Maintenance for the week of September 8:
• PC/Mac: No maintenance – September 8
• PC/Mac: EU megaserver for maintenance – September 9, 22:00 UTC (6:00PM EDT) - September 10, 16:00 UTC (12:00PM EDT) https://forums.elderscrollsonline.com/en/discussion/682784

PTS Update 46 - Feedback Thread for Classes & Abilities

  • opaj
    opaj
    ✭✭✭✭✭
    Okay, a few thoughts on abilities as of v11.0.0. Only commenting on things that I tested.

    Daedric Summoning
    I have to say I agree that the dev note under this one was a little disappointing. Sorcerer is my most-played class, and I've rarely used pets. While I plan to dive head-first into Subclassing, I don't want to be forced to do so, and only half of the abilities in Daedric Summoning even use pets.

    I'd just want to make sure that Ward, Armaments, and Curse are still worth using even if you aren't planning to double-bar a clannfear or what-have-you.

    Oh, but I'm vehemently against shuffling skills around. If anything, I like the fact that there are a few skills here that you really have to think about when you swap this skill out for another.

    Daedric Prey
    This is really just a flavor thing, but could you see your way to making this work for all daedric pets, rather than just pets from this skill line? It just feels like it ought to buff Daedroths and Hungers summoned by gear sets, too.

    (I know, I know, I just said I rarely play with pets. Fact is, I have a Nightblade who has been my primary conjurer (Maw of the Infernal + Morkuldin + Defiler + Shade). Naturally she will be inheriting Daedric Summoning when subclassing comes out. In my testing, I don't need Prey to affect all of those pets, but it would still make my lore brain happy if Daedric Prey affected all daedra.)


    Merciless Resolve
    So, for the purposes of solo PvE, this is great. I get a free 600 weapon damage, which felt wonderful on my gimmicky subclassing builds.

    I hate to say it, but that's too much power on one ability.

    Radiant Destruction
    Listen, if you have to nerf this ability, then you have to nerf this ability. But almost 5 seconds locked in on a single target feels bad.


    Double-Barred Ability Effects
    One thing that did my head in was keeping track of which abilities still granted their buffs on either bar, and which ones only granted them from one bar. I'm not sure if this is part of the intentional design, but I think it would feel nicer if "either bar" was the norm rather than the exception.


    [Addendum]

    Mages' Fury Animation Change
    Heeeey, I just noticed that the Mages' Fury animation has been changed. It used to be "raise left hand to the sky," but now it's "thrust left hand forward." Because the lightning bolt comes from the sky, the animation that's currently on live (and has been in the game forever) feels much better and is more unique, to boot.

    Is there any chance this undocumented animation change could be reverted?
    Edited by opaj on April 19, 2025 3:30AM
  • StarOfElyon
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    Deimus wrote: »
    If you guys are limiting the amount of corpses and pets to a combined total of 5 in PvP then you need to alter how Bitter Harvest, Reanimate Blastbones, and Enduring Undeath works. If you don't you are punishing players who want to play more into the Necromancer kit as they won't be able to keep their minions up while getting adequate utility from corpse consumers.

    Skeletal Mage is your Major Brutality and Sorcery, Blastbones is your damage, and Mender is your unique mitigation. All 3 should be constantly up leaving room for only 2 corpses. In PvP this means you'll have to swap to your backbar to cast Deaden Pain every 7 seconds this won't allow for time to line up your burst and bring back the feeling of being a buff simulator that we just got rid of.

    Unless there is a dead player in the area Animate Blastbones will onlly get those 3 corpses if you forgo one of your buffs or damage which if you're playing into that build you want a Blighted Blastbones ready to launch with the 3 from the ult. That also raises the question of will those 3 Blastbones count as pets and override another minion or just only raise 1 or 2 just to not put you over the cap of 5 pets since Blighted Blastbones x4+ Skeletal Minion + Spirit Mender = 6 pets. The same situation for Enduring Undeath you will NEVER have 5 corpses without dead players in the area now. As mentioned by other Necromancer players the class script loses a lot of value from this change as well.

