CameraBeardThePirate 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.
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.
CameraBeardThePirate 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.
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.
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
Zyaneth_Bal wrote: »I want to raise the issue of sorcerer being unable to benefit from subclassing to the extent the other classes can. Not so in pve as in pvp where the best option is likely to not subclass at all. This is due to the fact that sorcerer's skill trees aren't dedicated to any particular function, so healing/damage/survivability skills are all spread and mixed. Even other base game classes have some sort of differentiation. That is why sorcerer can't replace a skill tree without not only sacrificing some essential class skill but also ruining the very core of the build. For instance if one would want to slot a healing skill tree they would inevitably sacrifice a core damage skill and vice versa. Once again, because sorcerer's trees aren't dedicated to any role while those of other classes are. Thus by attempting to change any of build's aspects (say healing/survivability/damage) sorcerer inevitably takes a hit too big to be worth the trouble. And considering all this the class will likely fall behind due to the fact that other classes have received heavy buffs (which is subclassing) while sorc not only is excluded but has received big nerfs as well.
Some changes and moving would be welcome, something similar has been made only recently for nightblade's shadow and assassination skill trees
And yes, I have been testing extensively during these two days. Although there’s honestly no need for testing to state the obvious.
Zyaneth_Bal wrote: »I want to raise the issue of sorcerer being unable to benefit from subclassing to the extent the other classes can. Not so in pve as in pvp where the best option is likely to not subclass at all. This is due to the fact that sorcerer's skill trees aren't dedicated to any particular function, so healing/damage/survivability skills are all spread and mixed. Even other base game classes have some sort of differentiation. That is why sorcerer can't replace a skill tree without not only sacrificing some essential class skill but also ruining the very core of the build. For instance if one would want to slot a healing skill tree they would inevitably sacrifice a core damage skill and vice versa. Once again, because sorcerer's trees aren't dedicated to any role while those of other classes are. Thus by attempting to change any of build's aspects (say healing/survivability/damage) sorcerer inevitably takes a hit too big to be worth the trouble. And considering all this the class will likely fall behind due to the fact that other classes have received heavy buffs (which is subclassing) while sorc not only is excluded but has received big nerfs as well.
Some changes and moving would be welcome, something similar has been made only recently for nightblade's shadow and assassination skill trees
And yes, I have been testing extensively during these two days. Although there’s honestly no need for testing to state the obvious.
I dont really agree with sorc not being able to have a high caliber because of skill allocation in the skill lines. Most builds don't use their class burst heal no more, they use a scribe heal. They also dont even use their class HoTs, they use vigor. Sorc has access to Streak, Crit surge, and Hurricane/Lightning Form on one bar. Thats main damage buff, Mobility, and Armor buff while adding a little AOE dot.
Additionally, The class burst heal hasn't been used in a long time, unless you count the broken ward thats been ramapaging cyrodil from day 1 release of its big burst heal. The passives in storm calling and the skills, actually make it a prime option for a lot of builds out there.
Assuming you are talking about PvP, since your mentioning all 3 roles, which is needed in a PvP build. Sorc has been on top as a PureClass. Minus the nerf to ward, the class by itself is still strong. So correct me if I'm wrong but your stating, that subclassing won't make Sorc stronger, and that is a problem?
Sorc's toolkit is wierd I will admit, but Sorc/Blade is finna be so popular.
Zyaneth_Bal wrote: »Zyaneth_Bal wrote: »I want to raise the issue of sorcerer being unable to benefit from subclassing to the extent the other classes can. Not so in pve as in pvp where the best option is likely to not subclass at all. This is due to the fact that sorcerer's skill trees aren't dedicated to any particular function, so healing/damage/survivability skills are all spread and mixed. Even other base game classes have some sort of differentiation. That is why sorcerer can't replace a skill tree without not only sacrificing some essential class skill but also ruining the very core of the build. For instance if one would want to slot a healing skill tree they would inevitably sacrifice a core damage skill and vice versa. Once again, because sorcerer's trees aren't dedicated to any role while those of other classes are. Thus by attempting to change any of build's aspects (say healing/survivability/damage) sorcerer inevitably takes a hit too big to be worth the trouble. And considering all this the class will likely fall behind due to the fact that other classes have received heavy buffs (which is subclassing) while sorc not only is excluded but has received big nerfs as well.
