PTS Update 46 - Feedback Thread for Classes & Abilities

  • React
    React
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    moo_2021 wrote: »
    React wrote: »
    Great adjustment to polar wind. Even stronger for the PVE tanks that need it for self healing, but much less strong as a cross heal in PVP to be abused by high HP impossible-to-kill healers.

    except self healers. I'll slot polar wind on all my characters. It will be awesome with Goliath :D

    I think you meant to say "except for tanks".
    Edited by React on April 21, 2025 10:01PM
    @ReactSlower - PC/NA - 2000+ CP
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  • PrinceShroob
    PrinceShroob
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    One thing in hindsight that bothers me about the changes (yes, I know--just one thing?) is that there was a concerted effort to change passives that granted percentage bonuses to resources and stats... but not all of them were changed, and the ones outside of class skill lines were untouched.

    For example, Sorcerer had Capacitor changed from giving a percentage increase to Health, Magicka, and Stamina Recovery, but Expert Mage gives 5% Health, Magicka, and Stamina? If this is about improving server performance, you have to finish the job, y'know.

    ***

    Thinking about Expert Mage, I feel like "(With a Daedric Summoning Ability slotted) Increase your Health, Magicka, and Stamina by 5% [or by a specific amount, if you note my comment above]" would probably be fine--I don't particularly care what the bonus is, so long as it doesn't require having a pet summoned.

    The current changes are a step in the right direction, I guess, but I don't particularly see why it still has to require a photobombing Winged Twilight or a useless Clannfear to get the full benefit while Nightblades, for example, get more max stats for breathing.
  • Kaelthorn_Nightbloom
    Kaelthorn_Nightbloom
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    In PvP, Polar Wind now enables every class to dip heavily into non wd/sd damage sources without having to worry about self-healing. For example, you can build heavily into penetration and crit chance now and still have a strong self-heal with Polar Wind as long as you have 35k+ health. That's all the max health you really need for Polar Wind to be competitive with other heals.

    You can run a Nightblade with Farstrider and Shattered Fate and still have very strong heals. Similarly, all bash builds now have a very strong heal. This is not currently possible on Live.

    From a balance perspective, I don't think subclassing is a good thing while heals like Polar Wind exist.

    All you really need now is

    - Winter's Embrace for Polar Wind
    - Assassination for Damage
    - pick any 3rd skill line to fill in gaps in your build (sustain, utility, mitigation, etc)

    Edited by Kaelthorn_Nightbloom on April 21, 2025 10:35PM
    PC NA
  • MurkyWetWolf198
    MurkyWetWolf198
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    Feedback for week 2:

    1. Grave Lord’s Sacrifice should exclude channeled abilities, just like Elf Bane
    2. Rush of Agony still needs a nerf
    3. Non-pet Sorcerers still should be able to use Bound Armaments and Daedric Curse without having a useless skill line
  • IncultaWolf
    IncultaWolf
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    Still waiting for the devs to change Gravelord Sacrifice into something that isn't a hideous abomination. At the very least, they could give it a proper animation.

    This please. It looks really bad when it jumps at the player
  • DUTCH_REAPER
    DUTCH_REAPER
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    Feedback for week 2:

    1. Grave Lord’s Sacrifice should exclude channeled abilities, just like Elf Bane


    Highly disagree with this. Why? So arc and Temp can’t benefit? I’m curious. Why you think it should exclude channels that are also dots?

    That one skill alone makes the entire skill tree worth it for every single class that puts a dot down. And for a class (necro) that nobody wants to hardly play on live I think it’s a pretty epic skill for all to use.
  • DUTCH_REAPER
    DUTCH_REAPER
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    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.

    Agree increase the time a corpse is in the ground ZOS. That is some really silly mech a player must worry about. “Hope the corpse is there when I get to that skill in my rotation that needs it.”
  • Asdara
    Asdara
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    The change to Expert Summoner in 11.0.1 is appreciated in theory, but in practice it highlights a deeper issue: the current approach to subclassing and class identity feels fundamentally mismatched in scale.

    You can’t drop an atomic bomb on the game with subclassing — reworking the very foundation of how players engage with their characters — and then try to balance things afterward with a scalpel. These small, isolated tweaks (like loosening the pet requirement on one passive) don’t meaningfully address the fact that entire builds and elemental identities are wildly uneven. Shock Sorcs, in particular, remain stuck with outdated mechanics, minimal synergy, and weak scaling compared to fire or frost alternatives.