    Necromancers aren't prevalent in PvP enough to cause noticeable performance drops in fact every time I see another Necromancer player with decent alliance level it's a bunny hopping celebration! We duel and usually bond over how cool it is to see another Necromancer player then trade tips and tricks we've picked up to find success on the class. I've never had that experience on any other class in ESO. If you want to cap something to improve PvP performance I'll suggest for the millionth time to limit heal/shield stacking, but since we're here these are my suggestion to keep the cap while not further penalizing the few Necromancer players in PvP.

    Bitter Harvest/Deaden Pain
    • This skill should max out at 2 corpses consumed. If we keep the current values for Deaden Pain this would mean each corpse will trigger the HoT and Major Protection for 12 seconds while granting 6 ultimate. Due to the imposed limitations the value of each corpse rises drastically so the power they grant should as well.

    Animate Blastbones
    • Summons a Blighted Blastbones with 1 corpse, at 2 corpses summons an Enhanced Blastbones that deals 3x the damage of a normal Blastbones, and at 3 corpses summons a Detonating Bone Colossus that deals 5x the damage of a Blastbones. The goal is to limit the summon to a single pet while maintaining the strength. With the power creep in this patch and the high ultimate cost an extra oomf from 3 corpses to those who want to play into the feeling of a Necromancer wouldn't be out of the realm of possibility. It's also to make up for losing the amazing feeling of having a mini minion army that Animate Blastbones gave us, but keeping the 3 Blighted Blastbones isn't a realistic option anymore.

    Enduring Undeath
    • Same as Bitter Harvest/Deaden Pain consumes a max of 2 corpses and the HoT duration per corpse consumed is increased by 12.5 seconds.

    Necromancer Class Mastery
    • An extra 20% on all your resources is a HUGE boon, and even with the power creep having it max out at 5 corpses is too strong. It's already hard to hit the 20% cap, but with this change it will become increasingly rare. I suggest for the first 3 corpses it increases your stats by 3% instead of 2%, for the next 4 it increases your stats by 2% like normal, and for the last 3 it increases your stats by 1%. This will front load some of the benefit and make it more worthwhile in an environment when the player can't make more than 2-3 corpses while allowing them to maintain the same benefit in larger scale fights with more player or npc corpses to utilize.

    @ZOS_Kevin Without changes similar to these Necromancer players in PvP will rarely get full functionality from casting these skills. The limitations placed on the player in the name of game performance and not combat balance means these skills are unjustly getting a heavy nerf so increasing the duration/power per corpse consumed to compensate for the loss of effectiveness players will experience otherwise is a fair compromise.

    Not just limiting the corpses but also the time we have to consume them. We're going to be spending more time worrying about IF we even have a corpse to consume than reacting to what the enemies are doing.
  • CAB_Life
    CAB_Life
    Class Representative
    Jesus Beam as a 5s channel is truly mind-boggling. Who would EVER use this in PVP? Literally no one. 5s is a lifetime to expect to channel anything uniterrupted. And Stamplars can no longer sustain it either.

    Furthermore, why are Templar DPS skill still split across 2 trees? Would this not be the ideal occasion to consolodate and streamline their abilites as we’ve done with classes from Warden onwards? Spears and Jesus Beam belong on one tree, with the defensive options like Eclipse moving to the Spear Tree as that’s technically the “tanky” one.
    Edited by CAB_Life on April 19, 2025 8:26AM
  • Rimskjegg
    Rimskjegg
    ✭✭✭
    My bias: PvE DD, Arc, DK or Sorc.Extremely mediocre player, I have a real-life obligations and so I keep to regular vet content, not HMs.

    PLEASE PLEASE reconsider the sustain nerfs to Fatcarver, Plar beam, the DK passives etc.

