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PTS Update 46 - Feedback Thread for Classes & Abilities

  • Zyaneth_Bal
    Zyaneth_Bal
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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.
    They responded so quickly because all they did was return some stats to a passive. Needless to say this is incomparable to a class rework most people demand for necro.
  • xAlucardx92
    xAlucardx92
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      Ardent Flame
    • Molten Whip
      change the "Seething Fury" stacks so that a use of Molten Whip consume one Stack per use, because the Skills of "Ardent Flame" are not somthing you recast every 3 Sec to build up the "Seething Fury" stacks.
    • Warmth: This passive now causes direct damage from Ardent Flame abilities to increase the damage an enemy takes from your damage over time attacks by 3/6% and reduce their Movement Speed by 15/30%, instead of only reducing their Movement Speed.
      Increase the time from 3 sec to 6 sec, like "Spear Wall" from Templer


      Draconic Power
    • Iron Skin
      like the Templerpassiv "Piercing Spear" gives Critical Damage ann damage done to blocking players, give "Iron Skin" amount of damage you block and Critical resistances
    • Elder Dragon: This passive now increases your Health Recovery by 161/323 per Draconic Ability slotted, up from 129/258.
      For the heavie nerv of Combustion and Battle Roar give some Magicka and Stamina Recovery

  • 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.
    They responded so quickly because all they did was return some stats to a passive. Needless to say this is incomparable to a class rework most people demand for necro.

    The summon from Grave Lord’s Sacrifice is still named “Stalking Blastbones.” If responsiveness and polish were truly a question of “scale,” then one would think that fixing something as simple as a gross thematic contradiction—such as sacrificing something already dead—would not remain overlooked for so long. The standard for “too large to address” seems strangely selective.
    Edited by sans-culottes on April 25, 2025 12:58PM
  • Joy_Division
    Joy_Division
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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.

    As of right now, Dawn's Wrath is a really good skill-line to drop for subclassing because none of the skills are very impactful (PvP perspective). So while I appreciate your attempt to make the lines more even, in a sublassing era, you don;t mind if you can just drop one of your lines. Besides, I think the way you make these skill-lines more appealing is to actually make the skills in them appealing and interesting to take in the first place

    Thematically, the way the skills are in Aedric Spear and Dawn's Wrath fit. I don't think any adjustments are needed here
    Edited by Joy_Division on April 25, 2025 1:06PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • katorga
    katorga
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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.

    Well hmmmpf. I'm surprised that ZOS hasn't gone whole hog and made it un-dodgeable, un-blockable, and ignore LOS as well :D
  • xylena_lazarow
    xylena_lazarow
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    Assassin NB tree completely breaks PvP, needs hefty nerf starting with the double spec bow (Grim Focus).
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • BasP
    BasP
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    I already shared some feedback earlier in this thread, but I wanted to add a few thoughts on the Dragonknight skill lines as well - though I’ll admit this is mostly from a PvE DPS perspective.

    Consider swapping Fiery Grip and Dark Talons
    Burning Talons is currently a strong DPS skill for Dragonknights, but I worry it won’t see much use in PvE once subclassing goes live because the Draconic Power passives don’t really support damage-focused builds. But perhaps Dark Talons could be moved into the Ardent Flame skill line, swapping it with Fiery Grip? Since Draconic Power contains useful passives for tanking - and the Unrelenting Grip morph of Fiery Grip is a skill for tanks - such a change would make sense to me.

    Elder Dragon
    While it’s nice that the Health Recovery bonus was slightly improved, I think most players still see Health Recovery as one of the weakest stats in the game. So in its current form, the passive still doesn’t add much value to the Draconic Power skill line. I believe I remember someone in this thread suggested adding a bit of Stamina and Magicka Recovery to it as well, which I thought sounded like a good idea. Alternatively, perhaps it could get some sort of good buff that's useful for damage dealers alongside the Health Recovery - especially if Burning Talons remains in the Draconic Power skill line.

    Warmth
    I definitely like the change to this passive. However, I think extending the duration to 5 seconds (instead of 3) could make it even better. I believe this would allow players who don't use Whip as a spammable to still maintain 100% uptime on the buff with Flames of Oblivion.