    If the goal of subclassing is to open up more freedom and fantasy for players, that needs to start at the class level — and Sorcerer should be front and center in that rework. Shock damage needs more sources, better support, and a clear identity that doesn’t force players into pet builds just to stay viable.

    This isn’t the time for minimal intervention. It’s the time to rethink what each class brings to the table in a subclassing world — and give Sorcs the tools to finally thrive as true lightning mages.
    Imagine a game with stackable maps, furniture bag, decon furniture
  • MurkyWetWolf198
    MurkyWetWolf198
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    Feedback for week 2:

    1. Grave Lord’s Sacrifice should exclude channeled abilities, just like Elf Bane


    Highly disagree with this. Why? So arc and Temp can’t benefit? I’m curious. Why you think it should exclude channels that are also dots?

    That one skill alone makes the entire skill tree worth it for every single class that puts a dot down. And for a class (necro) that nobody wants to hardly play on live I think it’s a pretty epic skill for all to use.

    Necro’s dps skill line should be powerful on its own, not through being just another buff for Arcanist. There’s no feeling of NECROMANCY on those builds at all, they take the buffs and lose the flavor. It’s a tool to buff DoTs, and Arc Beam just does not feel like a DoT

    Also, it’s currently enabling WAY too much dps lol, arc beam getting both GLS and Rapid Rot? And an extra 8% damage bump? They literally made the strongest dps tool in the game 33% stronger smh. Arc already outclasses everything on live, never mind the 171k parses right now
  • Ezhh
    Ezhh
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    I'm happy to see sorc players were at least acknowledged with the change to Expert Summoner, but it feels like too little. Sorc has been far behind in PvE for a long time. This still leaves sorc with 5% lower resources and 10% reduced damage on Bound Armaments from live, which is a big step backwards when what is needed is a buff. I just can't understand how NB bow proc can be looked at and then Bound armaments can be looked at, and you feel that Bound Armaments is overperforming? It's an okay skill but has never been all that strong.

    With subclasses, the spread of sorc's core damage skills across all three lines also makes it way harder to effectively subclass than it is for some other classes. The best sorc subclassing options I saw so far basically have hurricane on backbar and that's it. At that point you are not really playing sorc anymore. You are just playing arc or NB with a lightning skin.

    The class especially needs more cleave damage to compete.

    This of course is all specifically about PvE. I understand sorc shield was a bit too much for PvP but you only needed to reduce or remove the heal, or maybe change it to a small HoT.
  • IncultaWolf
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    SkaraMinoc wrote: »
    In PvP, Polar Wind now enables every class to dip heavily into non wd/sd damage sources without having to worry about self-healing. For example, you can build heavily into penetration and crit chance now and still have a strong self-heal with Polar Wind as long as you have 35k+ health. That's all the max health you really need for Polar Wind to be competitive with other heals.

    You can run a Nightblade with Farstrider and Shattered Fate and still have very strong heals. Similarly, all bash builds now have a very strong heal. This is not currently possible on Live.

    From a balance perspective, I don't think subclassing is a good thing while heals like Polar Wind exist.

    All you really need now is

    - Winter's Embrace for Polar Wind
    - Assassination for Damage
    - pick any 3rd skill line to fill in gaps in your build (sustain, utility, mitigation, etc)

    I can't wait to give my bashcro polar wind
  • BigKalachik
    BigKalachik
    Soul Shriven
    A few words about Nightblade's Master Assassin passive change
    IMO this is really a very strange decision, especially considering that NB has a guaranteed critical strike (cloack, Veiled Strike)
    In many scenarios, especially on “clear” NB without other class skill lines, this passive can be turned off and nothing will change. Maybe it is a buff for PvE. But IMO for PvP, this is a nerf
    rimshyktqg6v.png
    It sounds like we changed this skill because there are players who cant hit properly from the flanks, and to keep them from getting upset, we nerfed this skill.

    It would be good if this ability was either not touched at all or returned to the state when it gave weapon/spell damage(Then PvE with overpowered penetration in an organized group and PvP would benefit from this).
    Edited by BigKalachik on April 22, 2025 2:41AM
  • rustudah
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    I made a separate post about this, but also placing in official feedback thread in case that gets lost.

    First of all, I appreciate, rather I believe the community appreciates that the feedback is being heard and I personally liked the Developer Comments on the 11.0.1 changes.
    This is only 2nd week of PTS so its a little early to jump the gun and say that subclassing is gonna go live, then again all signs point that way.

