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PTS Update 46 - Feedback Thread for Classes & Abilities

  • FoJul
    FoJul
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    I know NB just got a huge buff regarding 2 bow procs, but I seriously would like Swallow Soul to do one of the following:
    1. Travel Faster
    2. Crit heal
    3. Do more damage

    To elaborate a little, most people can agree the delay on Swallow Soul can be annoying, that would be more of a QoL thing rather than a direct buff.

    Swallow soul cannot and will not crit heal. If we leave the damage alone, at least incentivize it being a healing spammable and let it crit heal. * It would still be fair to Necro and Plar, considering their jabs and scythe scales off of how many players it hits, while swallow soul doesn't. *

    The damage on the skill is IMO underperforming. While there is a set Soul cleaver that can buff it, it punishes skill bar placement and or gear allocation in the build itself. The skill outside of that doesn't do adequate damage to call it an offensive spammable. Most people who use staves on Night blade are using Force pulse or even Elemental weapon.

    I love swallow soul, just wish I could compete with it.
    Edited by FoJul on April 15, 2025 9:22PM
  • CameraBeardThePirate
    CameraBeardThePirate
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    JayKwellen wrote: »
    Here's some skill lines on each class that, from a PvP perspective, will likely see little to no use because of their low power. Note that some of these skill lines are simply the weakest for that class, and might still see use here and there.

    Nightblade
    Shadow:
    Unless you want invis or fear, or are doing some health stacking shenanigans, this tree is pretty lackluster compared to what the other 2 nightblade lines give you. Assassination is undoubtedly the best line in the game, and Siphoning has some of the best healing, sustain, and a fantastic ultimate. Shadow is therefore sort of left behind. I don't think it necessarily needs a buff, but maybe some slight passive tweaks?

    This is the only one I disagree with. For anyone who plays solo or small-scale, the shadow tree is potentially one of the best trees as it gives you access to the best survivability/kiting ability in the game - shade.

    Anyone who plays solo/small/1vX can slot shade (and drop their armor buff, since it's a passive) and instantly become near unkillable if used properly. Just imagine chasing that warden/DK/whatever around a tower while they build ult to burn you - now imagine that they can shade too. You'll never catch them, never kill them, and never stop them. And they'll be able to build out more damage now too, since you don't need to be quite so tanky when you can LoS on demand.

    Few players know how to use it well, but those who do are going to become a complete menace.

    True, to be honest I had kinda forgotten about Shade (despite it being one of my all time favorite abilities), but you're right that it's incredibly powerful.

    That being said, I still think Shadow will likely be the least picked class line from Nightblade, but all things considered, that's probably not saying much since all of their lines are excellent.
    Edited by CameraBeardThePirate on April 15, 2025 9:51PM
  • FoJul
    FoJul
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    JayKwellen wrote: »
    Here's some skill lines on each class that, from a PvP perspective, will likely see little to no use because of their low power. Note that some of these skill lines are simply the weakest for that class, and might still see use here and there.

    Nightblade
    Shadow:
    Unless you want invis or fear, or are doing some health stacking shenanigans, this tree is pretty lackluster compared to what the other 2 nightblade lines give you. Assassination is undoubtedly the best line in the game, and Siphoning has some of the best healing, sustain, and a fantastic ultimate. Shadow is therefore sort of left behind. I don't think it necessarily needs a buff, but maybe some slight passive tweaks?

    This is the only one I disagree with. For anyone who plays solo or small-scale, the shadow tree is potentially one of the best trees as it gives you access to the best survivability/kiting ability in the game - shade.

    Anyone who plays solo/small/1vX can slot shade (and drop their armor buff, since it's a passive) and instantly become near unkillable if used properly. Just imagine chasing that warden/DK/whatever around a tower while they build ult to burn you - now imagine that they can shade too. You'll never catch them, never kill them, and never stop them. And they'll be able to build out more damage now too, since you don't need to be quite so tanky when you can LoS on demand.

    Few players know how to use it well, but those who do are going to become a complete menace.

    True, to be honest I had kinda forgotten about Shade (despite it being one of my all time favorite abilities), but you're right that it's incredibly powerful.