    Battle Roar
    I'm not sure if the nerf to the values it restores was necessary. It feels like a setback for pure Dragonknight builds, and it doesn’t seem to enhance the skill line for subclassed setups either. Personally, I also don't think the old values would have been overpowered when Earthen Heart is combined with other class lines (though there may be an interaction I haven't thought of yet.)

    Earthen Heart in general
    Currently, Eruption is a key part of most Dragonknight DPS builds in PvE. However, with subclassing, DPS builds will definitely gain more value from other skill lines. To enhance the viability of pure class Dragonknights and make the Earthen Heart skill line more appealing for subclassing at the same time, it might be worth adding a buff for damage dealers alongside the existing effects in one or two of its passives? Here are a couple of examples:
    • Eternal Mountain: Increases the duration of your Earthen Heart abilities by 20%. While an Earthen Heart ability is active, your Weapon and Spell Damage are increased by 5%.
    • Helping Hands: When you cast an Earthen Heart ability with a cost, you restore 1120 Stamina and increase your Magicka and Stamina by 5% for 15 seconds. This effect cannot activate when using a Stamina costing ability and must cost more than the restored value.

    Edit: Iron Skin currently only increases your block mitigation by 10%, whereas the Sacred Ground passive (for example) grants both 10% extra block mitigation and a named minor buff. Maybe Iron Skin could get a small secondary bonus as well?
    Edited by BasP on April 26, 2025 6:40AM
  • Vaqual
    Vaqual
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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.

    I feel that.
  • FoJul
    FoJul
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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.

    I stopped after I saw javelin moved to dawns wrath. Ain't no way that is a real suggestion right?

    Sure moving some skills would make a little sense, and then radiant destruction on Aedric spear? Like cmon you aren't being serious.

    Sounds like someone wants skills rearranged to suit a specific build or idea to me.
  • phazongrave
    phazongrave
    Soul Shriven
    The change for Daedric Prey to only affect Daedric Summoning pets seems to go against this idea of skill lines are for anyone to slot. Was that not the intention behind making these other skill passives to have a more umbrella affect? With the extremely small number of summon pets out there in general as active skills this change seems unnecessary without player testing. The only 3 skills lines with summoned pets with actual passives that assist with damage would be Warden Animal Companions, Sorc Daedric Summoning and Grave Lord skelly bois. Now I see you're intention to with the Unleashed Ritualist change from 16 to 20% to offset the restriction to the Daedric Prey ability. But with the extremely limitation from pet options the Daedric Prey should go back to affecting all pets see what builds will flourish from it. Now I went ahead to test with just an all pet build with the unleash ritualist set. I believe that the damage buff when changing back the Daedric Prey to affect all pets at 20% would not be that impactful compare to the 150k damage that other classes have been showing with subclassing. You should at least roll that ability back to affect all pets to actually see what the damage would look like. Merely speculating and assuming a skill will break the game means nothing unless the players to play the game test it out for themselves. I don't want to come off as trying to be an expert in combat but I just want to show that changes to abilities don't need such a drastic shift from what they originally were.

    This uses the mythic velothi amulet:
    dolmw34yr2os.png
    cw0jufccab4q.png
    This uses the Maw for even more pet action:
    qnt0evw77aws.png
    vniyp5kz09nx.png

  • randconfig
    randconfig
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    "Expert Summoner: This passive’s increase to your Max Magicka and Stamina no longer require a permanent pet to be active to gain their benefits, but Max Health does still require this condition to be met."

    I love this change, thank you ZOS! As someone who wants to use familiar, but not winged twilight, this is a very nice change. It felt bad having to either be all pet sorc or no pets. So thank you for this! I do wish it the other passives were a little stronger though compared to other skill lines

    Edited by randconfig on April 26, 2025 5:26PM
    Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
  • JobooAGS
    JobooAGS
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    I’d personally reduce the max stacks of grim focus and morphs to 7 or 8, you can even adjust the wd/sd gained per stack to compensate.
    This would allow the flexibility that seems to be the aim of the change while preventing the dreaded double proc that will be a nightmare in pvp
  • StarOfElyon
    StarOfElyon
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    BretonMage wrote: »
    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.

