1 small buff to make Strife and Funnel Health usable
Funnel Health and Strife at the moment only heal when allies are almost close enough to touch, im guessing 8 metres or shorter range. This makes using funnel health as a healing option not really feasible matter how much i enjoy the idea and would love to build around it.
Please consider giving it that buff, i think the 4k magicka cost makes this a reasonable addition


I hope the devs can remove the newly added PTS restriction that allows Insatiable Hunger to be triggered in combat only when the player has less than 200 ultimate, or refine it with more precise context-based conditions.
I previously wrote a dynamic IH Blocker addon to address the issue of IH appearing too frequently. My first attempt actually used the same approach: allowing IH to trigger only when the player's ultimate was below a certain threshold. However, during actual gameplay, I found this condition to be very clunky. In some longer encounters, the problems it caused far outweighed the benefits of blocking IH.
The most obvious example is the final boss of Lucent Citadel. During this fight, players need to spend long periods moving or waiting (such as during the necro bridge phase), without enough active combat opportunities to generate enough fury to trigger rampage and prevent ultimate decay. This can eventually result in players being unable to maintain ww form.
Additionally, this condition prevents Werewolves from participating in ulti pulls. Ulti pulls are a strategy used by prog groups in trials to build ultimate before an encounter, ensuring everyone starts the fight in the best possible state. Restricting IH to only when ult is below 200 means ww can gain only a limited amount of ultimate during an ulti pull, leaving them with a higher risk of dropping out of ww form early during the actual fight.
If this is useful as a reference for the devs, the rule I currently use in my Insatiable Hunger Blocker addon is: when the player has not dealt direct damage for 2 seconds, temporarily allow IH to be used while in combat. I believe this rule works very well in practice and is much more flexible in handling different situations.
Edit: I adjusted my feedback to better align with the new rules on the PTS. Thanks for Kazajhan's reminder
Put 3 unique stipulations on the synergy in addition to their regular stipulations (looking at a consumable corpse, etc)
The caster is at or below 66% Health
OR the caster is at or below 200 Ultimate
OR the caster is out of combat
I hope the devs can remove the newly added PTS restriction that allows Insatiable Hunger to be triggered in combat only when the player has less than 200 ultimate, or refine it with more precise context-based conditions.
I previously wrote a dynamic IH Blocker addon to address the issue of IH appearing too frequently. My first attempt actually used the same approach: allowing IH to trigger only when the player's ultimate was below a certain threshold. However, during actual gameplay, I found this condition to be very clunky. In some longer encounters, the problems it caused far outweighed the benefits of blocking IH.
The most obvious example is the final boss of Lucent Citadel. During this fight, players need to spend long periods moving or waiting (such as during the necro bridge phase), without enough active combat opportunities to generate enough fury to trigger rampage and prevent ultimate decay. This can eventually result in players being unable to maintain ww form.
Additionally, this condition prevents Werewolves from participating in ulti pulls. Ulti pulls are a strategy used by prog groups in trials to build ultimate before an encounter, ensuring everyone starts the fight in the best possible state. Restricting IH to only when ult is below 200 means ww can gain only a limited amount of ultimate during an ulti pull, leaving them with a higher risk of dropping out of ww form early during the actual fight.
If this is useful as a reference for the devs, the rule I currently use in my Insatiable Hunger Blocker addon is: when the player has not dealt direct damage for 2 seconds, temporarily allow IH to be used while in combat. I believe this rule works very well in practice and is much more flexible in handling different situations.
Edit: I adjusted my feedback to better align with the new rules on the PTS. Thanks for Kazajhan's reminder
I agree with everything Lykeion said from a PvE group content perspective, having run nearly every trial on HM as a werewolf since the U50 werewolf changes, with a few trifectas. I also wrote my own addon because of accidentally activating Insatiable Hunger too often. It requires holding another key to "unlock" IH for use, to ensure all activations of it are deliberate, because I prefer having full control over it.
Taking a step back, I believe the problem that we'd like solved is that Insatiable Hunger shows up too often, getting in the way of other synergies. Even if it's not in the way of another synergy, accidental activations of IH disrupt gameplay, or the popup simply might be annoying to people. These issues apply to PvE group content and not really solo werewolf, because group content is where we actually have other synergies, while solo the only other one is Feeding Frenzy.
The PTS changes to the priority of the synergy should already handle the first issue. I don't know what the solution is to the second, but I think having it blocked, especially with no customizability, is way too heavy-handed. If I had to choose, I'd choose to... well, have the choice. I'll take accidental activations over not being able to top off when I need to.
Putting the PTS conditions here for reference:Put 3 unique stipulations on the synergy in addition to their regular stipulations (looking at a consumable corpse, etc)
The caster is at or below 66% Health
OR the caster is at or below 200 Ultimate
OR the caster is out of combat
We can ignore caster being below 66% health for group PvE purposes, because we have healers. None of our scenarios would fall under that bucket.
200 ult is okay as a threshold if you look at it from the perspective of "I need to have at least 200 ult." However, in practice, corpses aren't available at all times, or even most times, during boss encounters. We need to be able to "stock up" on ultimate when we can, in order to sustain through phases where we cannot reliably generate ult, and I think having these Insatiable Hunger restrictions too rigidly denies these natural fluctuations.
I would argue that having IH is actually more important in combat, because in combat is when your ultimate is draining. Being able to use it outside of combat serves to top off ultimate before an encounter, which is great, but that only lasts so long.
