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PTS Update 46 - Feedback Thread for Classes & Abilities

  • Turtle_Bot
    Turtle_Bot
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    katorga wrote: »
    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.

    This is exactly why I have been theory crafting and working on a reliable tank build for PvP. The double spec bow is going to be stupidly oppressive if it makes it to live, especially being combined with shulks (major + minor breach on an AoE delayed burst) so I'm looking into ways to mitigate that and just be a general pita to those sorts of builds that will be everywhere.
  • Hotdog_23
    Hotdog_23
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    Nuking DK sustain is going to hurt solo players quite a bit. Magma Shell no longer allows Ultimate Gain, which is also hurting the solo DK player when doing difficult content. Get it was causing problems in IA, but there is more to the game than IA. 

    At least drop the cost to 125-150 ultimate from 200 to compensate DK some for the loss in power. As it stands, if the changes go live, why would any player choose Magma Shell over Corrosive Armor? All you did was kill one morph to never being used again by anyone. 

    Stay safe :)
  • Tcholl
    Tcholl
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    I have played DK for most of my time in ESO and the sustain from the class have been nerfed over and over, which leads to less damage at the end of the day. Also, we have to come back to theory crafting each patch, watering down the build more and more. This is boring.

    On a PvP perspective, once upon the time, DK was mostly built by using Battle Roar and Combustion to sustain, while dumping most resources in weapon damage (corrosive would take care of pen). The class was built to generate ulti and be tanky. Now, Combustion have been nerfed, again! Why? Battle Roar nerfed. Really? Considering this and the buffs all around, no one is even considering DK skill lines on the builds that are going around so far.

    DK is the real loser this patch.
    PC NA - Gray Host
  • Dino-Jr
    Dino-Jr
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    eg5u8g3dy9ur.png

    The ardent flame reductions to sustain might be on the high side. DK was already the character I have had the most challenge with sustain on even while leaning into the abilities. Very normal/fun to run a mix of magic and stamina abilities for a stamina dk and the recovery has always been kinda fragile for me.

    Don't have an issue with some reduction here but the scale of it 'feels' high.

    Context on my setup:
    9anqnth3p43j.png
    u2nqd3w6u7s5.png
    ymnrn6sz3t3z.png
  • Dreadwar
    Dreadwar
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    Necromancer
    Empowering Grasp: The addition of Major Main is not bad per say, this skill needs the 3 circles it fires off sped up slightly and ultimately REVERSED in its order of operations. It should be Stun in first circle (closest), then Immobile (middle), and finally Snared (farthest). This would finally give Necromancers a reliable CC.
    Edited by Dreadwar on April 23, 2025 2:09PM
  • huskandhunger
    huskandhunger
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    @ZOS_Kevin please don't forget about werewolf quality of life changes, it's bring your dog to work day 😁
  • JaxontheUnfortunate
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    Hotdog_23 wrote: »
    Nuking DK sustain is going to hurt solo players quite a bit. Magma Shell no longer allows Ultimate Gain, which is also hurting the solo DK player when doing difficult content. Get it was causing problems in IA, but there is more to the game than IA. 

    At least drop the cost to 125-150 ultimate from 200 to compensate DK some for the loss in power. As it stands, if the changes go live, why would any player choose Magma Shell over Corrosive Armor? All you did was kill one morph to never being used again by anyone. 

    Stay safe :)

    Yeah I am already planning on dropping 2 of the DK skill lines because of this.
  • silentxthreat
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    did some testing on dk today and post nerfs things feel bad on it, zero reason to play a dk or sub class into it
  • sarahthes
    sarahthes
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    did some testing on dk today and post nerfs things feel bad on it, zero reason to play a dk or sub class into it

    In PvE there is engulfing.
  • JaxontheUnfortunate
    JaxontheUnfortunate
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    Yeah plus seething fury in the ardent skill line.
  • Zyaneth_Bal
    Zyaneth_Bal
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    Hotdog_23 wrote: »
    Nuking DK sustain is going to hurt solo players quite a bit. Magma Shell no longer allows Ultimate Gain, which is also hurting the solo DK player when doing difficult content. Get it was causing problems in IA, but there is more to the game than IA. 

