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https://forums.elderscrollsonline.com/en/discussion/comment/8098811/#Comment_8098811

The new even more boring dps set up

BattleAxe
BattleAxe
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As dots are on the verge of being useless the new meta will end up being skills slotted for passive buffs and 1 damage skill spammed until ultimate can be used. Dots may have been a tad overtuned but the state of dots now makes them practically useless. Dots were strong in pvp mostly because on the stam side of things vigor was nerfed due to feedback on builds building to get the highest tooltip possible. Secondly the counter to dots aka purge is overpriced for practically all players including mag specs. The simplest solution i usually one of if not the best. Raise vigor back up and reduce cost of purge and make it prioritize removing dots this would fix dots for pvp. For pve this becomes more difficult to find a sweet spot although a possible solution would be dial back the damage on entropy and soul trap this would also help in pvp as these 2 dots are unblockable. A possible second solution for entropy and soul trap in pvp is add a cast time so these skills may be interrupted.

Nerfing skills that “overperform” is the worst solution to the problem for pvp and pve the better solution is buff the counters as well as make alternatives to dots seem as appealing. A suggestion using sorcs and nightblades as examples is since a majority of their skills are very burst oriented give these classes passives that strengthen their burst potential/identity. Wardens and Templar’s are a medium between burst and attrition and should be further augmented so these 2 classes are a strong middle ground between burst and attrition. Now dk and necromancers are 2 classes who are very much attrition based this should be further augmented.

What this would hopefully result in is 3 categories for the classes in the dps role burst, attrition, and lastly a combination of the two. End goal this would mean in pve depending on content will depend which classes would be recommended high mobility fights would favor attrition based classes and stationary fights would strongly favor burst classes.

For the support roles tanks and healers we would have to clearly define what each class is meant to do for tank and heals. The following is my perception how each class would be defined as healer.

Dk is more buff oriented and defense oriented so as a healer a dk is strongly suited to increase group damage as well as prevent damage
Templar’s are pure healers as they possess some of the strongest healing potential in the game
Wardens are a middle ground between dk and Templar

Sorcs are very offense oriented and would likely heal via dealing damage and sustaining the groups resources
Nightblades have a siphoning style of healing basically drain Enemies and heal party along with rebuffing enemies
Necromancers being the newest class still aren’t clearly defined as healers however they possess the resurrection ultimate so perhaps work the necromancer into this undeath identity altering skills to be more of an undeath style of healing or in other words bring the group back from the brink of death or outright give them a skill that prevents a player from dying for a very brief period a soul exchange skill if you will
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