    Right from the news broke about sub/multiclassing, the high-damage players worried the inevitable damage increase would trivialize content difficulty, while we who find vet content difficult enough worried about nerfs intended to "balance" the new added damage. I understand these opposite concerns are hard to reconcile, but nerfing sustain to "balance" damages is actually a complete fudge that will leave everyone unhappy:

    - High-damage groups do not notice a sustain nerf because they kill everything before even running out of resources. Worst case they just swap to Lava Foot sustain like on the 170k+ parses we've seen, and since in their 60-second fights they never make a single mistake, they don't notice the 5k health drop either. So their fear that everything gets too easy will be entirely confirmed, and after beating the new trial on HM, many of them will probably leave.

    -Lower-damage groups WILL feel the sustain hit because we still take long enough to kill things that we DO run out of resources. This will be true whether we just try to continue with our old sustain-nerfed class, or if we spend ages of our more linited game time grinding for multiclass. I don't know yet what accruing 3 DD lines from different classes will do to my survivability. But I've already learnt to stay away from "semi-meta" builds based on sustain food, because the lower health turns mistakes that could have been recoverable into death sentences.

    -Solo stuff will feel the sustain hit a LOT. Back when you started tweaking Flail by first making it more expensive, stuff like Vateshran Hollows immediately got harder for me. As did portals in vSS, vCR and the like.

    So I fear that stuff content will get MORE difficult at the SAME time as those who want it to be harder find it too easy. Insert Facepalm emoji...

    Also, I fear we'll return to a "meta" that works for the top boys but not us old scrubs. Which will tear the community even more apart than multiclassing itself will already do.

    TL DR I don't need 8% more damage on Fatecarver nearly as much as I need enough sustain, on all my toons, to avoid constantly dying to running out of Stamina to block and dodge roll mechanics, or to oneshots because my health will be nerfed by sustain food.
  • Dreadwar
    Dreadwar
    ✭✭✭
    Necromancer
    Shocking/Detonating/Mystic Siphon: Please just have them use the player as the corpse range. This would function exactly like the second part of Nobility in Decay Set, the Beautiful Corpse effect. The code is already in game, making it easy for you to accomplish this change. Would be a great fix for this skill and it's morphs.

    Dragonknight
    Igneous Weapons: Include Minor Brutality buff for the same duration as the Major Brutality buff this skill applies. Igneous Weapons last 72 seconds with the passive from the skill line. Having this skill apply both for the same duration only makes sense. Currently you are required to re-cast this every 20 seconds or Minor Brutality falls off.


  • xAlucardx92
    xAlucardx92
    ✭✭✭
    with the nervs of Combustion (almost 60% nerv) and Battle Roar (around 25% nerv), you completely destroyed the resource management on a dk.

    Pls give the Dk some Magicka and Stamina Recovery on the Elder Dragon passiv.
  • Lylith
    Lylith
    ✭✭✭✭✭
    ✭✭
    the more i play my sorc on the pts, subclassing templar and arc, the more disgusted i become.

    maybe i'm looking at it wrong, but at this point i'm not sure it's even worth the effort.
  • BasP
    BasP
    ✭✭✭✭✭
    I thought I've leave some feedback about Sorcerers as well. Now I admit that the Sorcerer is probably the class I've used least, so other players have probably come up with better feedback than me, but here it goes.

    Expert Summoner
    Instead of requiring having a permanent pet active, I'd greatly prefer it you'd get the additional 5% Max Health, Stamina and Magicka while a Daedric Summoning skill is slotted on your bar. That would at least make it useful for non-pet setups with, for example, Hardened Ward on the front bar and Bound Aegis on the back bar or Haunting Curse on the front bar and the Atronach on the back bar.