    At least drop the cost to 125-150 ultimate from 200 to compensate DK some for the loss in power. As it stands, if the changes go live, why would any player choose Magma Shell over Corrosive Armor? All you did was kill one morph to never being used again by anyone. 

    Stay safe :)
    It will remain a pve tank morph it has always been. And in pvp shell was never worth taking over corrosive obviously
    Edited by Zyaneth_Bal on April 23, 2025 8:25PM
  • katorga
    katorga
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    Turtle_Bot wrote: »
    katorga wrote: »
    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.

    This is exactly why I have been theory crafting and working on a reliable tank build for PvP. The double spec bow is going to be stupidly oppressive if it makes it to live, especially being combined with shulks (major + minor breach on an AoE delayed burst) so I'm looking into ways to mitigate that and just be a general pita to those sorts of builds that will be everywhere.

    I don't want to get close enough to use Shalks, lol.

    On plus side Winter's Embrace which enables chilled status to be impactful also includes projectile protection. Winter's embrace and threads of war makes frost light attacks worse than pre-nerf way of fire or savage werewolf. Assassination line gives you the kill shot and free offensive stats to make it all work.

    Toss on winterborn, draugrkin, or dragon's appetite for icing on the cake (warden has ranged bleed or the bleed version of wield soul will trigger Dragon's now).
  • Zyaneth_Bal
    Zyaneth_Bal
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    katorga wrote: »
    Turtle_Bot wrote: »
    katorga wrote: »
    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.

    This is exactly why I have been theory crafting and working on a reliable tank build for PvP. The double spec bow is going to be stupidly oppressive if it makes it to live, especially being combined with shulks (major + minor breach on an AoE delayed burst) so I'm looking into ways to mitigate that and just be a general pita to those sorts of builds that will be everywhere.

    I don't want to get close enough to use Shalks, lol.

    On plus side Winter's Embrace which enables chilled status to be impactful also includes projectile protection. Winter's embrace and threads of war makes frost light attacks worse than pre-nerf way of fire or savage werewolf. Assassination line gives you the kill shot and free offensive stats to make it all work.

    Toss on winterborn, draugrkin, or dragon's appetite for icing on the cake (warden has ranged bleed or the bleed version of wield soul will trigger Dragon's now).
    Bow isn’t considered a projectile by the game btw. So neither shield nor any other similar skill affects it.

    Before anyone asks I tested all skills both on live and pts a few days ago.
    Edited by Zyaneth_Bal on April 23, 2025 8:49PM
  • BasP
    BasP
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    Thank you for making the Expert Summoner work for non-pet builds. I have to admit that I'd still prefer it if players would get all three resource boosts by slotting a Daedric Summoning skill on their bar or something though, as opposed to needing to have a Daedric Summoning skill active to get the Max Health boost. It just seems a tad strange to have 1/3rd of the passive have that restriction. As for more feedback on the current balance:

    Please bring underperforming Skill Lines up to par
    It's obvious that some skill lines outperform others - when it comes to maximising DPS at least. I truly hope that those other skill lines will receive buffs/changes to bring them up to par a bit, which could increase build diversity and might also lessen the gap between pure classes and subclassed setups (seeing as the latter are still limited to just three skill lines).

    Some pretty iconic abilities, such as the Sorcerer's Crystal Fragments, the DK's Burning Talons and the Templar's Radiant Destruction are currently in skill lines that don't have really great passives and/or other skills that warrant subclassing into them, for example, which is too bad in my opinion.

