PTS Update 46 - Feedback Thread for Classes & Abilities

ZOS_Kevin
ZOS_Kevin
Community Manager
This is the official feedback thread for current class balance and abilities. After you have a chance to try out different combat scenarios, let us know what you think of the current balance. Please keep in mind that many of the updates related to classes and abilities are with Subclassing as a focal point this update.
Edited by ZOS_Kevin on April 14, 2025 7:25PM
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • CheeseTuber
    CheeseTuber
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    First question: why the DK sustain nerf? Why do you guys hate my main? :'(
  • madmufffin
    madmufffin
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    Would making prey have a lesser value buff for non-sorc classes be something that could be considered?
  • katorga
    katorga
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    Focus Scripts
    Bleed: Some scribed abilities using this Focus now properly interact with sets such as Dro’Zakar’s Claws or Dragon’s Appetite.

    Which scribed abilities are not properly interacting on live?
    Edited by katorga on April 14, 2025 7:43PM
  • Renato90085
    Renato90085
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    as a Pve nb Dps main , I am glad you finally buff weakest Pve dps class , but I worry I will got nerfed because PvP too strong again
    Is Zos start try apart Balanced PvP and Pve?
  • Vaqual
    Vaqual
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    I like those adjustments you did to the passives.
  • PrinceShroob
    PrinceShroob
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    I might elaborate later but basically, y'all nerfed everything across the board--including some nerfs targeted at Sorcerer tanks when Dragonknight, Necromancer, and Sorcerer tanks were pretty well represented at endgame level and a bizarre regression for Warden's Piercing Cold that just makes the devs look inconsistent--so that everyone is forced to waste time with subclassing. It's not that you can subclass for greater power, it's that you have to subclass to claw that power back.

    Gonna be honest--y'all should've scrapped this and actually figured out how to sell a class change token.
  • sarahthes
    sarahthes
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    Banner nerf isn't in the patch notes.

    v874gfwjb6ls.png
    Edited by sarahthes on April 14, 2025 8:08PM
  • Reginald_leBlem
    Reginald_leBlem
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    sarahthes wrote: »
    Banner nerf isn't in the patch notes.

    v874gfwjb6ls.png

    Is the nerf that it now costs rss to have active?
  • sarahthes
    sarahthes
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    sarahthes wrote: »
    Banner nerf isn't in the patch notes.

    v874gfwjb6ls.png

    Is the nerf that it now costs rss to have active?

    Yes. So it will turn off if you bottom out. Before if you bottomed out it stayed on.
  • CaptainRele
    CaptainRele
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    The changes to Sorcerer's daedric summoning feel extremely punishing to sorc tanks solely because sorc dps might not want to use pets. Rather than keeping the split playstyle to benefit both, this change to expert summoner and hardened ward heals just hand-waves the issue as "Don't like clannfear? Don't use the skill line and subclass out" despite two critical skills for sorc tanks existing there (hardened ward and atro ult). There has to be a better way to balance hardened ward besides gutting it and telling sorcs to get another class, or making them go back to the worse heal of clannfear.
    EDIT: not to mention telling sorcs to just get another skill line completely ignores the fact the atro ult is a raid-wide major berserk buff (otherwise pretty rare). So dropping the skill line isn't an option for non-pet using sorcs (tanks, healers, sometimes dps), because a sorc who can't provide major berserk is a waste of the roster slot. There are more sorcs than pet-sorc dps
    Edited by CaptainRele on April 15, 2025 3:33PM
  • JaxontheUnfortunate
    JaxontheUnfortunate
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    Yeah I am not a fan of the changes to the sustain on the DK passives.
  • Reginald_leBlem
    Reginald_leBlem
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    Subclassing feels rotten for sorc no matter what you are planning to do. I'm not sure what the solution is, but this seems to punish sorc more than anything else.
  • FoolishOptimist
    FoolishOptimist
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    Overall i feel like many of the adjustments seem fair.

    With the change to Warden’s Piercing Cold passive: it would be nice to also include a buff to Bleeding damage:

    - Sorc and DK passives include both magical and physical damage types (Shock/Physical, Flame/Poison).

    - Frost and Bleeding pair well on a physiological level as hypothermia reduces clotting ability causing increased haemorrhaging
    Edited by FoolishOptimist on April 14, 2025 8:29PM
  • CameraBeardThePirate
    CameraBeardThePirate
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    If corpses are causing that big of a performance issue that you need to reduce the max number of corpses for Necros, then either scrap corpses entirely or change the abilities.