    Mage's Fury
    As it is, I don't believe this skill sees much use in PvE. It would be fun if it would become a good execute skill for non-pet Sorcerers (and for the 'Elementalist' mage subclass setup that will probably be of interest to players) though. I'd personally like it if, for example:
    • The execute scaling would start at 25% instead of 20%
    • The base damage would be increased by 20% or the additional damage would be increased by 10%
    Lightning Flood
    While the total DPS of this skill looks great on a spreadsheet, that's mostly due to the strong synergy. Without the synergy, the skill is subpar compared to other class ground AoE DoTs such as the new Blazing Spear. I image that players would appreciate the skill more if it would be good enough without the Synergy though. Therefore I'd like it if, for example:
    • Some of the damage the Synergy deals would be redistributed to the DoT instead
    • The ability had a higher chance to apply Concussed or increased the enemies' Shock Damage taken by 5%
    Bound Armaments
    I do like that this ability can now stack up to 8 times, but I'm not sure if the 10% damage nerf is warranted. I don't believe this ability was considered OP to begin with. It's also hard not to compare BA to Grim Focus, which I believe deals more damage than before when it's activated at 10 stacks.
    Edited by BasP on April 19, 2025 5:08PM
  • Sordidfairytale
    Sordidfairytale
    ✭✭✭✭✭
    Now that Templar can use their own Synergy on their Shard skill, can Sorcerer use their own synergy with Atronach in order to get the Major Berserk buff? Or can the ultimate just provide the caster with Major Berserk on cast?
    The Vegemite Knight

    "if the skeleton kills you, your dps is too low." ~STEVIL

    The Elder World of WarScrollCraft Online ~joaaocaampos
  • Asdara
    Asdara
    ✭✭✭✭✭
    Dragonknight 5% passive buff to flame damage + 6% flame debuff on enemies = 11% Buff to Flame Damage

    Warden 10% buff to Frost Damage

    Sorc 5% buff to Shock Damage

    The DragonKnight and Warden's 11% to 10% is negligible and balanced, the buffs delivered in 2 different ways to give ample an ample boost to those damage types while engaging in element specific combat. Thus they are on par with each other.

    Sorc is HALF as effective...shock damage automatically equals lower DPS out of the gate based on these Passives of the Classes alone.

    Thus, a purley flame mage, or frost mage, will hit harder and have higher benchmarks.

    And an Elementalist, will always want to favor one of those 2 damage types...leaving shock (And what the Sorc offers to an Elementalist) as the defacto weakest option.

    This is even before we break down the effectiveness and what is offered in the lines themselves....

    A Sorc and the gutting of non-pet perks of the class, mostly utility skill shock line, and weaker passive buffs to elemental effects makes it pale and underpowered and is the weakest link in an Elementalist or Lightning Mage build.

    Shock damage in itself is underpowered compared to its 2 elemental counterparts...and needs a buff.

    Fire is optimal DPS with raw skill options, buffs (Further buffed by sets like Behemoth) and the strongest elemental status effect.

    Ice has a strong ground in being tanky with crowd control while offering better damage passive buffs in both the wardens raw frost damage buff as well as highetned status effect chance (250% more) and a raw buff to that status effect that can overpower even the Fire Burning effect.

    Shock has non of this, with lowest raw buffs, weakest status effect, and a debuff that is on a built in game wide timer from all sources (Exploiter Off Balance) and a Sorc line that is underpowered.

    Exactly. You summed it up perfectly.

    What makes this so frustrating is that the imbalance isn’t even hidden. It’s baked right into the class passives and skill functionality. Fire and ice builds get layered support through class passives, debuffs, strong status effects, and gear that actually deepens their identity. Shock gets a shallow 5 percent boost, a status effect that’s both weak and shared across the game, and no meaningful synergy outside of Sorcerer.

    And like you said, once you factor in the design of the Storm Calling line, which is mostly utility-based and stripped of any real non-pet power, it stops being just a stylistic gap. It becomes a clear design flaw.

    This isn’t about making shock overpowered. It’s about bringing it up to the same level, giving it a proper identity and mechanics that feel intentional. Right now, it feels like shock was added as a third element but never actually supported like the others.

    If subclassing is supposed to open the door to diversity, this is something that needs to be addressed asap.

    Imagine a game with stackable maps, furniture bag, decon furniture
  • Solariken
    Solariken
    ✭✭✭✭✭
    ✭✭✭✭
    Spectral Bow stacking to 10 is great, but please remove the second cast. In other words, firing the bow once should reset stacks to 0.