    That being said, I still thing Shadow will likely be the least picked class line from Nightblade, but all things considered, that's probably not saying much since all of their lines are excellent.

    Im already using shade+Knockback javelin lol. Creates so much distance.
  • katorga
    katorga
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    Mages' Fury: This ability and its morphs now last for 2 seconds, down from 4.

    Make it 3 or 2,5 seconds, so that you can still build a combo around it

    Capacitor: Increases your Weapon and Spell Damage by 54/108 per Sorcerer ability slotted

    Change it to Class ability slotted, so it better harmonious with the new subclass system


    Mages fury should be be does 400% more damage on targets under 25% health like other executes and get rid of stupid timer.
  • Lykeion
    Lykeion
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    Please reconsider the changes to Magma Shell, as they will significantly impact the trifectas in Dreadsail Reef. I believe it’s necessary to keep at least one morph that can handle this situation. Magma Shell has effectively been the only viable countermeasure against Reef Guardian for a long time—possibly since the release of High Isle. The adjustments to Magma Shell in U46 PTS will completely overturn the established strategy for this boss
  • FoJul
    FoJul
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    I just ran across another thing that could be an issue. I haven't tested it yet, so someone fact check me but:

    We may want to make Class abilities/Passives that snare opponents non stackable.

    c5ebe4jpcdmc.png

    With this bar setup, Dk passive Warmth, Biting jabs snare, and Scribing snare, I can essentially 100% snare you.

    Like I said I haven't tested this, but class snares probably shouldn't stack.
  • calamity192
    calamity192
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    Wellspring of the Abyss: This passive now increases your Health, Magicka, and Stamina Recovery by 40/81 for each Soldier of Apocrypha ability slotted, down from 64/129.

    That's straight up bullying. Disapproved.

    Why no nerfs to Streak?
  • Ecgberht_confused
    Ecgberht_confused
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    Templar's beam being dodgeable makes it unusable in pvp (since it's also bloackable, interuptible, and CCable), which is fine that whole skill line will be swapped in pvp anyway. But please don't ruin it for pve as well. Execute starting from 30% rather than 50% is a big nerf that's not needed, and is no where near compensated for by the 12% buff. Also we really don't need the 4.8s channel.
  • CameraBeardThePirate
    CameraBeardThePirate
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    FoJul wrote: »
    I just ran across another thing that could be an issue. I haven't tested it yet, so someone fact check me but:

    We may want to make Class abilities/Passives that snare opponents non stackable.

    c5ebe4jpcdmc.png

    With this bar setup, Dk passive Warmth, Biting jabs snare, and Scribing snare, I can essentially 100% snare you.

    Like I said I haven't tested this, but class snares probably shouldn't stack.

    Snares are multiplicative, not additive (with i believe the exception of Sea Serpent?), so you wont reach a 100% snare on anyone. That changed a long time ago around Summerset when Templars and Wardens were staring everyone with massive AoEs in PvP.
  • Joy_Division
    Joy_Division
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    Ezhh wrote: »
    After testing plar in trial I can only say the change to beam means I'll be abandoning the class if this goes live.

    I just can't feel engaged in gameplay where I have to press one skill roughly every 5 seconds. Plar had a nice variation and pace to the gameplay, with fast skills up until execute and then a slightly slower pace. It felt good, but moving to 4.8 secs per skill saps the fun for me. I'm no longer engaged by the gameplay. If I'd wanted this, I'd have been playing arcanist already.

    I guess now everyone will effectively play arcanist though if they want to engage in mid to end game content and be effective. Though it's also looking like class mastery will mean actual arcanists still have the advantage and will be more desired than other classes will, even once they have arc beam added in.

    Class imbalance feels worse than ever, unless you like beaming.

    To add to this point, I would like to refer the devs to the 4.2.5 patch when Radiant Destruction time was reduced from 2.8 second to 1.8 seconds
    ZOS wrote:
    Developer Comment: This change allows the Templar more opportunities to integrate damage over time effects into their rotation during the execute phase, while retaining the powerful level of Radiant Destruction. The reduction of time spent casting should help Templars' execute phase feel more engaging for the caster since they can now devote more time to maintaining other abilities.