    If this change goes live without any adjustments, Necros will inadvertently receive nerfs to the following abilities in PvP:

    - Deaden Pain/Necrotic Potency: You won't be able to reach max duration on these abilities as easily

    - Class Script: You'll have far less effectiveness from this script since there won't be as many corpses around for the script to register

    - Animate Blastbones: This ult is already a meme and would get dunpstered by this change; it's already hard enough to generate 3 corpses to use with this ultimate and now you literally wont be able to if you have 3 pets

    - Enduring Undeath: You'll have a harder time reaching max stacks for the duration of this ability

    You could very easily change these abilities so they are not impacted by this change without drastically buffing their effectiveness:

    - For Deaden Pain/Necrotic Potency and Enduring Undeath, simply double the duration each corpse gives you

    - For the class script, simply double the bonus each corpse gives you

    - For Animate Blastbones, you could remove the "ressurection" part of it and remove the corpse requirement entirely (and maybe lower the ult cost as compensation?)
  • noneatza
    noneatza
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    Actual (constructive) feedback part of the post:
    Sometimes when you cast the skill Blighted Blastbones it just does not go off. Your character does the animation but the skill doesn't fire, it's just a lost GCD.
    With subclassing being a feature now i suspect a tad more players that avoided the necro in the past may now want to give the suicidal skeleton a try, perhaps this would be the time to fix it

    Here's a suggestion that i gave a long time ago and i still suspect would be quite a quick and dirty fix:
    Make it so that your cast always summons a bb, but if one is alive it despawns that one and doesn't(?) generate a corpse
    It would also add somewhat a bit of a skill component in you having to wait for the old one to do his boom thing.

    Angryplayer part of the post:
    Fix. The. *****. Blastbones.
    Not even talking about the clown self buff thing, no, i mean the actual exploding blastbones.
    It's been what, 4? 5 years since it started being autistic and just not going off? It's still not fixed and causes headaches, atleast acknowledge the fact it's a mess.
  • Alaztor91
    Alaztor91
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    l8as9tvlluud.png

    Can Blighted Blastbones receive this treatment please?

    Blighted Blastbones can be:
    -CCed after spawning and if the CC is long enough, be completely disabled until the skill becomes available to use again(the game won't allow you to recast the skill if the Skeleton is still ''active'', even if it is stuck in a CC which it can't break), thus ''wasting the skill cast''
    -Affected by Silence Ground AoEs(and end up completely disabled until the AoE ends or BB timer runs out), even though it is a ''Stamina Skill'' and even if casted outside the AoE effect. I assume this happens because the Skeleton is treated as an NPC and is Stunned instead of Silenced(BB can't use break free)
    -Unable to reach the target under certain conditions like for example if the target teleports to an unreachable location(Sarydil in Coral Aerie), or the target ''phases out''(Darkshard in Bedlam Veil). The main issue with this is that unlike most skills that would simply ''fail'' in this scenario, the Skeleton will just stay there doing nothing until the duration of the skill runs out and most of the time won't attempt to pick a new target.

    Changing this skill into a ''visual effect that completes the attack'' similar to something like Scorch from Wardens would imo greatly improve the skill and make its usage in combat scenarios smoother and more reliable. There is no scenario in where this particular skill being a ''summoned entity with AI'' ends up being better than a ''visual effect that completes the attack'' gameplay wise.
  • MurkyWetWolf198
    MurkyWetWolf198
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    If Warden’s are gonna be forced to work with frost damage (which I disagree with, I think Piecing cold is fine as is), can we at least make Deep Fissure do Frost damage?
  • Joy_Division
    Joy_Division
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    Can we stop with the propaganda of Radiant Destruction being a "death sentence"? We already allowed this ability to be dodged years ago and everyone knew the ability became worthless such that Templars stopped using it.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • ColoniaCroisant
    ColoniaCroisant
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    Am I crazy or did Werewolves get shadow nerfed? I didn't see anything about armor passives no longer working on wolves and yet when I transform now my crit drops like they don't. @ZOS_GinaBruno @ZOS_Kevin intended change or accidental?
  • acastanza_ESO
    acastanza_ESO
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    Sorcerer:
    General Skill Line: We’re removing the separation of a pet vs no pet build in this skill line now that sub-classing is here. Those who do not wish to interact with the pet gameplay can now replace this skill line as a whole. Many abilities in this skill line have been adjusted with this in mind

    This might be the most insulting dev comment I have ever seen. JUST BECAUSE I HATE THE STUPID PETS DOES NOT MEAN I WANT TO GIVE UP BEING A SORCERER. Rethink this philosophy. We spent years getting you to stop crapping all over non-pet sorc. Straight up slap in the face.

    Not to mention more stupid changes (Bound Armaments damage) that continue to make it straight up worse than other options.

    I feel like we deserve a straight up answer from ZOS on who is responsible for this, and why someone who obviously hates the sorcerer class is in charge of developing it.
    Edited by acastanza_ESO on April 14, 2025 9:34PM
  • Ezhh
    Ezhh
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    This is terrible for sorc. Beyond terrible.

    I was hoping beyond hope subclassing would give my sorc a way back into PvE trials without being relegated to support DD on MK. Yet whatever skill line I replaced, I ended up with more skills of the one replacing skill line than with sorc skills!