    This would still add the flexibility ZOS is aiming for without making the skill ridiculous in PvP.
  • Asdara
    Asdara
    ✭✭✭✭✭
    Lightning is the core of the Sorcerer's identity, yet shock damage remains the weakest elemental type, with little support outside of pets. For players wanting a true non-pet lightning mage, the current tools fall short — both in power and in theme. With subclassing on the way, this is the perfect time to fix that ! so pls

    Here are the changes I would propose:

    1. Passive Buff Rework – Storm Calling:

    The current 5% shock damage boost from Storm Calling pales in comparison to DK's flame or Warden's frost. Raise it to 10% shock damage to bring parity with other elemental identities. This keeps it in line with Warden's Glacial Presence and reflects Sorc's exclusive relationship with lightning.

    2. Concussed Synergy – Class-Specific Bonus:

    Make Sorcerer apply Minor Vulnerability via Concussed more consistently or give Storm Calling abilities increased status effect chance (e.g. 100% Concussed on crit, or +200% status chance). Right now, Concussed is both weaker and more RNG-dependent than Burning or Chilled, making shock unattractive mechanically.

    3. New Storm Calling Passive – Static Charge:

    Introduce a new passive that increases damage done to enemies affected by Off Balance by 5–10% only from Sorcerer skills, reinforcing the theme that Sorcs are masters of destabilizing energy. This also makes better use of the often-wasted Exploiter passive.

    4. Class Set Rework – Monolith of Storms:

    This set should:

    Deal scaling shock damage based on max Magicka or Weapon/Spell damage

    Apply Concussed or Off Balance reliably

    Increase the shock damage dealt while standing in the monolith’s radius or grant a damage amp for lightning abilities

    The goal: make it the foundation for an actual lightning-themed DPS loadout.

    5. New Morph or Skill – Arc Surge or Thunderheart

    Give Sorcs a skill or morph that turns all single-target shock damage into cleaving or chain lightning damage (for example, an overload-style chain effect). This gives lightning builds their thematic AoE burst to compete with Fire (which has multiple strong AoEs).

    6. Improve Lightning Thematics — Visuals, Feedback, and Accessibility

    Introduce shock damage sources outside the Sorcerer skill line to encourage Sorcs to experiment with other abilities/skill lines.

    7. Make Bound Armaments/Bound Aegis scale with shock damage

    Let these utility buffs provide shock bonuses or proc effects when slotted or used. It reinforces identity without pigeonholing players into pets.
    Imagine a game with stackable maps, furniture bag, decon furniture
  • master_vanargand
    master_vanargand
    ✭✭✭✭✭
    Don's forget guild skills for Expert Hunter and Magelight.
    "Major (or Minor) X buff, While slotted on either bar" is essential. Need change now.
  • Finedaible
    Finedaible
    ✭✭✭✭✭
    ✭✭
    With sub-classing I think it is time to replace the weapon/spell damage granted by the Fighter's Guild Slayer passive with something else.
  • FoJul
    FoJul
    ✭✭✭✭
    Finedaible wrote: »
    With sub-classing I think it is time to replace the weapon/spell damage granted by the Fighter's Guild Slayer passive with something else.

    More dmg against players that have necro/arcanist/vamp skill lines. WMAHAHAHA
  • Entaro
    Entaro
    ✭✭✭
    Isn't the elephant in the room the fact that we get passives? With some exceptions most all skill trees are kind of naturally divided into DPS/TANK/HEAL abilities.

    I'm not saying active-ability only subclassing won't also increase the power cap but clearly the fact that you can stack 3 DPS trees, 3 healing trees, or 3 tank trees worth of passives is kind of obvious?
    Edited by Entaro on April 20, 2025 5:00PM
  • FoJul
    FoJul
    ✭✭✭✭
    Entaro wrote: »
    Isn't the elephant in the room the fact that we get passives? With some exceptions most all skill trees are kind of naturally divided into DPS/TANK/HEAL abilities.

