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PTS Update 47 - Feedback Thread for Classes & Abilities Changes

  • BasP
    BasP
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    Quite like that you're continuing to bang the drum for Warden as the Bleed class (which makes complete thematic sense).

    I feel like it wouldn't only fit thematically, but it would also be pretty balanced. In the 144K parse where I used Cutting Dive as a spammable I only did 40K Bleed Damage, so buffing that by 5% or something wouldn't have a huge impact in the grand scheme of things. A generic Weapon/Spell Damage, Critical Chance or Direct Damage buff would be more impactful, but I'd prefer it if good buffs like that would be added to skill lines that are worse than Animal Companions (e.g. Dark Magic and Shadow).
    Also respect for attempting to necromantically raise the Dro'Zakar set, a neat and thematic set that was killed-off before it ever got the chance to live (if you happen to know, that bonus still functions like Bloodthirsty and is unable to be buffed by %mods, right?).

    I believe you're right, sadly. I didn't play ESO yet when that set was introduced on the PTS, but it apparently used to give 200 W/S Damage per Bleed? It would be nice if it would be bumped up to those values again to make up for it.
    IMO, though, the Cliff Racers all need their animation speed doubled to ever see use as spammables. Using them feels like you're trapped in quicksand or have extreme input latency or something, they're simply too slow and unresponsive no matter how much power they have on paper (Screaming is crazily OP in terms of tacked-on random buffs but still nobody uses it because the skill simply feels bad to use).

    Heh, that's was also in my Word draft but it didn't make it into the comment. I really should've just posted everything I originally thought of (... but the comment was already getting soo long). I agree with you, though. I vastly prefer the feel of most other spammables as well.

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    Edited by BasP on August 8, 2025 7:03PM
  • Tcholl
    Tcholl
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    I am still trying to understand who in this world thought it was a good idea to buff warden and nb, just when players can mix them together.

    The power creep is absurd at this point, the variety of skills used in PvP is almost none and there are only groups and tanky players trying to burst combo and running around at max speed and infinite sustain.

    I am curious how they plan to ruin PvP further down the road.

    It would be better if they actually stop doing these updates at all and leave the game alone.
    PC NA - Gray Host
  • randconfig
    randconfig
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    Can we buff the Mage's Guild - Fire Rune's explosion radius?

    Sure, keep the trap just 5m size, but when someone triggers it, can it explode in a larger AoE to actually hit more than the one target that stepped on it?

    I feel like making the explosion 8m would be fair and make the ability worth slotting.
  • YandereGirlfriend
    YandereGirlfriend
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    randconfig wrote: »
    Can we buff the Mage's Guild - Fire Rune's explosion radius?

    Sure, keep the trap just 5m size, but when someone triggers it, can it explode in a larger AoE to actually hit more than the one target that stepped on it?

    I feel like making the explosion 8m would be fair and make the ability worth slotting.

    This and Daedric Mines definitely need to be un-nerfed.

    Only time that this skill ever sees use is if trolling (trying knock someone into geometry, etc.) or as an invisible means to proc DCON.
  • Tariq9898
    Tariq9898
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    Not sure if this has been mentioned before…

    But one thing I wanted to add is that buffing pure classes up to the level (or close to) of subclasses would also promote inclusivity and a sense of community.

    As of right now, I see multiple discord posts from raid leads asking for XYZ skill lines for each role. No, this isn’t for a HM or trifecta run. This is for even the most basic vet trial gear runs. Right now, subclassing has a whopping 40% more DPS output than any pure classes. That gap needs to be significantly reduced so that raid leads who do ask for specific skill lines are only doing so because they’re going for trifecta or score pushing.

    Closing that gap to no more than 10% will cause less alienating and thus, promoting inclusivity. All while adding more build diversity to all players across the board, from casuals to end gamers. This provides more accessibility and could help mend some of the gap between early game to late game.

    And to clarify, I’m not asking ZOS to take anything away from subclassing, but to give more for pure class players. A better balance not just for game mechanics, but for the community as well.
    Edited by Tariq9898 on August 16, 2025 1:16AM
  • randconfig
    randconfig
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    I thought of a potential change to Arcanist that would fix all my complaints about the crux restrictions preventing us from having more build diversity with subclassing and weapon abilities. We've been discussing and making adjustments to how it would work on this thread, I would greatly appreciate anyone taking a look: https://forums.elderscrollsonline.com/en/discussion/682596/change-crux-generation-for-tome-bearers-inspiration#latest
    Edited by randconfig on September 2, 2025 7:43AM
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