    The combat changes in 11.0.1 makes me think that the Devs are aware of the immense cross-healing that can stack over and over, making some of the play styles really potent. I hope that they are also aware of the high levels of DPS/Tankiness that subclassing is bringing. In lines of this, I think we may need some toning down of skills or passives that the subclassing is gonna bring to the table. Question is, which of them deserve the modifications so that we have a relatively balanced game while most players won't be at the bitter end of it.

    I understand that until we have separate skills for PVP and PVE, it is very very hard to get balance right on both ends. But we can certainly hope for a 'close to balance' situation and I look forward to the changes in the coming weeks of pts.

    What I think of changes...

    Subclassing Passives: Many people including myself think that some of the Class passives are too overpowered when combined with the others. This made sense when there is no subclassing because the skill lines within the same class complemented each other. Now we may need new standards (just like the standards we have to balance the power of a Set or skills based on whether it is single target, aoe, damage over time etc.) if we are going to continue to import the entire skill line to another class rather than just skills or just passives. This is by far, the biggest concern of subclassing from players who have frequent combat interaction.

    Nightblade - Grim Focus: I like that the raw power of the stacks is lowered compared to 11.0.0. There isn't a dev note for this, but I think the Devs are trying to make the passive power for having the stacks vs. using the ability to be relatively close. This may work in PVE situations, but in PVP the dynamic is different because PVP revolves around trading blows and without a (virtual) cooldown on this skill makes for a terrible interaction for the receiving end. A simple solution for PVE or PVP is to lower the stacks to 7 or 8 down from 10. That way, players wont be able to rapid fire spectral bows while also limiting the overall power of the stacks.

    Sorcerer - Daedric Summoning: I like the change and the dev comment.

    Warden - Winter’s Embrace - Arctic Wind: I like the change. Based on the dev note, this ability is mostly intended towards a Tanky playstyle. So I was thinking why dont we add another aspect of tanking to this ability to further finetune its power because most people know that this is slightly overperforming in PVP and will be even more pronounced with subclassing. So in order to get full power of this ability, it should also require us to stack armor along with health, that way the overall power of the build is balanced. Most PVP builds have decent armor anyway, so it will only be a slight nerf.

    Cross healing: With subclassing here, everyone can have access to "Extended Ritual". This is a very very powerful ability even though it has lost some attention recently as number of templars in PVP dwindled. Imagine if good portion of the population uses this ability, we would have such a bad PVP experience as the healing keeps stacking. This is just one of the abilities, there are other skills with potent power, for example Spirit mender which auto heals lowest health target (imagine a full group using this). There are some solutions that come to mind -
    Place harsh AOE caps on healing abilities in PVP.
    Reduce cross healing amount by 30%.
    Limit group size to 6 in open world PVP until we know exactly what subclassing is capable of on live server.
    Put a virtual cooldown on skills that cross healed a player recently in PVP so that they dont get healed from 10 sources of the same skill in an instant. (similar to how we have 1 sec cooldown on all skills)

    Elephant in the Room:
    Major Savagery and Prophecy. These are by far the most underrated and difficult buffs to get in PVP without sacrificing a skill slot (meaning the slot becomes passive). Thanks to scribing, this problem is partly solved. But with subclassing there are so many other skills that we want to use. Some good skills like shadowy disguise and Inferno which provide these buffs while also providing great utility. But we cannot use these skill lines in every build. I just wanted to know the long term solution for this. Are we going to have Magicka/Stamina/Savagery and Magicka/Stamina/Prophecy potions (with only minor intellect and minor endurance) in future?

    I understand that everyone wants to have fun, whether it is solo or groups. But it is also equally important for the game to be healthy where it would motivate all sorts of players to enjoy the depths of the game.
    PC/NA | CP 1300+
    Nord Stamina Dragonknight - PVP
    High Elf Magicka Sorcerer - PVE DPS
    Nord Stamina Nightblade - PVP
    Nord Stamina Sorcerer - PVP
    Argonian Dragonknight - PVE TANK
    Breton Magicka Nightblade - PVP
    Argonian Magicka Templar - PVE HEALER
    Redguard Stamina Sorcerer - PVE DPS
    Breton Magicka Templar - PVE DPS
    Khajiit Stamina Nightblade - PVP
    Dunmer Magicka Dragonknight - PVP
    Nord Stamina Warden - PVP
    High Elf Magicka Warden - PVP
    Orc Stamina Templar - PVP
    Breton Magicka Sorcerer - PVP
    Khajiit Magicka Necro - PVE DPS
    Nord Necromancer - PVP
  • BretonMage
    BretonMage
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    I've commented here and there, but just wanted to post my biggest concerns here.