    I'm not saying active-ability only subclassing won't also increase the power cap but clearly the fact that you can stack 3 DPS trees, 3 healing trees, or 3 tank trees worth of passives is kind of obvious?

    Yeah but you sacrifice quite a bit doing that. Its gonna be High-Risk High-Reward type playstyles which should not be punished.
  • BasP
    BasP
    ✭✭✭✭✭
    One more thing regarding Sorcerers:

    Exploitation
    At the moment Exploitation grants you and your group Minor Prophecy. Meanwhile, the Nightblade's counterpart, the Hemorrhage passive, increases the player's Critical Damage by 10% and grants Minor Savagery. This doesn't seem fair to me and I believe Exploitation could use a buff. Maybe a reworked passive could also increase the player's Critical Chance by 6% or something when a Dark Magic ability is slotted?
    Edited by BasP on April 20, 2025 5:30PM
  • tomofhyrule
    tomofhyrule
    ✭✭✭✭✭
    ✭✭✭✭✭
    Entaro wrote: »
    Isn't the elephant in the room the fact that we get passives? With some exceptions most all skill trees are kind of naturally divided into DPS/TANK/HEAL abilities.

    I'm not saying active-ability only subclassing won't also increase the power cap but clearly the fact that you can stack 3 DPS trees, 3 healing trees, or 3 tank trees worth of passives is kind of obvious?

    “with some exceptions” meaning all four basegame classes?

    Three of the Class lines are strictly divided, all of which are DLC Classes. The basegame ones have themed lines, not necessarily lines by role.

    I do think the passives are being quite problematic here, and it may help to standardize them - some lines have “with an X ability slotted” as a caveat, and others just allow you to have a 10% power boost just for paying 2 (ok, well 4) skill points.
  • Entaro
    Entaro
    ✭✭✭
    Entaro wrote: »
    Isn't the elephant in the room the fact that we get passives? With some exceptions most all skill trees are kind of naturally divided into DPS/TANK/HEAL abilities.

    I'm not saying active-ability only subclassing won't also increase the power cap but clearly the fact that you can stack 3 DPS trees, 3 healing trees, or 3 tank trees worth of passives is kind of obvious?

    “with some exceptions” meaning all four basegame classes?

    Three of the Class lines are strictly divided, all of which are DLC Classes. The basegame ones have themed lines, not necessarily lines by role.

    I do think the passives are being quite problematic here, and it may help to standardize them - some lines have “with an X ability slotted” as a caveat, and others just allow you to have a 10% power boost just for paying 2 (ok, well 4) skill points.

    Yeah the base classes is what I meant; but I meant more in terms of passives even. True the base classes have more variation in active abilities. Like DK has Talons in Earthen Heart, Templar Ritual of Retribution in Restoring Light, etc...

    In terms of direct +% power passives though they are all still quite mono-tree. (the exceptions being ulti-gen, minor buff, cost reduction, etc.. passives).
    Edited by Entaro on April 20, 2025 5:55PM
  • madmufffin
    madmufffin
    ✭✭✭✭✭
    Entaro wrote: »
    Isn't the elephant in the room the fact that we get passives? With some exceptions most all skill trees are kind of naturally divided into DPS/TANK/HEAL abilities.

    I'm not saying active-ability only subclassing won't also increase the power cap but clearly the fact that you can stack 3 DPS trees, 3 healing trees, or 3 tank trees worth of passives is kind of obvious?

    “with some exceptions” meaning all four basegame classes?

    Three of the Class lines are strictly divided, all of which are DLC Classes. The basegame ones have themed lines, not necessarily lines by role.

    I do think the passives are being quite problematic here, and it may help to standardize them - some lines have “with an X ability slotted” as a caveat, and others just allow you to have a 10% power boost just for paying 2 (ok, well 4) skill points.