Some changes and moving would be welcome, something similar has been made only recently for nightblade's shadow and assassination skill trees
And yes, I have been testing extensively during these two days. Although there’s honestly no need for testing to state the obvious.
I dont really agree with sorc not being able to have a high caliber because of skill allocation in the skill lines. Most builds don't use their class burst heal no more, they use a scribe heal. They also dont even use their class HoTs, they use vigor. Sorc has access to Streak, Crit surge, and Hurricane/Lightning Form on one bar. Thats main damage buff, Mobility, and Armor buff while adding a little AOE dot.
Additionally, The class burst heal hasn't been used in a long time, unless you count the broken ward thats been ramapaging cyrodil from day 1 release of its big burst heal. The passives in storm calling and the skills, actually make it a prime option for a lot of builds out there.
Assuming you are talking about PvP, since your mentioning all 3 roles, which is needed in a PvP build. Sorc has been on top as a PureClass. Minus the nerf to ward, the class by itself is still strong. So correct me if I'm wrong but your stating, that subclassing won't make Sorc stronger, and that is a problem?
Sorc's toolkit is wierd I will admit, but Sorc/Blade is finna be so popular.
The only part relevant to my post’s idea is where you said you don’t agree with skill allocation, the rest is you being glad ward got nerfed.
If you like storm calling then use it, you can do so on any character now.
Classes don’t exist, sorcerer doesn’t exist. There is no reason to wage the class war anymore
Zyaneth_Bal wrote: »I want to raise the issue of sorcerer being unable to benefit from subclassing to the extent the other classes can. Not so in pve as in pvp where the best option is likely to not subclass at all. This is due to the fact that sorcerer's skill trees aren't dedicated to any particular function, so healing/damage/survivability skills are all spread and mixed. Even other base game classes have some sort of differentiation.
I was bracing myself for huge out of touch Necromancer nerfs. Simply put this is top tier when it comes to positive Necromancer changes (some buffs but always a couple of nerfs to go along with it), but doesn't really do anything to make the class good. At this point you're delusional if you think Necromancer is ever going to get anything half as good as two Spec Bows in the chamber (Seriously who came up with this is it the person who put a heal on Hardened Ward? And how do I convince them Necromancers are cool?). RoA, Incap, double Spec Bow with a timed delayed burst is the new PvP meta get ready for everyone to become even more tanky or just become gankers.
I encountered the bug where I couldn't cast Blastbones quite a few times, but I could never figure out what caused it so nice to see that being fixed.
Grave Lord
- The Skulls corpse clause being added to the base skill is a good change. I'm not a fan of having to slot skill B to activate the full tooltip of skill A. Especially when when only have 10 slots. Venom skull will still be a melee skill since the speed wasn't increased or it made to be an undodgeable skill.
- Death Knell is a HUGE nerf if you play heavily into the class kit, but allows you to just run Blastbones and get a much better return now.
- Reusable Parts: Anything that helps sustain is needed on a Necro
- Dismember: This is a great change could swap my mundus stone out with this extra pen.
Bone Tyrant
- Last Gasp is still meh. Funny enough I mentioned before that they could double it and it still wouldn't be good. Give it something else or make it percent based. Next to Maturation this it's still a weak passive, but now compared to Expert Summoner which was cut in half it might fall in line with what they want these sort of passives to hover around.
- Health Avarice more healing ok
- Empowering Grasp just take a portion of that 1000 damage enhancement and throw it on Skeletal Mage lol while we're at it make it a DoT like the Vengeance version. The magicka version does a shock DoT and stamina version Poison DoT and the minion either refreshes it or hits unaffected enemies nearby. The Major Maim doesn't make the skill worth it, too expensive still and no guarantee to cc. The entire skill has always been a frustrating mini game, but when the skill dealt damage and cc it was bloated enough to justify the risk.