    1. I'm extremely worried that pure classes will be left behind in the new system. ZOS nerfing pure classes in view of subclassing is breathtakingly unfair to those of us who might prefer to stay with our 3 class lines.

    In addition, a current lack of proper balancing is letting some overpowered skills become even more overpowered with subclassing, which will make it almost mandatory to run the same combination of skill lines if one wanted to contribute meaningfully to group content.

    2. I dislike the Arcanist beam immensely. I'm not a sweaty endgamer by any means, and I love both LA weaving (even if I don't weave well) as well as the lightning HA, but the beam feels static and oppressive to me. Please make other class skill lines comparable in damage to a subclassed Herald of the Tome. Give us a real choice.

    As mentioned, I'm no endgamer, and I love dabbling in most content, but the combat experience is still important to me. If the devs are expecting average players like me to just slot Fatecarver to be effective DDs, then I will no longer enjoy the combat experience in ESO.
  • xencthlu
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    I would say that, practically speaking, subclassing will provide tools to fix that. Siphoning skill line from Nightblade gives a really good sustain tool for example.

    I wish that DK tanks had some benefit for remaining primarily DKs, but your tank can still work with some adaptation

    I'm not going to be swapping out one of my existing dragon knight's skill trees to make her a DK/NB just to achieve the same functionality I had before weird and so far unexplained nerfs. I will simply stop playing her and play a better character. Or, honestly, stop tanking. I don't think I'm the only one.

    If the sustain nerfs go through unchanged, I hope the devs will consider reducing the costs of DK abilities proportionately, so that DKs can still be independently functional without a player needing to jump through the hoops required to unlock crossclassing. Think of the new players here. How many hours do you think players will put up with having 0 stamina or 0 magicka to get to the "good part" of the game?

    Please don't render me incapable of tanking vet Thurvokun again. I wanted to try hard mode.
  • Yudo
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    Very happy that non-pet sorcs received some attention again in 11.0.1, and certainly step forward.
    There is still one dead passive, but that is the same as before the changes.

    Looking at the currents state , sorcs have ultimately lost 5% max resources and 10% damage on armaments.
    Changing shields was OK, but Deadric summoning line needs more love for it to be competitive.
    I think this is overall a net nerf, and now that shield heal is removed, unwarranted.
  • madmufffin
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    Sorc still straight up dookie aside from just being a passive bot for subclassing. Skill line re-work desperately needed and skills need to be buffed to be actually usable. Let the class actually exist outside of pets.
  • ZhuJiuyin
    ZhuJiuyin
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    Perhaps developers are worried that enhancing non-pet sorc will further enhance pet sorc, but this is actually unnecessary worry.
    First, as sorces have complained about in the past, pet sorcs are limited in the number of skill slots they can have, which leaves them with limited options to fill the few remaining slots and forces them to rely on potions to obtain the necessary buffs. After U46 Daedric Prey was weakened, pet sorc can only rely on sorc pets, which means that if you want to maximize Daedric Prey, you can only use sorc pets that cost a total of 4 grids.

    In contrast, non-pet sorcs, that is, the rest of the Sorc skill line, are rarely used and only have prominent effects in specific environments. Just buff those skills and make sure they don't benefit your pet. For example:
    1. Negate. I always think this is one of the two most regrettable skills in Dark Magic. Since Negate lacks sufficient damage and team gain, Negate cannot be used in PVE and it is difficult to see him in PVP. Since Negate will compete with Atronach for Ultimate, redesigning Negate to make its damage comparable to Atronach after the Daedric Prey buff (even more Negates should cost more Ultimate points), and providing a rarer debuff such as Major Brittle, will give non-pet sorcs a reason not to use Atronach.

    2. Shattering Spines is also one of the two most regrettable skills in Dark Magic. The problem with Shattering Spines is also the lack of sufficient damage, so it cannot be used in PVE and it is difficult to see it in PVP. The Shattering Spines are a good idea, but I think maybe we could remove the Major Maim and give it a 10 second dot damage effect, like DK's Burning Talons. And because Shattering Spines consume a lot of Magicka, it will make the most popular stam pet sorc currently have to decide whether to change to a Magicka pet sorc for more aoe. Magicka pet sorcs are relatively weak, so they don't get a crazy power boost, and non-pet sorcs can benefit from it, while also giving the sorc more area damage.