    Overly long beam makes for unhappy Templars.

    The process of balancing and ensuring people are happy with their own classes and avoiding potential busted combinations of subclasses would go much smoother if we remembered things we learned during the past 11 years.

    If people want a long beam, there is a class that is excellently suited for that.
    Edited by Joy_Division on April 15, 2025 10:50PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • sarahthes
    sarahthes
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    Lykeion wrote: »
    Please reconsider the changes to Magma Shell, as they will significantly impact the trifectas in Dreadsail Reef. I believe it’s necessary to keep at least one morph that can handle this situation. Magma Shell has effectively been the only viable countermeasure against Reef Guardian for a long time—possibly since the release of High Isle. The adjustments to Magma Shell in U46 PTS will completely overturn the established strategy for this boss

    You used to be able to taunt swap to make the reef guardians stop the acid bile but that doesn't work anymore either.

    That said, if damage isn't changed it won't matter. They'll die before they go into the mechanic. DPS in that fight is already ridiculous.
  • Varana
    Varana
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    Mostly copied over from another thread so it's also in the "official" feedback thread.
    ---

    I really hoped I could return to a non-pet playstyle even as a sorcerer DD.

    But unfortunately, it's really not the case. And ZOS' recommendation - "well, just replace Summoning with something else!" - is really a dismal admission of total failure. It especially betrays a shocking ignorance about the class' skills and tool kit.

    The one main thing why you would want a sorc in your group - the Atronach - is a Summoning ability. It's also the strongest damage skill that you have, by quite a margin.

    There are really no good damage abilities in any of the other skill lines, with the possible exception of Frags and Hurricane. And for the latter, you can find decent replacements very easily. Which means that essentially, the whole Storm Calling line is dead weight. And most of Dark Magic as well - Frags is the only skill in this line that a DD would slot in an organised group.

    On the other hand, Summoning has most of the damage skills that a sorcerer has - even without the pets. Haunting Curse, Atro, and maybe even Bound Armaments - that's the same amount or even more skills you would maybe use than in the other two lines combined. The mere idea that non-pet sorcs would use no Summoning abilities leaves me speechless.

    One of the major reasons for this state is, of course, that the other two Storm Calling skills - Mage's Wrath and Liquid - are so comically underpowered that you nerf yourself by slotting them. If those were buffed to be viable skills, things might be different, but as things are, they're not.

    Which means that for a DD, if you rip out Summoning, there's not really any reason to play a sorcerer. Yes, you can substitute two lines with better damage skills from elsewhere, but then you're left with two good lines and one that you have to drag along because you wanted a sorc. At that point, you're better off playing literally anything else.

    How the sorcerer skills are distributed, and how ridiculously bad some of them are, means that they're really getting stuffed with the multiclass system. Sorcerer really suffers from being an original class, with many skills severely underpowered compared to newer classes whose skills do 2+ things at once, and with really unfocused skill lines.

    Skills need to be reorganised and buffed, passives need to be reworked, and a clear distinction needs to be made between playing with and without pets. Then maybe the class will be ready for multiclassing. But implementing the system and just caring about individual skills, and not looking at how class toolkits are set up for swapping out entire skill lines, is very poorly thought out. (I could get more drastic here if I were honest.)

    ---

    That said, there's a few reasons why I want to play without pets:
    - They're exceedingly ugly and very 2014-ish in quality. Make them cool!
    They're exceedingly annoying:
    - they add visual noise, esp. the flappybird that tends to fly exactly into your field of view whatever you're doing
    - they add literal noise, even outside of combat. It's fine if an ability makes a sound when I fire it. It's not if it randomly cackles and groans when I don't use it. The pets do, just while hanging around.
    - The use of two skill slots is bad.
    - Their special abilities are underwhelming or bad, like most of a sorcerer's tool kit.
    Make them better, esp. visually, and I might consider tolerating them.
    Edited by Varana on April 15, 2025 11:39PM
  • FoJul
    FoJul
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    Varana wrote: »
    Mostly copied over from another thread so it's also in the "official" feedback thread.
    ---

    I really hoped I could return to a non-pet playstyle even as a sorcerer DD.