    Two examples of Dawn's Wrath passives that could maybe use a buff/rework
    • Enduring Rays: I think that a passive that increases the duration of some skills by 2 seconds isn't really impactful. Vampire's Bane lasts 32 seconds instead of 30? That's nice - but I imagine that a lot of players would rather have 8.8% extra Critical Chance when flanking an opponent, 20% extra Critical Chance against opponents under 33% health or 3271 Offensive Penetration whenever a Dawn's Wrath ability is active, for example.
    • Illuminate: While the groupwide Minor Sorcery is of course nice, I think that it would be great for the skill line if it gave a good buff to the player as well, just like the DK's Burning Heart and the Nightblade's Hemorrhage passives grant the player a buff alongside a unique groupwide Minor buff.
    Speaking of Dawn's Wrath - could the new duration of Radiant Destruction please be shortened to 2.8 seconds or 1.8 seconds? The new duration might mess with certain sets and passives that depend on Light Attack weaving a bit, such as the Hawk Eye passive, Relequen and Grave Inevitability.
    Edited by BasP on April 23, 2025 9:25PM
  • RisKKR
    RisKKR
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    Arctic Blast has to lose its 6m radius clearance condition for the heal. It literally makes the skill obsolete in PvP and PvE as a heal. The skill had already been nerfed outside of this change in the prior patches (despite nobody in the community complaining about it).

    If you aren't going to make it a useful heal then I suggest ridding the heal altogether and adding a different effect to the skill.
  • ESO_Nightingale
    ESO_Nightingale
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    RisKKR wrote: »
    Arctic Blast has to lose its 6m radius clearance condition for the heal. It literally makes the skill obsolete in PvP and PvE as a heal. The skill had already been nerfed outside of this change in the prior patches (despite nobody in the community complaining about it).

    If you aren't going to make it a useful heal then I suggest ridding the heal altogether and adding a different effect to the skill.

    yeah i agree at this point. to be honest, if they dropped the heal off the skill and buffed the tick damage a bit to compensate that'd be nice.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Dreadwar
    Dreadwar
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    Dragonknight
    Petrify (& Morphs): Could we restore the range of this skil back to 15m?
  • FoJul
    FoJul
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    Dreadwar wrote: »
    Dragonknight
    Petrify (& Morphs): Could we restore the range of this skil back to 15m?

    if they can do the same to nb fear. NB fear back to 8 meters or 10 whatever it used to be.

    I just want flame staff back tbh
  • CaptainRele
    CaptainRele
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    The Daedric Summoning changes with week 2 are still not enough. If I was a non pet sorc, I still lost 5% max mag and stam that I can't get back on live, and if I was a pet sorc, I lost 5% health (though I did gain 5% mag and stam, unless I used to be non pet and swapped, then it's a loss again). As someone who plays both stamsorc with pets and sorc tank without pets, this still feels like a loss. Sorc dps don't use pets in trash anyway, so that's an inherent damage loss even when I'm doing what ZOS wants a daedric summoning sorc to do (for boss fights at least).
    And not giving hardened ward its heal back is frustrating given the available resources for a sorc to heal with. Here's your options: an insanely expensive vibrant shroud, the bad morphs of familiar and twilight for pve dps, giving up two bar slots for a channeled summon of clannfear as a tank (aka one of the main reason sorc tank was considered bad pre 2023), a channeled skill in dark deal, being in combat and dealing crit damage with critical surge (not a tank option), or grabbing a non-sorc heal like vigor.
    And the answer CANNOT be "just subclass out" when the purpose of a sorc in a lot of raid environments is their daedric summoning ult! And for tanks it's worse because they do need all of their skill lines (minor prophecy from dark magic, atro ult from summoning, and streak from storm calling). If clannfear could be one barred, you would end the majority of my sorc complaints because the heal isn't bad - the commitment to two bar slots on a tank is. But please just give hardened ward its heal back...
  • FoJul
    FoJul
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    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?

    Your constantly recasting it, and kiting around it absorbing damage, and then 3 seconds later you have another one.

    If you have cmx and see your damage output to a necro, you will see like 30 instances of blastbones. It's absorbing damage.

    It's actually cheesey when used right.
  • sans-culottes
    sans-culottes
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    FoJul wrote: »
    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?

    Your constantly recasting it, and kiting around it absorbing damage, and then 3 seconds later you have another one.

    If you have cmx and see your damage output to a necro, you will see like 30 instances of blastbones. It's absorbing damage.