Yes, we can still sustain werewolf form fine if we have group ultgen, use Rampage on cooldown, trigger natural ultgen, etc., but that's on the premise that things are going perfectly. When in a prog group where people are dying, bad conditions cause it to fall apart quickly. We have to spend time resurrecting, which is time spent not casting skills to generate Fury, which in turn reduces werewolf transformation sustain by reducing Rampage uptime. Not to mention, if things are going really wrong, we might have to resurrect many group members in a row, meaning core-combat-ability-ultgen falls off too (yeah, that's a little L2P, to get a light attack in before you start the next rez, but still).
Also please don't deny me having a dead group member as a snack
XVestigeXx wrote: »Why are we targeting stealth and Nightblade invisibility even more? Its already buggy to stay invis or to engage in it and now you are restricting it more? Rally's heal should not pull NB out of stealth, its been this way for 12 years, and it will be less fun for everyone if it pulls you out of stealth. Expert hunter being turned into a on demand stealth detect is just such a horrible change that kills my desire to spend money on this game. I am tired of all these changes to NB and its stealth and all its counters on top of the bugs and terrible interactions with it. With every single patch I feel like Nightblade is targeted more and more for no reason other than prejudice.
I genuinely feel like you zos have prejudice against the entire idea of Nightblade along with all the DK mains and hybrid tanks who don't want to die no matter what.
When will we NBs be getting an ability to turn off Dks ability to block for 5 seconds? or to turn off sorc's streak for 5 seconds? or to revert WW into human form? Thats what you are doing with NB!
Nightblade got more patch notes that amounted to more nerfs than a buff due to how you changed sneak/cloak/expert hunter/Rally meanwhile DK, the refreshed most OP and complained about class that everyone hates that now makes up probably 60% of PVP got meaningless tweaks.
Nightblade got more patch notes than DK and they were mostly nerfs
I mean seriously? We are making Expert hunter a stealth detect potion now on demand that turns off Nightblades most iconic ability 43.5 meters out and then prevents it from being used?? You've already nerfed cloak when you made mag recov turn off in cloak, and now you are gonna give everyone a ability to spam that reveals us 43.5 meters out????? So now it will be even harder to stam check them for countering us. I guess all Nightblades should just play DK huh?
Why haven't you focused on QoL changes like making Dark Vigor and magicka flood passives buff your max hp and stam/mag while an ability is slotted on EITHER bar? I lose 3k HP for swapping bars!!! Everyone would love that!
If these changes go through I am done with ESO and not supporting it anymore. I don't even think you have anyone to read this feedback anymore and I'm just astounded that you make NB worse and worse and clunkier to play every single patch while not fixing the real pain points and that you eternally make counters to NB and no other class gets this treatment. I get pulse ganking is what you may be targeting, but DK and WW were by far and away bigger pain points for the community then pulse gankers on subclassed builds which is not even an arguement because all these stealth changes to fix Pulse gankers doesn't even address the core issue! Pulse gankers will still be there!
Once again Pure NB is nerfed for existing.
Your changes have raised my BP and I just don't want to play anymore. Please, SCRAP THIS






tomofhyrule wrote: »Dragonknight sustain is entirely too strong, especially in comparison to everything else.
DK was always set up as a bursty pressure warrior, with DoTs applied though expensive skills sustained by casting ultimates. That was the purpose of the Battle Roar The Storm Voice passive skill.
Core of Flame and its morphs go directly against that, allowing essentially unlimited sustain. This also means that skill is essentially required as it removes the major drawback of being a DK.
That skill has to lose the "restores Stamina and Magicka" component. In its place, it could go back to the heal-based-on-enemies-hit from the original Inhale skill and its morphs.
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The point of reducing the Werewolf skill costs so much was to make Magicka werewolf builds viable, but that again essentially gave Stamina werewolves infinite sustain. The costs do need to be commensurate with the skill, so I am not arguing the cost increase back to where they should be, but if the goal is for Magicka builds to be able to use werewolf, the correct option would be to make the cost based on max resource (and min resource for Hircine's Fury) is was done for most of Arcanist's skills
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There is an inconsistency with the costs of some Dragonknight skills compared to other comparable skills.
All non-ultimate channelled attacks in the game use a cost-per-second
...except Engulfing Dragonfire, which has an upfront cost
On the contrary, ground HoT skills from other classes will have a high upfront cost
...meanwhile DK's version ticks its cost, even though it can't be cancelled partway through
Hearthfire (then Ash Cloud) was changed in U32 to have the cost-per-tick, but that was when it also had a damaging morph and could proc the Helping Hands passive (which was quickly changed because it allowed for infinite sustain). However, with the Refresh done, this just leaves that skill having a vestigial cost-per-tick that is incongruous with similar skills.
I think the new cost for Magical Susceptibility is too high. I don't object to it having a cost, just think it's too high. Especially because it's only so potent an ability because of one mythic that not everyone will be running. I don't think you should balance an entire ability around a single piece of equipment.
Major force should not go on potions unless major force and minor force are nerfed to 10% and 5%. That will create to much power creep in the future, mostly on classes that do not or will not suffer from sustain issues.
If strife and funnel are getting resource increases, then the heal needs to be at a set value regardless how hard it hits. The heal will always be low when it is blocked or highly mitigated.
Dragonknight wings are incredibly strong. They provide a stun kickback, snare removal, major expedition, and a 50% damage reduction from projectiles. Imagine a skill that did 50% damage reduction to melee damage. That’d be insane right?
Instead it should reflect the next direct attack (1). But if it’ really needs to be providing that much damage reduction, then it shouldn’t have a stun, major expedition and snare removal. It’s too much on one skill that provides that much mitigation.
Or least remove major expedition and reduce it to 10% damage reduction, or major protection.