    But unfortunately, it's really not the case. And ZOS' recommendation - "well, just replace Summoning with something else!" - is really a dismal admission of total failure. It especially betrays a shocking ignorance about the class' skills and tool kit.

    The one main thing why you would want a sorc in your group - the Atronach - is a Summoning ability. It's also the strongest damage skill that you have, by quite a margin.

    There are really no good damage abilities in any of the other skill lines, with the possible exception of Frags and Hurricane. And for the latter, you can find decent replacements very easily. Which means that essentially, the whole Storm Calling line is dead weight. And most of Dark Magic as well - Frags is the only skill in this line that a DD would slot in an organised group.

    On the other hand, Summoning has most of the damage skills that a sorcerer has - even without the pets. Haunting Curse, Atro, and maybe even Bound Armaments - that's the same amount or even more skills you would maybe use than in the other two lines combined. The mere idea that non-pet sorcs would use no Summoning abilities leaves me speechless.

    One of the major reasons for this state is, of course, that the other two Storm Calling skills - Mage's Wrath and Liquid - are so comically underpowered that you nerf yourself by slotting them. If those were buffed to be viable skills, things might be different, but as things are, they're not.

    Which means that for a DD, if you rip out Summoning, there's not really any reason to play a sorcerer. Yes, you can substitute two lines with better damage skills from elsewhere, but then you're left with two good lines and one that you have to drag along because you wanted a sorc. At that point, you're better off playing literally anything else.

    How the sorcerer skills are distributed, and how ridiculously bad some of them are, means that they're really getting stuffed with the multiclass system. Sorcerer really suffers from being an original class, with many skills severely underpowered compared to newer classes whose skills do 2+ things at once, and with really unfocused skill lines.

    Skills need to be reorganised and buffed, passives need to be reworked, and a clear distinction needs to be made between playing with and without pets. Then maybe the class will be ready for multiclassing. But implementing the system and just caring about individual skills, and not looking at how class toolkits are set up for swapping out entire skill lines, is very poorly thought out. (I could get more drastic here if I were honest.)

    ---

    That said, there's a few reasons why I want to play without pets:
    - They're exceedingly ugly and very 2014-ish in quality. Make them cool!
    They're exceedingly annoying:
    - they add visual noise, esp. the flappybird that tends to fly exactly into your field of view whatever you're doing
    - they add literal noise, even outside of combat. It's fine if an ability makes a sound when I fire it. It's not if it randomly cackles and groans when I don't use it. The pets do, just while hanging around.
    - The use of two skill slots is bad.
    - Their special abilities are underwhelming or bad, like most of a sorcerer's tool kit.
    Make them better, esp. visually, and I might consider tolerating them.

    I mean, without a PvP/PvE balance seperator, its hard to please all the sorcs.

    Edit. Been going on for years, esp with other classes like NB.
    Edited by FoJul on April 15, 2025 11:44PM
  • MurkyWetWolf198
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    I think I’ve asked all the questions I want, so here’s my feedback

    1. Fatecarver is over performing, a lot. A lot, a lot.
    2. Dark Magic getting the Bound Armaments skill would help keep non-pet sorcs feeling like sorcs, and incentivize taking the skill line
    3. Piercing Cold passive is good, but needs more. We also need a stronger Frost delayed burst proc skill, such as buffing Tentacular Dread
    4. Daedric Prey should work with other pets, but not as strongly for things like Warden Bear and Blastbones
    5. New Trial Sets are too weak and need to be stronger

    I think that’s all, at least for now
  • FoJul
    FoJul
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    73j2v7fzkj2d.png

    With this change I feel like Suprise attack or the stamina morph of Veiled Strike, is useless. Most of the time when stamblades are flanking, or even on a target dummy, we are already critting every hit with suprise attack.

    Maybe change the status of Suprise attack and give us something more rewarding similar to what concealed has?

    Could make it ignore resistances? or ignore 50% of resistances?

    I feel like this change was not needed.

    IDK but having the passive flanking and the skill flanking doing essentially the same thing feels counter intuitive.
    Edited by FoJul on April 16, 2025 1:01AM
  • sweatapodimas
    sweatapodimas
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    FoJul wrote: »
    73j2v7fzkj2d.png

    With this change I feel like Suprise attack or the stamina morph of Veiled Strike, is useless. Most of the time when stamblades are flanking, or even on a target dummy, we are already critting every hit with suprise attack.