    3. Lightning Splash, should change Lightning Splash to the same level as Spear Shards, increase damage, and allow own synergy. It may slightly enhance pet sorcs, but for the same reason as enhancing Shattering Spines, since Lightning Splash consumes a lot of Magicka, it will be difficult for most mainstream stam pet sorcs to use, but it can enhance Magicka pet sorcs and non-pet sorcs.

    4. Exploitation. Compared with NB's Hemorrhage, Exploitation is weaker. But only a slight buff is needed to strengthen Exploitation and avoid overdoing it. For example, adding "Increases the damage caused by your Dark Magic by 4%/8%" can avoid strengthening the pet sorc and interact with the Negate and Shattering Spines mentioned above. As a balance, Crystal's damage may need to be reduced by 8%, but due to the new passive, Crystal's overall damage will remain the same.

    5. Power Surge. To be honest, I hardly see anyone using this skill in PVE and PVP. This skill is definitely one of those that needs a rework, but it only needs to be given enough conditions to avoid the pet sorc being enhanced. For example: Gain Major Brutality and Major Sorcery for 30 seconds. Every time you deal critical damage with an area attack, you deal additional electrical damage to that target. This effect occurs every 3 seconds (similar to Scholarship in Arc). Since pets usually deal single-target damage, pet sorcs will not be overly empowered, while non-pet sorcs can benefit from the aforementioned reworks of range abilities such as Negate, Shattering Spines, and Lightning Splash.

    6.Unholy Knowledge: Unholy Knowledge can be moved to Persistence and merged with it, and a new passive ability be added to Unholy Knowledge: When you deal damage with a Sorc class skill, increase the damage your target takes by 3/6% for 10 seconds. This effect will be triggered every 10 seconds. This could result in a pet sorc buff, but would just require resetting Daedric Prey from 50% in U46 to 45% pet buff in U45, or even go a bit bolder and increase the damage taken by the target to 5/10% and reduce Daedric Prey from 50% to 35%, but allowing the buff to all pet types. This still doesn't overpower pet sorcs, and still helps non-sorc pets, promoting the use of subclassing, while giving non-pet sorcs and those who wish to pure class a reason to continue using the Dark Magic skill line.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • moo_2021
    moo_2021
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    Atharti wrote: »
    Icy Aura, restriction for melee makes this passive completely useless for ranged wardens besides the new effect being questionable at all. I dont see any use for that passive.

    It's going to be OP against DKs and other melee builds in PvP. Everyone with high HP are already going to add Winter's Embrace for polar wind, free boost on frost damage and then this free major debuff by doing absolutely nothing.

    Please revise this. Melee builds should be made stronger not weaker.
    Edited by moo_2021 on April 22, 2025 10:55AM
  • sans-culottes
    sans-culottes
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    Yudo wrote: »
    Very happy that non-pet sorcs received some attention again in 11.0.1, and certainly step forward.
    There is still one dead passive, but that is the same as before the changes.

    Looking at the currents state , sorcs have ultimately lost 5% max resources and 10% damage on armaments.
    Changing shields was OK, but Deadric summoning line needs more love for it to be competitive.
    I think this is overall a net nerf, and now that shield heal is removed, unwarranted.

    Too bad Necromancers still haven’t received even an acknowledgment from the devs. It’s interesting that they responded to the Sorcerer discourse so quickly while sidelining years of Necromancer players’ feedback.
  • Zyaneth_Bal
    Zyaneth_Bal
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    moo_2021 wrote: »
    Atharti wrote: »
    Icy Aura, restriction for melee makes this passive completely useless for ranged wardens besides the new effect being questionable at all. I dont see any use for that passive.

    It's going to be OP against DKs and other melee builds in PvP. Everyone with high HP are already going to add Winter's Embrace for polar wind, free boost on frost damage and then this free major debuff by doing absolutely nothing.

    Please revise this. Melee builds should be made stronger not weaker.
    Melee builds are meta though
  • Dreadwar
    Dreadwar
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    I spoke about Necromancer Tethers and wanted to follow up on them. Please change them to use only the closest corpse when cast, change the range to self, and increase the aoe around you slightly. Tethers now become more viable instead of soft locking you to a location for their duration.
  • Aggrovious
    Aggrovious
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    Hardened Ward nerf is acceptable. It was great before the heal and still will be a decent shield. Everything else you're doing to the sorcerer class is ridiculous.

    You might as well delete all of the classes and just have people pick skills at this point. I thought sub classing would be awesome, but you are now making it a requirement. It will no longer be a fun idea as it will be more of a chore to level up skill lines and fix every build I have.

