Maintenance for the week of September 29:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – September 29, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
· Xbox: NA and EU megaservers for patch maintenance – October 1, 8:00 UTC (4:00AM EDT) - 16:00 UTC (12:00PM EDT)
· PlayStation®: NA and EU megaservers for patch maintenance – October 1, 8:00 UTC (4:00AM EDT) - 16:00 UTC (12:00PM EDT)
The maintenance is complete, and the PTS is now back online and patch 11.2.2 is available.

PTS Update 25 - Feedback Thread for Combat & Classes

  • juhislihis19
    juhislihis19
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    Remove the slowing down of Leap. Just remove the knock-back effect and change it to stun. PROBLEM SOLVED.
  • propertyOfUndefined
    propertyOfUndefined
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    It's been said before, but I'm trying to be an extra squeaky wheel by saying it again -- the Stalking Blastbones morph is in need of refactoring. The changes to the way the base skill functions are great, but they render the magicka morph useless.
  • propertyOfUndefined
    propertyOfUndefined
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    The Drain Essence change limits viable builds on classes that don't have abilities that offer an instant stun. This is specific to magicka builds, as stamina builds can always take Turn Evil in the Fighters Guild skill line.

    I would like to suggest making the stun apply when the channel finishes, or if it's cancelled by the caster. An alternative to that would be to put the change in the "Accelerating Drain" morph, but leave the other morph (the one with fewer ticks and less damage) the way it is.
  • universal_wrath
    universal_wrath
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    Please make Ultimate casting uninteruptable. I have been stunned numuor times while trying to cast dawnbreaker. This interupt thing works on all cast time ultimates, very easy way to negate your burst combo. Why can you stunned a player whi is casting an ultimate? It make no since.
  • MincVinyl
    MincVinyl
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    New dizzy feels terrible and is just a former shell of itself since elsweyr

    -shorter cast (closer to a normal spammable now except it still feels clunky to cancel)
    -removed the second aim check (so now the ability can be spammed without a second thought unlike before)
    -Damage can only match old dizzy via spamming it (lower total, but short cast>>increased damage over longer time)
    -The offbalance stun is much harder to counterplay and predict needing to break free
    (mostly caused by the stun being tied to medium-heavy which the animation can be canceled, which makes it seem like your character just randomly falls over instead of being hit by a clear animation. I am getting the same stun uptime as I would with the knockback, but now people take much longer to counterplay it.)
    -The stun causes your character to slide on the ground if you do break free early enough
    PTS dizzy:
    Dizzy is simply just lacking a stun now, and is just as bad as live dizzy.
    If you want to push for this heavy dizzy spam or light wrecking spam why not put them on the same ability. If wrecking had the offbalance mechanic and the empower mechanic, a player would have to manage and make use of the buffs properly to be rewarded with actually thinking about what they are doing instead of being forced to spam one system. This way wrecking could be used as the spammable that some people want and dizzy could be returned to a pre elsweyr state where nobody complained about it. Problems only came about when onslaught was giving perfect pen with no cast time for almost half a minute. For some reason Dizzy was nerfed instead of onslaught.

    Usually when one variable changes and it causes an issue you would change it back or fix it instead of changing another random variable. This just makes it exponentially harder for balance, like with the state of movement. Pre summerset the game was fluid and enjoyable with nobody complaining about movement. Summerset hits introducing swift jewelry. Issue arises where people are now for some reason moving too fast. Instead of nerfing swift or reducing other speed buffs...zos decides to gut speed buffs and snare/root immunity down to ~4 sec durations. Then swift got nerfed. Now movement is a shell of what it used to be, where it is just tedious to play the game and walk around, all because of one balancing mishap.
  • JayJayIsSoJay
    JayJayIsSoJay
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    the Iceheart cooldown is too big, and the shield size nerf doesn't make any sense. Iceheart feels way weaker, the cooldown is what's hurting most, I barely have the shield active and it's not enough to make the set useful, you're better off running something else, even Chokethorn performs better if you're soloing a vet dungeon. If the excuse is Imperium set, buff it instead of trying to make others worse, and if you're nerfing Iceheart just bcz you wanna sell more Mother Ciannait, well, Ciannait is still worse unless you're a magplar. If you think that Iceheart's too OP bcz it deals damage, remove it then, make it a defensive set only. I know that ZoS rly wants to nerf Iceheart to make us farm Ciannait, but let us have a decent Base game set option, Iceheart atm on live is NOT an OP set, it's doing just fine, no need to nerf something that doesn't need a fix.