    Maybe change the status of Suprise attack and give us something more rewarding similar to what concealed has?

    Could make it ignore resistances? or ignore 50% of resistances?

    I feel like this change was not needed.

    IDK but having the passive flanking and the skill flanking doing essentially the same thing feels counter intuitive.

    YEah , 3k pen is HUGE, not sure why nobody is talking about it...probably because half the nb mains left ESO the last patch smh
    "Jazz isn't dead, it just smells funny" - Frank Zappa
  • MurkyWetWolf198
    MurkyWetWolf198
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    FoJul wrote: »
    73j2v7fzkj2d.png

    With this change I feel like Suprise attack or the stamina morph of Veiled Strike, is useless. Most of the time when stamblades are flanking, or even on a target dummy, we are already critting every hit with suprise attack.

    Maybe change the status of Suprise attack and give us something more rewarding similar to what concealed has?

    Could make it ignore resistances? or ignore 50% of resistances?

    I feel like this change was not needed.

    IDK but having the passive flanking and the skill flanking doing essentially the same thing feels counter intuitive.

    YEah , 3k pen is HUGE, not sure why nobody is talking about it...probably because half the nb mains left ESO the last patch smh

    Most veteran players here are distracted by PvE performance, where this change ends up being a buff
  • FoJul
    FoJul
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    FoJul wrote: »
    73j2v7fzkj2d.png

    With this change I feel like Suprise attack or the stamina morph of Veiled Strike, is useless. Most of the time when stamblades are flanking, or even on a target dummy, we are already critting every hit with suprise attack.

    Maybe change the status of Suprise attack and give us something more rewarding similar to what concealed has?

    Could make it ignore resistances? or ignore 50% of resistances?

    I feel like this change was not needed.

    IDK but having the passive flanking and the skill flanking doing essentially the same thing feels counter intuitive.

    YEah , 3k pen is HUGE, not sure why nobody is talking about it...probably because half the nb mains left ESO the last patch smh

    Most veteran players here are distracted by PvE performance, where this change ends up being a buff

    Yeah buff to the rest of the toolkit, but not suprise attack.

    The new passive isn't going to do anything to suprise attack now, which means if you use suprise attack your are going to lose damage.. pvp and pve..

    Also when you say most veterans, surely you are referring to other pvers like yourself, because quite a bit of pvp veterans are also here and would agree .
    Edited by FoJul on April 16, 2025 3:16AM
  • SaintJohnHM
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    The sorc nerfs have also left us with less max resources and less resource recovery.

    Edited by SaintJohnHM on April 16, 2025 4:31AM
    • 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.
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  • Firstmep
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    FoJul wrote: »
    I just ran across another thing that could be an issue. I haven't tested it yet, so someone fact check me but:

    We may want to make Class abilities/Passives that snare opponents non stackable.

    c5ebe4jpcdmc.png

    With this bar setup, Dk passive Warmth, Biting jabs snare, and Scribing snare, I can essentially 100% snare you.

    Like I said I haven't tested this, but class snares probably shouldn't stack.

    Snares are multiplicative, not additive (with i believe the exception of Sea Serpent?), so you wont reach a 100% snare on anyone. That changed a long time ago around Summerset when Templars and Wardens were staring everyone with massive AoEs in PvP.

    So, no.
    The only way snares interact is that only the strongest one applies. Which is also what makes sea serpent so good.
  • MashmalloMan
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    Really happy to see you've fixed the final tick of Hurricane dealing increased damage, but this ability and morphs are still missing the 1st tick when casted or rebuffed. All abilities I've compared, that are self aoe dots, tick when reapplied at 0/20s.
    • Solar Barrage (aoe self dot, 11 ticks over 20s, 12 over 22s with passive, 8m radius)
    • Arctic Blast (aoe self dot, 11 ticks over 20s, 1st tick direct instead of dot, 6m radius)
    • Deadly Cloak (aoe self dot, 11 ticks over 20s, 5m radius)
    • Quick Cloak (aoe self dot, 16 ticks over 30s, 5m radius)
    • Blood Mist (aoe self dot, 11 ticks over 20s, 5m radius)
    • Hurricane (aoe self dot, 10 ticks over 20s, 5-9m radius)
    • Boundless Storm (aoe self dot, 15 ticks over 30s, 5m radius)