    It's actually cheesey when used right.

    I think you may have misunderstood the point I was making. I’m not denying that mechanically Blastbones is classified as a pet or that it can serve as a damage sponge. My comment was aimed at how un-petlike the implementation feels in practice—short-lived, uncontrollable, and without persistent presence. That’s quite different from, say, a Sorcerer’s summons or a Warden’s bear, which feel more like actual companions.

    In that context, I was questioning the usefulness of calling it a “pet” in terms of player experience and design coherence, not disputing the damage output or interaction with combat metrics.
  • FoJul
    FoJul
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    FoJul wrote: »
    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?

    Your constantly recasting it, and kiting around it absorbing damage, and then 3 seconds later you have another one.

    If you have cmx and see your damage output to a necro, you will see like 30 instances of blastbones. It's absorbing damage.

    It's actually cheesey when used right.

    I think you may have misunderstood the point I was making. I’m not denying that mechanically Blastbones is classified as a pet or that it can serve as a damage sponge. My comment was aimed at how un-petlike the implementation feels in practice—short-lived, uncontrollable, and without persistent presence. That’s quite different from, say, a Sorcerer’s summons or a Warden’s bear, which feel more like actual companions.

    In that context, I was questioning the usefulness of calling it a “pet” in terms of player experience and design coherence, not disputing the damage output or interaction with combat metrics.

    I mean, in most lore necromancers summon dead Companions to do their bidding. Blastbones is exactly that. They had to do something to make it useful. For a burst ability, I can't really think of any better way of making a necromancer burst ability that keeps the theme of necromancy. The only other thing i can think of is Kjalners skelly hand.

    Blastbones definitely fits the theme, and does just fine in my book. Arguably the best delayed burst tools in the game. Shalks is prolly number 1 with blastbones close behind.

    The only thing I can sorta agree on, is that blastbones struggles finding a target sometimes. So it can be harder to control sometimes.

    But all together, blastbones is s tier in my book for a necromancer pet. Just because it doesn't feel like a pet to you, doesn't mean others think the same.

    Id love to revert magbones back to what it was previously tho.
  • tomofhyrule
    tomofhyrule
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    FoJul wrote: »
    Id love to revert magbones back to what it was previously tho.

    The funny part is that some of the most broken parts of Subclassing right now is the fact that magbones (and the base morph) are buffing skills like Fatecarver to be OP.

    Can you imagine if SacBones and GLS went back to what it was before, which then made Fatecarver not able to pick up a 15% damage boost from that on top of the 10% boost from Rapid Rot?

    Also, I do love that the flavor text of SacBones and GLS specifically say “The skeleton leaps to you, sacrificing the fallen soul within and enhancing your necromantic energies for 10/20 seconds, increasing your damage done with class abilities and damage over time effects by 15%” when people are using it with subclassing specifically to buff their non-necromancer skills.
  • FoJul
    FoJul
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    FoJul wrote: »
    Id love to revert magbones back to what it was previously tho.

    The funny part is that some of the most broken parts of Subclassing right now is the fact that magbones (and the base morph) are buffing skills like Fatecarver to be OP.

    Can you imagine if SacBones and GLS went back to what it was before, which then made Fatecarver not able to pick up a 15% damage boost from that on top of the 10% boost from Rapid Rot?

    Also, I do love that the flavor text of SacBones and GLS specifically say “The skeleton leaps to you, sacrificing the fallen soul within and enhancing your necromantic energies for 10/20 seconds, increasing your damage done with class abilities and damage over time effects by 15%” when people are using it with subclassing specifically to buff their non-necromancer skills.