    Meanwhile my PvP sorc is gutted into feeling useless. (Yes, sorc needed toning down in PvP, but why always a sledgehammer?)

    Meanwhile my plar now has a beam that lasts as long as arc beam. If I wanted this I'd have been playing arc! Please don't trap another class into this extent of low CPM gameplay.

    Meanwhile... I see 200k+ dummy parses getting passed about using the ultimate in low CPM gameplay. I have no words.
  • Tiath
    Tiath
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    These patch notes are the most disappointing that I have ever read.

    it seems that to facilitate the new Subclassing paradigm of "you can mix and match as much as you like, with 3000 different combinations" the only thing that's going to be on the menu is different shapes of the same bland unseasoned mush.

    Instead of everyone getting cool new things, everyone is being homogenised.


    Edit:

    I'll take that back. Atfer spending the rest of the evening playing more it feels a lot better than it reads.

    It's not the direction I would've gone, but I'm willing to see how it plays out.
    Edited by Tiath on April 15, 2025 1:33AM
    PlayStation EU / PC EU
  • Ezhh
    Ezhh
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    Sorcerer:
    General Skill Line: We’re removing the separation of a pet vs no pet build in this skill line now that sub-classing is here. Those who do not wish to interact with the pet gameplay can now replace this skill line as a whole. Many abilities in this skill line have been adjusted with this in mind

    This might be the most insulting dev comment I have ever seen. JUST BECAUSE I HATE THE STUPID PETS DOES NOT MEAN I WANT TO GIVE UP BEING A SORCERER. Rethink this philosophy. We spent years getting you to stop crapping all over non-pet sorc. Straight up slap in the face.

    Not to mention more stupid changes (Bound Armaments damage) that continue to make it straight up worse than other options.

    I feel like we deserve a straight up answer from ZOS on who is responsible for this, and why someone who obviously hates the sorcerer class is in charge of developing it.

    A thousand times this.
  • SaintJohnHM
    SaintJohnHM
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    The sorc nerfs are awful for tanking. Please undo/rethink.
    • Casual Roleplaying PVE player PC/NA
    • Tank ~CP2600 'Sugar-Flame'
    • I've completed all the dungeon trifectas. Swashbuckler Supreme, Godslayer, Gryphon Heart, Immortal Redeemer, Tick Tock Tormentor, Dawnbringer, and I'm looking for nice folks to complete more trial achieves with.
    • I make music: http://www.moonghostband.com.
  • ZDunlain
    ZDunlain
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    As a sorcecer tank main in PvE this patch is a death sentence to the class.
    Only Templar PvP player
  • Firstmep
    Firstmep
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    Can we stop with the propaganda of Radiant Destruction being a "death sentence"? We already allowed this ability to be dodged years ago and everyone knew the ability became worthless such that Templars stopped using it.

    On the bright side they gigabuffed everything else on plar and with subclassing we can just drop Dawn's wrath. Since the skill line now has 0 useful skills maybe it will get some attention when it's play rate drops to 0.
  • sarahthes
    sarahthes
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    Firstmep wrote: »
    Can we stop with the propaganda of Radiant Destruction being a "death sentence"? We already allowed this ability to be dodged years ago and everyone knew the ability became worthless such that Templars stopped using it.

    On the bright side they gigabuffed everything else on plar and with subclassing we can just drop Dawn's wrath. Since the skill line now has 0 useful skills maybe it will get some attention when it's play rate drops to 0.

    Dawns wrath is currently bugged and doing the most DPS in the game right now wym.

    On a serious note, solar barrage is bugged and the 5% damage increase to class skills is currently stacking each time the skill is cast until the instance is reset.
  • Joy_Division
    Joy_Division
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    Firstmep wrote: »
    Can we stop with the propaganda of Radiant Destruction being a "death sentence"? We already allowed this ability to be dodged years ago and everyone knew the ability became worthless such that Templars stopped using it.

    On the bright side they gigabuffed everything else on plar and with subclassing we can just drop Dawn's wrath. Since the skill line now has 0 useful skills maybe it will get some attention when it's play rate drops to 0.

    Not wrong. Makes the decision to Cloak or Streak or Arc Beam (which isn't dodgeable) a lot less painful.
    Edited by Joy_Division on April 14, 2025 10:04PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • madmufffin
    madmufffin
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    If Warden’s are gonna be forced to work with frost damage (which I disagree with, I think Piecing cold is fine as is), can we at least make Deep Fissure do Frost damage?

    Was literally coming here to say this. If there's an insistence on making the passive vastly worse, can part of the kit at least be updated to benefit from this. Warden has 2 spells in its kit that do frost damage, so why even make the change at all. If anything just go back to the bonus only applying while using a frost staff. This change will effectively make it so that the only time the skill line is used is by tanks.
  • wolfie1.0.
    wolfie1.0.
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    Having thought about it, I feel like I am going to be penalized for not wanting to mess around with subclassing.
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