    I'd like to highlight that in a previous patch years ago, Solar Barrage was changed to deal damage on cast instead of being dead for the 1st 2s, but I can't remember which patch. It's interesting that they went out of their way to fix it there, so there is precedence to support my claims. Additionally, Arctic Blast has been pure dot and later changed to direct + dot, in both iterations, it still dealt damage on cast for a total of 11 ticks over 20s.

    In case there was some type of weird argument that Hurricane and morphs shouldn't tick on cast despite the overwhelming evidence above that it should, I'll highlight 3 further points:
    1. All dots, not just the abilities contained in my testing, like ground dots and sticky dots, have some type of payoff on cast/landing/hit whether they're purely dot or direct + dot. Pure ground dots tick at 0s or when they land (Blockade, Volley, Liquid Lightning, etc), but are delayed to the next interval if the 1st hit is direct (Shards, Acid Spray, Stampede, etc). Same applies to sticky dots that have direct damage upfront(Twin Slashes, Venomous Claw, etc) or ones that don't (Degeneration, Soul Trap, etc). This ability stands on it's own as one that breaks this standard without specifying that it should (Blighted Blastbones, Scorch, Haunting Curse, etc).
    2. Visually, the hurricane winds do not build up over 2s, they're instant, so they should deal damage instantly. If it was meant to start at 2s, the visuals would compliment that build up of energy.
    3. The bonus scaling as explained in the tooltip is behaving properly despite missing the 1st tick, it gets +12% every 2s up to 120% at 20s. If it having no tick at 0s was intentional, you would expect the scaling to begin at 4s instead of 2s, scaling up to 108% at the rate of 12% every 2s, but it doesn't as I'll list below in a simplified demonstration:
      • 0s = 100 dmg (missing)
      • 2s = 100 + 12% = 112 dmg
      • 4s = 100 + 24% = 124 dmg
      • 6s = 100 + 36% = 136 dmg
      • 8s = 100 + 48% = 148 dmg
      • 10s = 100 + 60% = 160 dmg
      • 12s = 100 + 72% = 172 dmg
      • 14s = 100 + 84% = 184 dmg
      • 16s = 100 + 96% = 196 dmg
      • 18s = 100 + 108% = 208 dmg
      • 20s = 100 + 120% = 220 dmg

    Please fix it. Been like this for years, but only became noticable when you changed the tick frequency from 1s to 2s. At 1s, it happened so quickly that it didn't matter, but at 2s it's incredibly noticable, especially when compared to other self aoe dots that behave esentially the same way. Nothing feels worse than a dead cast.
    Edited by MashmalloMan on April 16, 2025 6:52AM
    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
  • adamsmith42
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    Never thought I'd look back fondly at the u35 patch notes :( The only thing subclassing multiclassing has going for it is novelty, and that wears off fast.
  • MashmalloMan
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    ForumBully wrote: »
    "Those who do not wish to interact with the pet gameplay can now replace this skill line as a whole."

    What is going on with Daedric Summoning, seriously? Is this the "love it or leave it" philosophy for a whole skill line? Is someone at ZoS so deeply in love with clan fears that the whole skill line is a haven only for like-minded pet lovers?
    Good patch notes, but this is seriously freaking weird.

    Right. Honestly kinda rude, whether intentional or not. I've mained Sorc for 10 years, and I'm told to hit the highway just because I like to play it a bit diffferently. Really odd take especially with the reinforced mantra of "You Belong Here". What exactly was wrong with allowing us to have some no pet synergies in the skill line? I don't care if it's best in slot, if I want to continue to be 3/3 Sorc without pets, I should get some decent incentives to do so like before. Nerf Hardened Ward as it was problematic, but I can't comprehend the rest of the changes moving away from having the destinction in the line when it harmed no one.