    The skill has already been adjusted to not effect class skills like you mentioned.
  • phazongrave
    phazongrave
    Soul Shriven
    The change under the Winter's Embrace for the Piercing Cold passive from the 8% damage buff to just 10% frozen damage is just a nerf for the warden class. You devs have already established that the frost damage is primarily a support/tank element. You make that very clear in the destro staff set. There are also not alot of class abilities that deal frost damage in the Winters embrace skill line that can be used in pve. You cannot use the excuse that scribing can help because those abilities are significantly weaker. Since the animal skill line focus's on increased critical damage why not follow that same path for the winters embrace? Increase crit damage to enemies that have been chilled or just give enemies the major brittle effect when hit with a winters embrace skill line that applied chilled. A flat frost damage buff is a massive nerf compared to the 8% damage buff when dealing frost damage. Would be better off with at least %5 damage buff and a 5% frost buff. I get that skill line identity is becoming a thing for the subclassing feature but don't gimp the warden class as a whole to do so.

    That arcanist change you thought would 'balance out' with their bean was such massive buff, it was not needed. They already are the top dps class you are just making it the go to choice at this point.
  • sans-culottes
    sans-culottes
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    FoJul wrote: »
    FoJul wrote: »
    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?

    Your constantly recasting it, and kiting around it absorbing damage, and then 3 seconds later you have another one.

    If you have cmx and see your damage output to a necro, you will see like 30 instances of blastbones. It's absorbing damage.

    It's actually cheesey when used right.

    I think you may have misunderstood the point I was making. I’m not denying that mechanically Blastbones is classified as a pet or that it can serve as a damage sponge. My comment was aimed at how un-petlike the implementation feels in practice—short-lived, uncontrollable, and without persistent presence. That’s quite different from, say, a Sorcerer’s summons or a Warden’s bear, which feel more like actual companions.

    In that context, I was questioning the usefulness of calling it a “pet” in terms of player experience and design coherence, not disputing the damage output or interaction with combat metrics.

    I mean, in most lore necromancers summon dead Companions to do their bidding. Blastbones is exactly that. They had to do something to make it useful. For a burst ability, I can't really think of any better way of making a necromancer burst ability that keeps the theme of necromancy. The only other thing i can think of is Kjalners skelly hand.

    Blastbones definitely fits the theme, and does just fine in my book. Arguably the best delayed burst tools in the game. Shalks is prolly number 1 with blastbones close behind.

    The only thing I can sorta agree on, is that blastbones struggles finding a target sometimes. So it can be harder to control sometimes.

    But all together, blastbones is s tier in my book for a necromancer pet. Just because it doesn't feel like a pet to you, doesn't mean others think the same.

    Id love to revert magbones back to what it was previously tho.

    I don’t dispute that Blastbones deals damage or that it technically fits the game’s internal pet classification. But to frame it as the quintessential necromancer ability—or as the most faithful thematic expression of necromancy—strikes me as a bit off the mark.

    If we look at broader genre precedents, from EverQuest to Diablo, then necromancy tends to emphasize the persistent manipulation of death: managing summoned undead, feeding off corpses, spreading decay, commanding spectral forces. These systems build a relationship between the caster and their minions, whether as extensions of control, rituals of attrition, or engines of dread.

    Blastbones, by contrast, feels like a gimmick. A disposable, short-lived animation that often fails to reach its target. It’s neither persistent nor controllable, and lacks the eerie resonance or symbolic weight that traditionally define the archetype. Mechanically, it’s more of a delayed burst than a companion. Thematically, it’s a skeleton-shaped projectile.

    If people enjoy it, then that’s their prerogative. But let’s not pretend that a screaming kamikaze corpse is somehow the Platonic ideal of the necromancer fantasy.
  • MashmalloMan
    MashmalloMan
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    Sorcerer
    • Exploitation: When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 20 seconds.

    Nightblade
    • Hemorrhage: Increases your Critical Damage by 10%. Dealing Critical Damage grants you and your group Minor Savagery, increasing your Weapon Critical rating by 1314 for 20 seconds.

    Templar
    • Illuminate: Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 20 seconds, increasing your Spell Damage by 10%.

    Dragonknight
    • Mountain's Blessing: When you cast an Earthen Heart ability, you and your group gain Minor Brutality for 20 seconds, increasing your Weapon Damage by 10%. If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.