    Here's a suggestion(Iceheart):

    Keep the base shield at 8k
    Reduce the chance of proccing to 15%
    Remove the damage
    Keep the cooldown at 6secs

    And buff Imperium, if that's the excuse.
  • John_Falstaff
    John_Falstaff
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    Sheesh, what do I hear. People ask to nerf mNB's grim focus' damage while returning Minor Brutality without a trace of consideration that it would kill them in PvE. With PvP-only players, we can't have good things.

    About Iceheart - let's see what's going to appear in today's patch notes, but I suspect the greed will prevail.
  • Mayrael
    Mayrael
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    kaithuzar wrote: »
    Not that there isn’t enough forum threads on the topic, but since this is the more official thread...
    Buff nightblade, especially magicka nightblade. It’s basically the weakest class in pvp & has been nerfed into absolute garbage. If you want to know “how” it’s weak or what should be buffed, please visit any of the recent nightblade threads on this forum; thanks

    How dare you bringing facts into this wish list!? :) TBH, I'm afraid to ask for buffs when it goes to magblade because it may end like this: everyone jumps to play magblade, people start to whine about cloak/bow/anything thats strong in our toolkit, ZOS nerfs all of it, magblades becomes even weaker than it used to be.
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • Brandathorbel
    Brandathorbel
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    Sheesh, what do I hear. People ask to nerf mNB's grim focus' damage while returning Minor Brutality without a trace of consideration that it would kill them in PvE. With PvP-only players, we can't have good things.

    About Iceheart - let's see what's going to appear in today's patch notes, but I suspect the greed will prevail.

    because it seems pvp players think they are the only ones in this game when they are in fact the vast minority
  • WrathOfInnos
    WrathOfInnos
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    Sorcerer’s Liquid Lightning and Lightning Flood both end before the final tick, making them effectively only 9s and 13s duration instead of 10s and 14s and reducing their overall damage. Every other DoT that ticks on 1s intervals has duration + 1 total damage ticks, since they have one at 0s and one when the duration ends ( including Boneyard, Path, Winter’s Revenge, Wall, etc.).

    More detailed information here: https://forums.elderscrollsonline.com/en/discussion/510470/lightning-splash-flood-liquid-duration-bug#latest
  • kalunte
    kalunte
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    "cast time abilities are far harder to land at a frequent cadence"

    just a quote from 5.3.3 patchnote. Snipe is a casted spammable too with a stun tied to crouch status (which means 1 per fight!, which is somehow not that much)

    "cast time abilities are far harder to land at a frequent cadence"

    sounds like a justification/reason for Dizzy to be buffed.
    what about snipe having an even longer cast time + a travel time? (even at melee range)?

    just like always, you manage to do half the job ZoS.

    XOXO
  • MincVinyl
    MincVinyl
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    t3hlfsh4nq6n.png
    From a 4-5 year old strictly pvp stamsorc dizzy player:
    This change is counter intuitive to dizzy and how it has always played. Dizzy is not hard to hit at all anymore due to it only having the one initial aim check, It has become a point and click spammable. Since elsweyr dizzy has only lost total damage, and has been pushed to a generic spammable, but remains a cast time. Not to mention the only hard part about hitting dizzy anymore is when players spam roll, if you snare players they will be more inclined to roll since sources of snare/root immunity are so short duration. Also how is the snare supposed to help you stick to your target(which nobody has issues doing) when the the snare can only be applied 7 seconds after the initial dizzy. If an enemy chooses to run within ~8-9 sec after the initial dizzy there is nothing stopping them. I just can't see how this random snare is supposed to help you "stick" to your opponent.
    Since elsweyr
    -It lost damage, but gained offbalance reliability which sort of made up for it(offbalance could be gained already with cp)
    -lost its easily countered knockback after a long cast and double aim check system, for a buggy knockdown with little animation que for the caster and defender(hurting combo/counterplay fluidity)
    -got pigeon holed into spamming only heavy dizzy weaves due to offbalance to make up for damage loss