    Scrapping subclassing and just selling class tokens maybe the only way to put out this fire. You are trying to rebalance the entire system and you still haven't address the redundant hybridization.
    Making a game fun should be a priority. Making a game balanced should not come at the expense of fun.
  • silentxthreat
    silentxthreat
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    I was testing a few sets with scribing and it seems the bleed from scribe skills is not working with the set Dragon's Appetite for me. Let me know if u need logs
  • StihlReign
    StihlReign
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    You're all doing great.
    Edited by StihlReign on April 22, 2025 2:44PM
    "O divine art of subtlety and secrecy!

    Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy’s fate in our hands.” – Ch. VI, v. 8-9. — Master Sun Tzu

    "You haven't beaten me you've sacrificed sure footing for a killing stroke." — Ra's al Ghul

    He who is prudent and lies in wait for an enemy who is not, will be victorious — Master Sun Tzu

    LoS
  • ssewallb14_ESO
    ssewallb14_ESO
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    Now that my skills work, I'm seeing a 20-30% DPS increase across the board depending on setup.

    That's kind of a lot of power creep, more of a power sprint if you will.

    I'm hoping a solution can be found that doesn't involve gutting all of the class skill lines and living with the ensuing mess that would cause.

    I'd be fine with some kind of a global monster health increase in vet content, as in the opposite of what was done in U35.
  • SaintJohnHM
    SaintJohnHM
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    The update this week still left the sorc gutted for pve and not as fun to play. It's not just the brutal skill and passive nerfs, having a little heal on the shield has also been fine, arcs have shields on their beam etc etc etc. It's much more useful to my teams to not have to double bar clanfear when sorc tanking.
    Edited by SaintJohnHM on April 22, 2025 3:32PM
    • Casual Roleplaying PVE player PC/NA
    • Tank ~CP2600 'Sugar-Flame'
    • I've completed all the dungeon trifectas. Swashbuckler Supreme, Godslayer, Gryphon Heart, Immortal Redeemer, Tick Tock Tormentor, Dawnbringer, and I'm looking for nice folks to complete more trial achieves with.
    • I make music: http://www.moonghostband.com.
  • necro_the_crafter
    necro_the_crafter
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    This update clearly shows that GLS is not a necromancer skill. It sees use with anything but necromancers abilities. So please, consider rework of this ability, if it cannot be done now then atleast limit it's uses with channels. Also ghostly embrace needs to be single inctance ground target AoE that deals direct damage, has a 5 sec dot or chilled proc attached, and creates a corpse if an enemy was hit. Empovering gravegrasp should be a single target unblockable fear and AoE root around target, that increases your summoned undead damage dealt to that target similar to how daedric pray increase daedric summoning pets damage.

    I miss my old necro that had big stalking bursts and utilised pre-rework vampire drain and pre nerf soul assault. It used this long channeled drains that ticked once every 0,7 secs so they were synergising well with draugrskin, as well as helped with ult gen to spam Soul Assaults like every 10 secs. I hope to see its return one day again, but even with sub classing you cant get close to anything like this. And its not like that build was OP or anything, I just enjoyed my fatasy of dark mage channeling his spells, draining its foes away, slaying NB gankers with a single soul assault... After nerfs I tried simillar build with deadly and GLS, first and foremost, its gets outperforemd with blighted, same setup just changing morph to blighted results in more kill potential, second, its not even close to pressure i used to have with draufgrskin+vate frontbar+defending warrior backbar+balorg vs rallying cry backbar, deadly fronbar, saint and seducer and balorg with lightning staff to buff channels and GLS to buff dots.
    Edited by necro_the_crafter on April 22, 2025 5:22PM
  • Zallion
    Zallion
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    Double bow proc is a mistake no matter how much you nerf the spell damage per stack. You’re forcing a pvp meta. It’ll be overly abused as it’s incredibly strong. Max range sniping builds will plague pvp worse than before.
  • katorga
    katorga
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    SkaraMinoc wrote: »
    I
    From a balance perspective, I don't think subclassing is a good thing while heals like Polar Wind exist.

    All you really need now is

    - Winter's Embrace for Polar Wind
    - Assassination for Damage
    - pick any 3rd skill line to fill in gaps in your build (sustain, utility, mitigation, etc)

    You will be surprised how powerful charged frost staff la/crushing spam into Merciless is with threads of war and draugrkin.

    Maybe stormcalling for mobility and more heals. Or templar for ranged stun and burning light.

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