Living Death
- Curative Curse ok that's nice now remove the debuff from Resistant Flesh not that anyone is using that skill anymore.
- Near-Death Experience why? Necromancers running around with too strong of heals putting Polar Wind to shame? or afraid Warden and Templar healers would become too strong with this passive?
- Undead Confederate the one thing me and the Necro gang are always going on about is that we have too much recovery. We can't get rid of all this magicka and stamina fast enough! This is the most baffling change to me if anything this passive should've been doubled as well as Necro recovery is horrid, but at least it cements that Living Death is the skill tree to swap out.
StarOfElyon wrote: »These are some tweaks I would like to see made to the Redguards's passives. Hopefully, they will be seen as reasonable among the devs. They keep in mind the Redguards's reputation for endurance (stamina return) and discipline (reduced ability cost)."The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik'r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik'r as a test of endurance and discipline. Only the strongest survive." https://elderscrollsonline.wiki.fextralife.com/Redguard
PASSIVES:
Wayfarer - Increases your experience gain with the One Hand and Shield skill line by 15%. Increases the duration of any eaten food by 15 minutes.
*Martial Training - Reduces the stamina cost of your abilities by 6%. Reduces the effectiveness of snares applied to you by 15%.Redguards need help as a stamina sustain race. Reduced stamina cost across the board seems fitting.
Conditioning - Increases your Max Stamina by 2000.
*Adrenaline Rush - Increases your stamina recovery by 130. When you deal or take damage, you restore 248 Stamina. This effect can occur once every 3 seconds.A big problem with the old version of this passive is that it was way too active, requiring you to spend resources to get resources back. It causes problems when you're not in a position to deal damage. No damage; no sustain. This change makes the "adrenaline rush" passive more "passive" and is still tied to being in combat. This also reinforces their reputation for endurance, "the ability to withstand hardship or adversity."
StarOfElyon wrote: »This is an updated version of my Necro ideas thread from 2023 (https://forums.elderscrollsonline.com/en/discussion/633137/suggestions-for-necromancer-changes) with adjustments accounting for the Update 43 patch notes.
Death Scythe: (both morphs)
Deals more damage based on the enemy's missing health.
- Hungry Scythe: should also apply life steal to all enemies hit, in addition to healing the caster over time.
Shocking Siphon: The AOE should remain on the ground even if the tether breaks early. (Increase the radius size too)
- Mystic Siphon: the increased Health, Magicka, and Stamina Recovery persists even if the tether breaks early.
Flame Skull:
- Riccochet Skull/Venom Skull: applies burning/poisoned status effects. (Increase travel speed)
Bone Totem: summons an effigy of bones up to 28 meters away. After 1 second, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. (Changed to allow both morphs to be targeted)
Restoring Tether: the effects persist on the player character even if the tether breaks early.
Grave Grasp:
- Empowering Grasp: Summon three patches of skeletal claws from the ground in front of you dealing 898 frost damage. Enemies in the first area are stunned for 3 seconds, immobilized in the second area for 4 seconds, and snared in the final area by 50% for 5 seconds. Each patch applies Minor Maim to enemies hit for 10 seconds, reducing their damage done by 5%. Each area applies Minor Maim to enemies, Empower to your allies, and enhances the damage and healing of your summons by 1000. Each effect lasts 10 seconds.
- Ghostly Embrace: Summon three patches of skeletal claws from the ground in front of you, dealing 1742 Frost Damage and an additional 1635 Frost Damage over 5 seconds. The initial hit applies the Chilled status effect. The final area creates a corpse if at least one enemy was hit.
Expunge: reduces the cost of all your abilities by 3% while slotted on either bar.
Bitter Harvest: when slotted on either bar, reduces your damage taken by 3%.
Boneyard increase the radius to 8 meters.
PASSIVES:
Corpse Consumption: When you consume a corpse, you generate 10 Ultimate. This effect can occur once every 16 seconds. You also gain Major Savagery and Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
Undead Confederate: While you have a Sacrificial Bones, Skeletal Mage, or Spirit Mender active, your Health, Magicka, and Stamina Recovery is increased by 200. You also gain Major Brutality and Sorcery for 20 seconds, increasing your Weapon and Spell Damage by 20%.
