased procs... What a class it could have been.
    Edited by necro_the_crafter on April 21, 2025 7:23PM
  • randconfig
    randconfig
    ✭✭✭
    Stx wrote: »
    This was a good nerf to an incredible ability that is still an incredible ability even after this nerf.

    The assassination skill line is just overloaded with passive stats and being able to leave this skill on your back bar for a passive 600 damage was kind of silly. Not to mention with how hard this ability hits it really doesn’t need passive damage anyway. It already gives passive crit.

    Beam being a DOT and being mega buffed by Grave Lord skill line is a separate issue and needs attention before this patch goes live. the easiest and most logical solution is to make Beam direct damage.

    100% agree, the ability has long been overperforming and needed this nerf, especially since the passive damage would be insane with subclassing.
  • Zyaneth_Bal
    Zyaneth_Bal
    ✭✭✭✭
    Relentless focus is obscenely powerful on it’s own, being the hardest hitting skill while providing the biggest passive damage increase at the same time, it has nothing to do with any builds or anything else.
    It’s being included in every single pvp build most pve dd builds too and there’s no exaggeration. However, the most troublesome part where it got a second proc was left untouched for some reason.
    Edited by Zyaneth_Bal on April 21, 2025 9:04PM
  • sarahthes
    sarahthes
    ✭✭✭✭✭
    ✭✭✭
    Relentless focus is obscenely powerful on it’s own, being the hardest hitting skill while providing the biggest passive damage increase at the same time, it has nothing to do with any builds or anything else.
    It’s being included in every single pvp build most pve dd builds too and there’s no exaggeration. However, the most troublesome part where it got a second proc was left untouched for some reason.

    I need them to do for whip what they did for relentless focus, but make them not stack with each other, so I can still be a dk main.
  • StarOfElyon
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    Alaztor91 wrote: »
    GLS causing issues with multiclass is kinda hilarious though. Players told ZOS exactly what problems GLS had when they first decided to rework Stalking Blastbones. Most of those issues are still present after like 1+ year, even though ZOS literally said that they would be monitoring the morph.

    It's almost like having a skill that gives a unique % damage buff would be problematic when mixed with the best offensive skill from another Class(Fatecarver) since you can just combine them instead of having to pick 1 option as it was originally intended(GLS vs BBB).

    Hopefully if more people complain about GLS + Fatecarver we might get an actual decent GLS rework, because you know ZOS isn't going to rework Fatecarver.





    Indeed, Grave Lord's Sacrifice was forced into players and now it's becoming EVERYONE'S problem. 😂
  • StarOfElyon
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    ,
    Deimus wrote: »
    Deimus wrote: »
    so am I reading this right, nerf necros not nbs? OP is ZoS employee confirmed.

    Seriously, GLS needs rework, why on earth skill line must have 10% passive + 15% active dot bonus. I would like to see it getting 2 for one deal instead like, sub assult or haunting curse, maybe a skill that allows you to have up to two blastbones simoultaniously but with 60% damage of original? this would open up opportunity to use detonating as a spammable, as you would have decent corpse supply between double blastbones and venom skull to utilise them with detonating.

    Also would love to see rapid rot tuned down to 8% dot bonus but add some synergie with deseased status effect, maybe increasing its AoE damage portion by considerable amount and create a corpse on target that you proced deseased on up to once every X seconds.

    Yeah us Necromancer players have never liked GLS so maybe if the nbs go to ZOS for it to get changed we might get something good for our class instead of a skill made for Arcanists and dks.

    What good is a 15% damage increase when you have to give up all your damage to get it? If the only other damage left to boost is the slowest spammable in the game and stationary ground DoTs then GLS is a failure in design for the Necromancer class.
    And don't forget necro more like a direct damage class...any time your top3-4 dmg is direct damage...
    have a dot passive/buff skill buff arc be strong It makes no sense

    I'd like for Necromancer to be a class that excels afflicting DoTs, but a passive that fits the theme of the class would be a 10% boost to AoE damage. Every damage skill the class has is an AoE or has an AoE morph
    Yes,the necro parse dmg have 65-70% is direct aoe damage, so it why gls and dot passive is not very good in necro, but in arc it a 25% free dps buff like free 1400-1500 wd...

    Crazy how GLS ended up being better for other classes than it ever was for Necromancer.
  • Lykeion
    Lykeion
    ✭✭✭✭✭
    Frankly, I doubt nerfing GLS would actually hurt Necromancers at all. Ever since GLS became what it is today, I've never seen a single Necro use this skill in any content. Ironically, this ability seems to exist solely for non-Necro classes to use it.
  • IncultaWolf
    IncultaWolf
    ✭✭✭✭✭
    Just please rework Grave Lord's Suckrifice again so it's not just a buff. Make it jump to the enemy again and cause a strong flame damage damage over time
Sign In or Register to comment.