    It's also hilarious when you consider they didn't touch the Daedric Summoning class set at all which actually intices players to NOT use pets to gain damage and healing when 5/8 pet related skills from the 12 in the line are devoted to damage dealing. Also highlights the question as to why the remaining 4 non pet skills are even in the line to begin with (Bound Armaments, Bound Aegis, Haunting Curse, and Hardened Ward)? I'm willing to bet above 90% of Mag Sorc builds in the past 10+ years either use most or all of these abilities, they've been class defining, and this patch they're not? Very odd take.

    If they feel that strongly about us not using the line, remove some of these morphs and add them to Dark Magic. Bound Aegis and Bound Armaments are the easiest imo because Aegis is meant as a tank tool, so it would interact with Blood Magic's % HP heal. BA in the Dark Magic line would proc Minor Prophecy, and add 1 more damage ability to the line to allow for no pet Sorc's to see a better justification in getting it. As a personal example, if I wanted an ability like Bound Armaments and Crystal Frag from 2 lines, why not just pick up Assassination to get Grim Focus plus insanely strong damage passives for 1 line? Now I have 1 free skill line for another subclass choice. It doesn't make any sense, I want to be enticed to use Sorcerer as a Sorc main, yet I'm being pushed away from it. Big sad.
    Edited by MashmalloMan on April 16, 2025 6:48AM
    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
  • Athan1
    Athan1
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    Congratulations on breaking the game ZoS! Hope you achieved your goal
    Athan Atticus Imperial Templar of Shezarr
  • Vaqual
    Vaqual
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    Can you provide any reasoning as to why you thought it necessary to buff the offensive and passive potential of Grim Focus so substantially? I do not think it is a good idea.
  • Darkness734
    Darkness734
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    @ZOS_Kevin Is anyone going to look at buffing werewolves? The absolutely absurd numbers people are putting up with mixing classes further disenfranchises werewolves. Quite literally its only viable to play werewolf in solo play right now with any and every other option being much more viable.

    I have been reporting bug reports and posting about this and I'll continue to do so until this is looked at. I would at least like to be a mid lvl dps performer in group settings, is that too much to ask for?

    Just witnessed multiple classes casually hit over 100k dps meanwhile my ww thats optimized struggles to break 50k with perfect rotation
  • AlterBlika
    AlterBlika
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    I hope you'll consider nerfing every class ability with a sledgehammer. The game has seen enough powercreep already.
  • RaptorRodeoGod
    RaptorRodeoGod
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    Daedric Summoning feels even more like an all or nothing skill line now; the damage the pets do isn't great without Daedric Prey, which hurts the ability to slot other class skills due to bar space economy. Daedric Prey only affects Sorc pets, which makes the skill line feel even worse to mix with others, meanwhile the abilities from other class skill lines have potential to combo with one another.

    Has there been any thought into shifting some of the power of Daedric Prey to the Sorc pets, and then opening up Deadric Prey to affect all pets?
    Add a Scribing skill that works like Arcanist beam.
    ---
    Veteran players have been alienated and disengaged from Overland since One Tamriel, due to the lack of difficulty, and pushed into dungeons and trials; the minority of content in the Elder Scrolls Online. We can't take the repetition anymore, fix Overland engagement for Vet players. I don't even care if it's not combat related anymore, just make Overland engaging again.
    ---
    Overland difficulty scaling is desperately needed. 10 years. 6 paid expansions. 25 DLCs. 41 game changing updates including One Tamriel, an 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. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. Make a self debuff mythic. Literally anything at this point.
  • mmtaniac
    mmtaniac
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    Nope. For me this system is just bad. No more unique classes.
  • ForumBully
    ForumBully
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    I've got plenty of complaints about Daedric Summoning, but I'm going to try to be specific.

    "Those who do not wish to interact with the pet gameplay can now replace this skill line as a whole."

    Ok. If this skill line is for those who do wish to interact with pet gameplay, this skill line needs more work to make it valuable to multiclassing pet build. Daedric Prey works directly against that by only buffing the pets within its own skill line. The passives should be stronger for those setups with permanent and temporary pets. This skill line should be the standard of any Warden, Necro, Sorcerer, or Nightblade pet build. It should be essential to any pet setup and right now it's just not great.
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