    Even the base game classes are pretty segmented. 90% of DKs damage abilities and passives are in Ardent Flame, pretty much all of NBs DPS kit is in Assassination, Sorc is pretty much all in the Daedric Summoning line, and Templar is probably the most split between Aedric Spear and Dawn's Wrath.
    Edited by madmufffin on April 20, 2025 6:05PM
  • Wereswan
    Wereswan
    ✭✭✭✭
    CAB_Life wrote: »
    Jesus Beam as a 5s channel is truly mind-boggling. Who would EVER use this in PVP? Literally no one. 5s is a lifetime to expect to channel anything uniterrupted. And Stamplars can no longer sustain it either.

    Furthermore, why are Templar DPS skill still split across 2 trees? Would this not be the ideal occasion to consolodate and streamline their abilites as we’ve done with classes from Warden onwards? Spears and Jesus Beam belong on one tree, with the defensive options like Eclipse moving to the Spear Tree as that’s technically the “tanky” one.

    As someone with three Templar alts who uses a lot of abilities from Aedric Spear and Dawn's Wrath on all three, can we please not do this?
  • Dino-Jr
    Dino-Jr
    ✭✭✭
    All the animations are massively bugged the longer I play on pts its become more noticeable.

    Sounded like yall were trying to speed up the light attack animation but instead sped everything up? Doesnt seem right.
  • madmufffin
    madmufffin
    ✭✭✭✭✭
    Dino-Jr wrote: »
    All the animations are massively bugged the longer I play on pts its become more noticeable.

    Sounded like yall were trying to speed up the light attack animation but instead sped everything up? Doesnt seem right.

    Some of them are real bad. Arctic blast doesn't even have animation half the time.
  • randconfig
    randconfig
    ✭✭✭✭✭
    Necromancer corpse consuming abilities were already difficult to use due to the short duration and cap on live...

    The problem is so much worse now... Could you at the very least make reanimate blastbones not require corpses to summon the three blastbones?
    Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
  • randconfig
    randconfig
    ✭✭✭✭✭
    Alaztor91 wrote: »
    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.

    I don't like this suggestion; blastbones is a pet and is useful in PvP as a way to intercept enemy attacks, your suggested change would make it not a pet and not block any attacks in PvP.
    Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
  • sans-culottes
    sans-culottes
    ✭✭✭✭✭
    randconfig wrote: »
    Alaztor91 wrote: »
    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.

    I don't like this suggestion; blastbones is a pet and is useful in PvP as a way to intercept enemy attacks, your suggested change would make it not a pet and not block any attacks in PvP.

    Calling this a “pet” has always been a bit of a stretch of the term. It lasts for a few seconds. Why even bother?
  • randconfig
    randconfig
    ✭✭✭✭✭
    randconfig wrote: »
    Alaztor91 wrote: »
    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.

    I don't like this suggestion; blastbones is a pet and is useful in PvP as a way to intercept enemy attacks, your suggested change would make it not a pet and not block any attacks in PvP.

    Calling this a “pet” has always been a bit of a stretch of the term. It lasts for a few seconds. Why even bother?

    Because it benefits from pet sets like Unleashed Ritualist and Hunt Leader.
    Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
  • randconfig
    randconfig
    ✭✭✭✭✭
    Please change Daedric Prey to work on all pets again, but make these changes:
    1. No longer increase pet damage by a %
    2. When a pet deals damage, deal x amount of additional magic damage. Each pet can only trigger this effect once per second.

    As it is now, I don't see many people running this skill line since it doesn't really synergize with anything else, but if they made these changes, it would be interesting to run with Warden Animal Companions pets, Necromancer Grave Lord pets, Nightblade Shadow pets, and certain item sets that summon pets.

    Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
  • PharohKing
    PharohKing
    Soul Shriven
    ZoS is simply telling you to "STOP USING THE BANNER" or else you will die for lack of stamina/Magicka. This is exactly what happened to me in Fang Lair on last boss. If you read between the lines ... ZoS is sending another message: "Do not try to find something else that will make you comfortable because we're gonna *** it up for you as well"!
Sign In or Register to comment.