    Now dizzy is essentially losing that offbalance damage/knockdown for a snare, which won't help you in anyway (there will be good chances that it runs out before your next heavy>dizzy weave hits or the enemy escapes before the snare even applies.)
    Toss the offbalance snare onto wreckingblow, fix the wrecking blow second aim check, and return dizzy to its pre-Elsweyr state that nobody complained about. This makes sure there is the old skillshot hard hitting morph that old dizzy users loved to build around even though it was challenging at times, and then there will be wreckingblow which is the cookie cutter spammable for those who wish to spam it like with templar jabs. Even with this idea newer players spamming would be able to learn to swap between light and heavy weaves to use the different buffs instead of just being pigeon holed into one lack luster rotation.
    Why the old dizzy worked as a hard hitting ability with a knockback was because it used to be hard to land and easy to counter. Nobody complained when all you had to do to stop a dizzy build was block cancel your abilities, roll the dizzy, or out maneuver the caster. Each counterplay option was well known and had easy to see animation ques. People complain now because it is brainless to hit, such a short cast, and the stun can happen at random times with almost no animation to counterplay off of.
    Edited by MincVinyl on February 11, 2020 2:07AM
  • Onefrkncrzypope
    Onefrkncrzypope
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    Stone giant:

    Edit: why bother with the aoe causing stagger when the buff can only stack to three? You just moved the empty cast to the final rock/orb/turd.

    This still doesn't help the other issues.

    1. Is it a buff or a spammable?
    -treating this as a buff this skill fails. Slotting this with being a buff removes the ability to run a execution, which in turns make for obviously lower dps. The buff from stonefist nor the damage makes up for that loss of dps.
    -treating this as a spammable this skill fails. The fact of the matter is that stone giant plus full stack stagger plus minor brutality does not come close to flurry or wrecking blow in terms of DPS or secondary affects.

    Well it's ranged you observed. Ranged skills have been traditionally weaker then melee... First I'll point you to elemental weapon. Then let's talk about this.

    1. Does a ranged spammable makes sense on a SDK?

    In a pve dw/2h toolkit frame of mind? No, not a single thing points to a SDK ranged build or can even accommodate one. The ulti we rely on? Melee. Spammable? Melee Other skills? Only hail and Foo but neither has any drawbacks to be in melee.
    In a pvp dw/2h toolkit frame of mind? Absolutely not with the same exact argument as above(Foo hail not included)

    But what about a bow toolkit in mind? Well there I can happily say the of course the channeled aoe is an empty cast and a bow/bow parse obviously shows the lethal arrow is far more powerful. Also a build with two channels? Ew.. What are we a magplar from a couple patched ago?

    2. Does it make sense aesthetically? (Class identity, storytelling or whatever current buzz word that is being used) uh no just no. It tells the story of idk what to do too make this skill makes sense.

    3. It's aoe and ranged. This does not synergize well with any setup that is common set wise.

    4. It's supposed to be a spammable or a buff BUT IT HAS A CHANNEL. Seriously just no.

    5. It's not even enough to save the DK tank. With the removal of breath the DK tank have no group buff to put it on roster. With brutality being provided by a mdk dps. The buff is just a placebo. Stagger would barely amount to a significant amount and compared to minor vulnerability it's extremely weak. That is only comparing what the DK/warden/nb tanks bring for damage. All around a dk tank is only just a holdover until everyone drops it for the stronger buffing tanks.



    Right now. I am sad to say you could have ignored stonefist entirely and have the same outcome for a SDK with a lot less headaches and wasted man-hours(30 mins).

    Thank you for your time.
    Edited by Onefrkncrzypope on February 13, 2020 1:27AM
    -Immortal Redeemer-
    -Extinguisher of Flames-
    -Gryphon Heart-
    -Potato-



    If I edited a post, it was for spelling. It is always because of spelling....
  • snoozy
    snoozy
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    the Iceheart cooldown is too big, and the shield size nerf doesn't make any sense. Iceheart feels way weaker, the cooldown is what's hurting most, I barely have the shield active and it's not enough to make the set useful, you're better off running something else, even Chokethorn performs better if you're soloing a vet dungeon. If the excuse is Imperium set, buff it instead of trying to make others worse, and if you're nerfing Iceheart just bcz you wanna sell more Mother Ciannait, well, Ciannait is still worse unless you're a magplar. If you think that Iceheart's too OP bcz it deals damage, remove it then, make it a defensive set only. I know that ZoS rly wants to nerf Iceheart to make us farm Ciannait, but let us have a decent Base game set option, Iceheart atm on live is NOT an OP set, it's doing just fine, no need to nerf something that doesn't need a fix.