    Warden
    • Maturation: When you activate a heal on yourself or an ally you grant the target Minor Toughness, increasing their Max Health by 10% for 20 seconds.

    Arcanist
    • Circumvented Fate: Casting an Arcanist ability warps the weave of fate around you, granting you and your group members Minor Evasion for 20 seconds and reducing damage from area attacks by 10%. This effect can occur once every 5 seconds.

    (Short Term) Refer to the bolded text above. Can we get some similar auxillary bonuses like DK/NB for Sorc, Templar, Warden, and Arcanist?

    (Long Term) While we're talking about class design, how about we add something for Necromancer, hybridize these group minor buffs, then give the overlapping classes new group effects (NB vs Sorc.. DK vs Templar).

    If you asked me before subclassing, I wouldn't of made this argument, referring people to consider the entire classes 12 passives vs the 1 passive, but due to subclassing, we now need to consider every line as it stands. In particular, Assassination has become so appealing because of their great passives. From a Sorc perspective, I'm easily ready to replace Dark Magic with it. I think a bonus on Exploitation would really help sell the Dark Magic line, and I'm sure other main classes would feel the same way.
    Edited by MashmalloMan on April 25, 2025 4:07AM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • MashmalloMan
    MashmalloMan
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    nqmncec2hp8f.png

    Please consider swapping Bound Armor and Rune Prison between Daedric Summoning and Dark Magic. (Yes I know this has been said, I'm just adding my input, fuel to the fire.)

    Since the 1st week patch notes and continued testing, it's become increasingly obvious that many of the discourse for no pet sorcs that are trying to engage with subclassing are running into problems due to the way our skill lines are designed. This small change would do a lot to make the lines more engaging to deal with. Right now, our key damage skills are spread out among all 3 lines, 1 of which is deemed to be mostly pet focussed now, so it would make logical sense to shift some of the no pet centric abilities out from that line if possible.

    While a small bonus of 5% stam/mag is a step in the right direction, it holds no candle to the skill lines that can replace Daedric Summoning for a no pet Sorc. For example, I could swap in Assassination to get Grim Focus, then avoid Bound Armaments all together which is honestly inferior to it anyway. Conveniently, Asssasination also provides minor savagery making minor prophecy redundant, along with great damage passives, overshadowing what Dark Magic also tries to provide for damage dealers.

    You specifically mentioned adding double the stacks to Bound Armaments so it can play nicer with Crystal Weapon's mini-game in week 1. It kinda feels like you guys are on the same page without even reallizing it? Dark Magic having 2 major damage skills instead of 1 would go a long way to make the skill line feel better balanced (Mines/Encase exist, but I wouldn't categorize them in the same way). I view the line as a more utility based damage line seeing as each skill proc's Blood Magic to heal the user, so if the line leans into that, it can compete with Assassination despite providing less DPS related passives.

    I think interestingly, this solves a big problem Bound Armaments has by allowing it to stand out by proccing Blood Magic for a small heal. Issue being, it's competing with Grim Focus it's much stronger cousin. Mercilous Resolve deals about 50% more damage, provides a much stronger damage stat vs resources, and heals.. all for just 1 more stack, without the 0.3s delay between daggers that makes BA easier to dodge. Esentially BA becomes a more consistent, sustainable, utility based version of Grim Focus because it costs -1 stack, but heals every time you cast it, instead of trying to directly compete with its damage which it can not.

    For Bound Aegis, this gives the tank based morph, a tank based heal via Blood Magic, a historically harder passive for a tank to fully utilize given the skills a tank likes engaging with is split between Dark Magic and Daedric Summoning.

    Why did I pick Rune Prison instead of Daedric Mines, for the Daedric Summoning line? I've seen discourse about not swapping it because players really enjoy the interaction mines has from the Dark Magic line. Encase as the 2nd contender is in a similar situation, they like it in that line. The 3rd skill to swap, Rune Prison, has the easiest potential because it's probably the least used skill in the Sorc's entire kit. It needs a complete make over, Encase and Mines already got their make over within the past year. This would be a great opportunity to provide another pet related skill for the pet realated line, Daedric Summoning, instead of trying to force Bound Armor enjoyers to take a skill line that gives them very little.