ULTIMATES:
Frozen Colossus: Unleash a decayed Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds.
- Glacial Colossus: does frost damage and stuns enemies on the second hit instead of the third.
- Pestilent Colossus: smashes the ground only once and does disease damage. Afflicts enemies with a pestilence that does damage over time.
Let me preface this by saying that I was looking forward to subclassing and actually like quite a few of the changes that have been made, such as the updates to the Aedric Spear and Assassination skill lines. That said, like many others, I do feel that some skill lines and abilities could still use another look.
Piercing ColdWhile I really appreciate that this passive no longer relies on having under 30K Max Health, I find the new buff a bit underwhelming. Unless I'm missing something, there simply aren't enough strong Frost Damage skills in the game to justify building around this passive. Before seeing the patch notes, I was planning to keep the Winter's Embrace skill line on my Magden and maybe swap it out on my Stamden to make those builds more distinct from one another, but with Piercing Cold's current state falling behind so many other skill lines, it's hard to justify keeping it at all.
I believe someone suggested that Piercing Cold should increase both Frost and Bleed Damage by 10%, which I really like, both thematically and mechanically. It would still be weaker than the current generic 8% Damage Done buff on the live server, but at least it would synergize with more of the Warden's kit.
Another idea I thought was clever was having the passive increase Frost Damage by 10% and Critical Chance by 6%, which would make it beneficial for any player wanting to use this skill line on a different class. Crit Chance still fits the Frost theme in my opinion - after all, Minor Brittle increases Crit Damage and can be applied while wielding Frost Staffs.
Winter's Embrace as a wholeOn that note, I'd still love to see Arctic Blast revert to healing on cast regardless of whether it hits an enemy. The conditional healing change continues to feel like a nerf aimed at PvP (though didn't actually effect PvP) that mostly hurt PvE builds.
It would also be nice if the skill line had more ways to deal Frost Damage. Someone suggested reworking one of the morphs of Frost Cloak into a damaging ability, which sounds great to me (and perhaps that morph could still give Major Resolve, similar to Hurricane). Or perhaps one of the Frozen Gate morphs could be converted into a 5-10 seconds DoT. Anything that gives the skill line a bit more offensive flexibility would help.
Animal CompanionsI definitely appreciate the buff to the passives, but I think that skills like Dive and Growing Swarm could use a buff to make them worth using over other skills that Wardens have access to now.
I mean, the 400 Weapon and Spell Damage that Screaming Cliff Racer gives when you hit an off balance enemy used to be pretty good... but now, players can theoretically just slot Relentless Focus to gain up to 600 Weapon and Spell Damage (though I suppose activating that ability will be more beneficial in most cases). Hence, I think that the skill could use something more to make it worth using. As for the other morph, Cutting Dive, I feel like it could benefit from some sort of stacking mechanic to make it better when it's used as a spammable.
Grave Lord's SacrificeI find it a bit ironic that Necromancer players have asked for a rework of Grave Lord’s Sacrifice since its inception because it felt underwhelming. And now, suddenly, it seems like GLS may become meta... just not for pure Necros, but for builds using abilities like Fatecarver and Radiant Destruction.
I’m probably in the minority, but I still think a rework would be the better path. If it were turned into a DoT instead of just a self-buff that boosts DoT damage, for example, it could serve as a more approachable alternative to Blighted Blastbones while also helping balance strong skills like Fatecarver more cleanly.
ForumBully wrote: »There's so much potential for this system, it's a shame that people are clinging so tightly to the status quo. It's like they have no vision of what can happen in a classless world. Skills can be fun and unique, no class balance worries. Old skills could get their more interesting versions back. Remember when DK wings were amazing? When negates moved? When Blazing Shield could be made effective? So many changes happened because they upset class balance and everyone had the "why can't my class do that?" attitude. We can have fun skills that don't have to be on even power budgets with comparable skills in other lines.
madmufffin wrote: »ForumBully wrote: »There's so much potential for this system, it's a shame that people are clinging so tightly to the status quo. It's like they have no vision of what can happen in a classless world. Skills can be fun and unique, no class balance worries. Old skills could get their more interesting versions back. Remember when DK wings were amazing? When negates moved? When Blazing Shield could be made effective? So many changes happened because they upset class balance and everyone had the "why can't my class do that?" attitude. We can have fun skills that don't have to be on even power budgets with comparable skills in other lines.