    This is indeed a nuclear weapon in its current, undercooked state. It feels like it's being rushed. Subclassing isn't ready and I'm not ready.

    I don't want the nerfs to Necromancers sustain, corpse timers, and pet limits. I don't' want the nerf to Bound Armaments WHILE MERCILESS RESOLVE GETS BUFFED!!!
  • StarOfElyon
    StarOfElyon
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    Dino-Jr wrote: »
    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

    Yes, my redguard DK using three weapon skills had barely manageable sustain and I was using jailbreaker which is a sustain set. It's going to be even worse now, thanks to nerfs for the sake of subclassing.
  • SkaiFaith
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    https://forums.elderscrollsonline.com/en/discussion/676614/when-to-nerf-and-when-not-to-subclassing-considerations/p1?new=1

    Putting this both here and in the subclassing feedback thread to express my opinion.
    A: "We, as humans, should respect and take care of each other like in a Co-op, not a PvP 🌸"
    B: "Many words. Words bad. Won't read. ⚔️"
  • Dino-Jr
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    I tested out my build on PTS and yea the sustain is bad enough to the point the the build doesn't really work anymore. If it goes live with this much of a change to DK stam/magic sustain I will likely do one of the following:
    • Swap in Nightblade skill line to get access to Siphoning Attacks. Dropping Draconic Power & Spiked Armor.
    • Switch gear to use the Pyreband Set and just make heavy attacks a core part of the rotation (probably what I will try to do first). Doesnt solve the magic sustain though which is the main challenge. Unless I switch one of the stam weapons to a staff I guess.
    I am sure I will settle on something I still enjoy anyway and find a way to make it work. Feels bad though to have the sustain gutted like this just so non-DKs can use its skills. Especially since DK has always felt to me like the 'most settled & coherent' design of all the character classes.
    Edited by Dino-Jr on April 29, 2025 8:11PM
  • BasP
    BasP
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    The following abilities now actively suppress Sneaking and Invisibility from their caster while active:
    • Scorch and its morphs
    • Bone Goliath and morphs
    • Frozen Gate and morphs
    • All variants of Banner Bearer

    I get that this change has been made because of PvP, but I wish that something could be done to make those skills not suppress casting Shadow Cloak/Shadowy Disguise in PvE.

    Shadowy Disguise's Born From Shadow buff is pretty nice ("When Shadowy Disguise begins or ends, you gain Born From Shadow for 10 seconds, increasing your damage done to monsters by 10%"), but because Subterranean Assault lasts 6 seconds it's a bit annoying to use both skills in a rotation - I either have to overcast Shadowy Disguise a lot or have a bad up-time on the buff. I think it'd work a lot better/smoother if I could just activate Shadowy Disguise while Subterranean Assault was active.

    On the Live Server, both Banner Bearer and Shadowy Disguise are good skills to use on Nightblade Heavy Attack builds as well, and that combination doesn't work anymore on the PTS. Not to mention that the highest parsing regular builds on the PTS also seem to use Banner Bearer now.

    When it comes to PvE DPS and subclassing, other skill lines (such as Assassination) offer far more value than the Shadow skill line already, and in my opinion these limitations on using Shadowy Disguise only make the skill line even less attractive.
  • Stx
    Stx
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    Can werewolf get some changes? Between scribing and subclassing the werewolf builds are just more and more outdated.

    1) Add ultimate generation in werewolf form with an in form ultimate skill that can be used.

    2) Roar effects should last 15 seconds up from 10. It is an expensive skill to need to refresh every 10 seconds.

    3) The main spammable attack should really be a slash or bite instead of a howl projectile. This could have built in cleave as werewolf needs cleave.
  • phazongrave
    phazongrave
    Soul Shriven
    Why nerf the nightblade class passive for master assassin? Why not lock it behind the condition of having a night blade slotted instead, like some of the other passives in the other classes or perhaps have it activate while a skill is active? While on the subject of slot conditions, why do some skills still triggered when slotted on the other bar? Why not try that same condition for other skills in other classes?
  • Silaf
    Silaf
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    Considered the nerf to daedric prey maybe sorcerer summons shouden't require to be slotted on both bars.
    Keep in mind that with multiclassing slots are even more valuable making this requirement even more penalizing.
  • Maggusemm
    Maggusemm
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    what could be interesting is to introduce one specific buff and skill set which cannot be changed.