    ......

    Also also... Please hybridize Bound Armor morphs from 8% Magicka OR 8% Stamina to all morphs giving 6% Stamina/Magicka like the NB's Magicka Flood passive. Reality is, Bound Aegis is a tank skill, they don't usually need Magicka, that bonus tends to only be useful for mag Sorcs and blocking requires stamina by default, it's weird to increase Magicka. Bound Armaments is a damage skill, not all players are stamina based, mag Sorc's would like to use this skill too. Hybridization is a thing. Reinforce it where you can. This is one of the last holdouts. Kinda funny you hybridized MAGICKA Flood, and not this.

    That is all, thank you.
    Edited by MashmalloMan on April 25, 2025 5:00AM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • IncultaWolf
    IncultaWolf
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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.

    Sorcerers and nightblades make up the majority of this game's population from multiple polls I've seen and in-game evidence, so it makes sense why they always have priority I guess. Necromancers are still being ignored this pts also, the corpse limitations will hurt the class. I use to give feedback every pts on this forum about necro, but I've pretty much given up after Grave Lord's Suckrifice made it to live, and also bugged for 6 months.
    Edited by IncultaWolf on April 25, 2025 5:33AM
  • MashmalloMan
    MashmalloMan
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    To piggy back off my previous comment about swapping Bound Armor with Rune Prison to make Sorcerer skill lines better balanced in the new subclassing world....

    I'd like to further suggest you consider rebalancing how Aedric Spear and Dawn's Wrath are designed for Templar. As it stands, Dawn's Wrath carries 4/5 damage related skills in comparison to Aedric Spear's 2/5 damage related skills, yet Aedric Spear carries most if not all the important damage related passives. This makes it very difficult for a Templar to subclass effectively like Sorcerer.

    My suggestion is to swap Piercing Javelin with Solar Flare, Focused Charge with Backlash, and Sun Shield with Radiant Destruction. The results:

    Aedric Spear
    • Puncturing Strikes
    • Solar Flare
    • Backlash
    • Spear Shards
    • Radiant Destruction

    Dawn's Wrath:
    • Sun Fire
    • Piercing Javelin
    • Focused Charge
    • Eclipse
    • Sun Shield

    And look, I know this isn't a perfect solution. It's obvious many of these skills have "sun" visual effects, and others have "spear" related effects. To that point, I'd like to highlight the fact that Sun Shield has nothing to do with spears and Power of the Light has a spear appear above the enemies head. I'd argue vfx are the least of our concern 11 years into this game since these classes were originally designed under a completely different architecture and design phylopshy that didn't support hybridization or subclassing. At some point, we need to think about the mechanics of how things operate instead of being stuck with how things look and how a skill line was named, things that could be changed pretty easily to support better game design.

    At the very least, swap Sun Shield for Backlash if you disagree. They're already in the wrong lines from a narrow vfx perspective.

    Also update "Enduring Rays" passive to actually do something, no one who plays this game finds "+2s duration to class abilities" as a fun, egaging, or interesting bonus. Either build in the 2s to the skills or remove it completely. 2/3 skills last 20/30s, which means adding 2s makes them awkward timers at 22/32s which lines up with absolutely nothing in the game. I guarantee 90%+ players who engage with Sun Fire or Solar Flare morphs in a rotation, cast them early.

    Enduring Rays converted to a DPS perspective would be like saying "increase 2 skills total damage by 10% if you refresh the skills 2s late over 20-30s."

    To be more specific:
    • +1 tick of Reflective Light is +10% DMG
    • +1 tick of Vampire's Bane is +6.6% DMG
    • +1 tick of Solar Barrage is +9% DMG

    Nova it makes a decent difference because they only last 8s, but again, just bake in the +2s without the passive.. in fact, make it +5s because these skills have been underperforming haven't they?

    I'm not a Templar main, that's my take.
    Edited by MashmalloMan on April 25, 2025 5:34AM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
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