Sorc legit will not be used in its current state. It's just categorically worse across the board.
ForumBully wrote: »madmufffin wrote: »ForumBully wrote: »There's so much potential for this system, it's a shame that people are clinging so tightly to the status quo. It's like they have no vision of what can happen in a classless world. Skills can be fun and unique, no class balance worries. Old skills could get their more interesting versions back. Remember when DK wings were amazing? When negates moved? When Blazing Shield could be made effective? So many changes happened because they upset class balance and everyone had the "why can't my class do that?" attitude. We can have fun skills that don't have to be on even power budgets with comparable skills in other lines.
Sorc legit will not be used in its current state. It's just categorically worse across the board.
And yet Sorc skill lines will be. There don't have to be full Sorcs. I'm not going to judge a system where I can pick and choose class trees from anywhere based on what happens if I insist on using the three I'm used to
madmufffin wrote: »ForumBully wrote: »madmufffin wrote: »ForumBully wrote: »There's so much potential for this system, it's a shame that people are clinging so tightly to the status quo. It's like they have no vision of what can happen in a classless world. Skills can be fun and unique, no class balance worries. Old skills could get their more interesting versions back. Remember when DK wings were amazing? When negates moved? When Blazing Shield could be made effective? So many changes happened because they upset class balance and everyone had the "why can't my class do that?" attitude. We can have fun skills that don't have to be on even power budgets with comparable skills in other lines.
Sorc legit will not be used in its current state. It's just categorically worse across the board.
And yet Sorc skill lines will be. There don't have to be full Sorcs. I'm not going to judge a system where I can pick and choose class trees from anywhere based on what happens if I insist on using the three I'm used to
It'll be used in PVP, but I don't see how any of the lines see action in PVE.
ForumBully wrote: »
And yet Sorc skill lines will be. There don't have to be full Sorcs. I'm not going to judge a system where I can pick and choose class trees from anywhere based on what happens if I insist on using the three I'm used to
ForumBully wrote: »
And yet Sorc skill lines will be. There don't have to be full Sorcs. I'm not going to judge a system where I can pick and choose class trees from anywhere based on what happens if I insist on using the three I'm used to
If you don't use all 3 Sorc skill lines in PVE, Sorc will be completely dead.
A large portion of Pet damage is based on the Storm Calling passive ability, and without Dark Magic, Sorc will lose its strongest single target skill and bonus critical. Due to various wrong decisions in the past, Sorc has become what it is today.
I've been testing it on the PTS for over 20 hours now, and I can say with certainty that Subclassing will kill Sorc completely if it's not a complete remake.
ForumBully wrote: »
And yet Sorc skill lines will be. There don't have to be full Sorcs. I'm not going to judge a system where I can pick and choose class trees from anywhere based on what happens if I insist on using the three I'm used to
If you don't use all 3 Sorc skill lines in PVE, Sorc will be completely dead.
A large portion of Pet damage is based on the Storm Calling passive ability, and without Dark Magic, Sorc will lose its strongest single target skill and bonus critical. Due to various wrong decisions in the past, Sorc has become what it is today.
I've been testing it on the PTS for over 20 hours now, and I can say with certainty that Subclassing will kill Sorc completely if it's not a complete remake.
ForumBully wrote: »Even if it does for an update or two, that's happened with other classes before subclassing. I've had classes benched in PvP because they were simply hopeless and locked into their terrible skill lines.
Have a little vision for the benefits of a system that can be changed without the worry of disrupting class balance and put down
Do all three Sorc skill trees have to be meta on the first pass? People just can't let go of that class identity stuff. It's skill trees now.