    At the moment there are three skill lines which all can be changed.

    To increase class identity there could be a set of e.g. four buffs which remain, whatever skill lines you change.

    So this would mean the introduction of a 4th section of passives for each class which cannot be changed whatever subclassing you do.

    I am sure that subclassing is the right way, it needs just to be a little finetuned. Sooooo excited for it. It will be so much fun :)
  • Dino-Jr
    Dino-Jr
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    I am still confused as to why reducing sustain passives has been a recurring theme with the adjustments they are making to some skill lines to accommodate sub-classing.

    Reduction to damage I can broadly accept but the sustain hits push existing builds to mechanically awkward & I am genuinely unclear on what problem it is solving.
    Edited by Dino-Jr on May 3, 2025 5:57PM
  • Twohothardware
    Twohothardware
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    Subclassing will be the biggest change the game has had in years. It’s not going to be perfect out of the gate but it’s the right direction.
    Edited by Twohothardware on May 4, 2025 12:11AM
  • Zeldrosi
    Zeldrosi
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    This patch is going to be a disaster.

    Casual players are gonna log in, feel how their classes have been entirely ruined, and log out forever.

    Absolute disaster for everyone but most hardcore of the hardcore, aka the 3-5% of players who post on these forums.

    Whoever thought they could just nerf almost everything across the board for pure classes and still have a player count above 500 a year from now is on some strong stuff that's for sure.
  • Twohothardware
    Twohothardware
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    Zeldrosi wrote: »
    This patch is going to be a disaster.

    Casual players are gonna log in, feel how their classes have been entirely ruined, and log out forever.

    Absolute disaster for everyone but most hardcore of the hardcore, aka the 3-5% of players who post on these forums.

    Whoever thought they could just nerf almost everything across the board for pure classes and still have a player count above 500 a year from now is on some strong stuff that's for sure.

    Casual players are going to log in and be lucky to notice any difference at all. Casual players don't test their DPS on test dummies and that's the only place you're going to notice a difference.
  • Dino-Jr
    Dino-Jr
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    Casual players are going to log in and be lucky to notice any difference at all. Casual players don't test their DPS on test dummies and that's the only place you're going to notice a difference.

    I don't think that's true for changes that impact sustain. DPS I agree the average casual player isn't going to notice much, but more frequent need to heavy attack or being at low stam/mag on DK will definitely be felt in gameplay based on what I have experienced on pts.

  • Twohothardware
    Twohothardware
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    Dino-Jr wrote: »
    Casual players are going to log in and be lucky to notice any difference at all. Casual players don't test their DPS on test dummies and that's the only place you're going to notice a difference.

    I don't think that's true for changes that impact sustain. DPS I agree the average casual player isn't going to notice much, but more frequent need to heavy attack or being at low stam/mag on DK will definitely be felt in gameplay based on what I have experienced on pts.

    Outside of maybe DK I don't think anyone is going to notice the rest of the sustain changes and DK is probably the least played class in the game if you're not a tank.
  • Dino-Jr
    Dino-Jr
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    Outside of maybe DK I don't think anyone is going to notice the rest of the sustain changes and DK is probably the least played class in the game if you're not a tank.

    Yea agreed its mainly DK right now thats going to happen to, especially since they decided to partially fix the Sorcs sustain change.
    Edited by Dino-Jr on May 4, 2025 12:29AM
  • Maggusemm
    Maggusemm
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    necromancer graveyard skills should scale more with the necromancer skills slotted. This will make it better for necro only players and avoid that people get big buffs while only slotting one necro skill
  • huskandhunger
    huskandhunger
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    It's time for werewolf quality of life changes. 🐺✌️

    -blend Pounce + Carnage into a single ability, damage scales as execute

    -Claws of Life now heals a flat amount over time unreduced by battle spirit

    -Piercing Howl now ignores opponents armor instead of 10% damage to off balance enemies, Terrify buff removed for ease of server calculations

    Pack leader - Dire wolves now knock enemies to the ground rooting them for 1 seconds, this can occur once every 20 seconds.




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