    Here's a suggestion(Iceheart):

    Keep the base shield at 8k
    Reduce the chance of proccing to 15%
    Remove the damage
    Keep the cooldown at 6secs

    And buff Imperium, if that's the excuse.

    this.

    #SaveIceheart
    PC EU
  • Grandma
    Grandma
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    magicka blastbones hasn't had a morph function since week 1 of PTS, still doesn't, also major prophecy isn't buffing BB, archer, or mage anymore
    GH / 3/04/2021 / Elemental Catalyst Necromancer
  • ArtOfShred
    ArtOfShred
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    The snare added to Dizzying Swing with the latest update feels VERY poorly implemented.

    It only applies while the off balance immunity de(buff) is present. So during the first 7 seconds following a hit on a target you get the stun you can trigger either with a consecutive dizzying swing or a medium/heavy attack. If that player breaks free then they have a while where the snare can't be applied.

    It just feels really lackluster. I'd rather either have JUST the snare all the time and no stun or no snare at all.

    The stun also feels lacking with a 2 second duration and as an addition to off balance. I only need to lag my finger on my attack button for like 100 ms to trigger a medium attack which will instantly trigger the off-balance exploit knockdown stun on the target anyway.

    It would really be nice to see this morph go back to having a bit longer of a cast time with more damage output. Put the old knockback back on it or just keep it with off balance and a snare that reliably applies without condition.
    Edited by ArtOfShred on February 12, 2020 10:44PM
  • Solariken
    Solariken
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    Was REALLY hoping you'd have some Bombard adjustments this patch. I hate nerfs, but I hate abusive gameplay more.

    Increase the cost and reduce the damage.

  • ArtOfShred
    ArtOfShred
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    EDIT: Moved this post content to bugs. Oops.
    Edited by ArtOfShred on February 13, 2020 12:16AM
  • Zer0oo
    Zer0oo
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    why does leap still more or less fake root you? The idea: "just walk out of the aoe that is why they are undodgeable" Does NOT work with leap if it reduces your movement speed to 0. Also all *** back and up CCs are buggy and unresponsive.
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
  • IARTOI
    IARTOI
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    I have two suggestions for Necromancer skills. As we know Necromancer class doesn't have any stun or CC skill some changes can be made on these two.

    1. Syphon and morphs this skill got some changes but I don't think it will be effective in PvP. So easy to avoid. Maybe people slot it for 3% damage done passive. I suggest you to rework on this skill and make it a player targeted beam link to enemy and deal damage over time if they can not break the beam stun for X sec. Something like Malubeth monster set.

    2. Grave grasp (Ghostly embrace morph). This skill completely trash. It shouldn't be in game. Its like ZoS run out of 5th active skill ideas for "Bone Tyrant" tree and created this for fill the blank. There is a great skill in game which is using by NPC in some dungeons. A big ghostly hand coming from ground and grabbing the enemy and immobilizing them. Revamp this piece of trash to it so we can use it in peace. I'm leaving the sample animation of skill here.

    noib7plh25fo.png

    One other point its too late for reworks on this skills. So I'm not expecting anything in upcoming DLC. But if you consider to do something good, do it in Greymoor chapter.

    Until then please don't mess with the vampire drain so Necromancers could use at least 1 CC skill in PvP.

    Thanks.

    @ZOS_BrianWheeler @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert
  • Alexium
    Alexium
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    I will miss for the old Drain Essence. It was most used skill in my build. I used it in my PvE gameplay for the toggle off some common enemies. Now I can't use the main benefit of this skill - instant control. Never used it in PvP and never canceled it by blocking. So again ZOS taking away something that I using for my fun. First ones was fast Mist Cloud and boosting speed Mirage. They have took all my funny abilities ;D

    I only hope ZOS will add something in exchange in the next Chapter. May be the bat swarm teleport?

    Thanks. Still love this game... For now
    Edited by Alexium on February 24, 2020 3:02PM
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