Maybe someone can correct me if I'm wrong here, but itsn't the +35% damage to Strife a massive buff?
If you combine that with Soulcleaver (+15% to siphoning abilities and +12% based on health) with Champion Points (ex. +6% to DOT's), isn't it then approaching base damage between Subterran Assualt and Merciless Resolve (notoriously hard hitting abilities)? And this ability will tick for that damage every 2 seconds for 10seconds and heal 40%, assuming it's morphed to Swallow Soul?
That's in addition to NB's also having Merciless Resolve. So will NB's be able to rapid fire Merciless Resolve levels of damage now?
Why give Sorc so many redundant abilities?
If U51 were released as it is now, Sorc would be the class with the most redundant abilities in the game (and it already is).
Sorc currently has:
1. Gaining 5-10% maximum resources across multiple passive abilities (Blood Magic, Expert Summoner)
2. Reducing resource consumption across multiple passive abilities (Unholy Knowledge, Persistence)
3. Immobilizing debuffs across multiple active abilities (Encase, Daedric Tomb)
4. Resource recovery across multiple active and passive abilities (Endless Fury, Energy Overload, Rebate)
Now, why add this unique Offensive Penetration to Sorc? Sorc could already get a similar buff from Crystal Weapon (although the skill has flaws and low values, it can be easily adjusted), and you even stripped Sorc of Critical, making Sorc's only continuous healing skill (Power Surge) unusable. This clearly demonstrates the developers' lack of understanding of the Sorc class mechanism and its pain points (even the Templars).
@ZOS_Kevin, @ZOS_Amy, @ZOS_JessicaFolsom This hybridization wasn't wrong, but it's a severe nerf to Sorc and Templars. Please at least add a corresponding buff to each of these classes on the same class line as compensation.
For example: Blood Magic: When you cast a Dark Magic ability with a cost, you heal for 1600 Health if you are not at full Health. This portion of the ability scales off your Max Health. Provides you with 6% criticality.
Enduring Rays: Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 2 seconds and grants you 10% weapon and spell damage.
These buffs only need to apply to Sorc and Templars, and should be used as a transition until these two classes are reworked, or simply cancel this change for Sorc and Templars until the classes are reworked. There's no need for these two classes to suffer significant losses for the sake of hybridization.
This is the official feedback thread for any combat or class changes coming in Update 51. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
For context regarding timeline for changes, stats or number changes for skills are changes we can make within the PTS cycle. If the changes or suggestions require more technical changes, we will take those to the combat team and update timelines based on what the team is able to do.
This is the official feedback thread for any combat or class changes coming in Update 51. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
For context regarding timeline for changes, stats or number changes for skills are changes we can make within the PTS cycle. If the changes or suggestions require more technical changes, we will take those to the combat team and update timelines based on what the team is able to do.
This is the official feedback thread for any combat or class changes coming in Update 51. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
For context regarding timeline for changes, stats or number changes for skills are changes we can make within the PTS cycle. If the changes or suggestions require more technical changes, we will take those to the combat team and update timelines based on what the team is able to do.
The problem is 3 fold;
Power lash and volcanic whip are the strongest direct damage non channeled abilities in the game. Without spec’ing into damage, these whips are still pushing close to 10k on a critical strike.
With the whips in mind, you then have corrosive which reduces your incoming damage notably and gives you unlimited pen, this leads to massive indefensible damage that is essentially unavoidable and still does massive damage through block.
Heart of flame then comes in. This brings infinite sustain, which not only makes you immune to getting caught up in CC and immobilization, but also nullifies the opportunity cost of bad sustain when spec’ing into damage - that damage that then leads to massive whip numbers, numbers irreplicable by any other class in the game.
Dk Proc whips need to be dialed back a minimum of 30%+. I can settle for a glass cannon dk build hitting a 14k whip 5 times, but for the average dk to hit me and anyone in aoe with a 16k - 22k whip in every match is just ridiculous. I cannot hit someone with a dawnbreaker on a glass cannon build and do that much damage and its an ultimate.
If your idea of balance is making non ultimate abilities this strong for every class, and eliminating sustain from the equation, im not going to lie, I will simply just start playing a different game.
The stamina changes on WW are fine IMO. As long as they leave Hircine's Bounty the insta stam tank that it is, just use it. Use it more effectively as a magicka based WW, but use it. The skills are too cheap now and there will be nerfs versus WW damage otherwise. SO higher cost and same damage? That's a good change.
Otherwise, there will be nerfs against class and subclass passives, as in BAN them in WW, and WW damage. So which poison do you like? I think saying goodbye to the "free werewolf" is a good change. The stam numbers seem balanced to other class skills.
There is a one button tank for stamina, Hircine's Bounty, that is very strong that most classes don't have. It's like having dark magic but without the delay of dark magic. Heals you and gives huge chunks of stamina. I don't see the problem with having higher resource balance skills... just like every other class in the game.

tomofhyrule wrote: »This is the official feedback thread for any combat or class changes coming in Update 51. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
For context regarding timeline for changes, stats or number changes for skills are changes we can make within the PTS cycle. If the changes or suggestions require more technical changes, we will take those to the combat team and update timelines based on what the team is able to do.
The problem is 3 fold;
Power lash and volcanic whip are the strongest direct damage non channeled abilities in the game. Without spec’ing into damage, these whips are still pushing close to 10k on a critical strike.
With the whips in mind, you then have corrosive which reduces your incoming damage notably and gives you unlimited pen, this leads to massive indefensible damage that is essentially unavoidable and still does massive damage through block.
Heart of flame then comes in. This brings infinite sustain, which not only makes you immune to getting caught up in CC and immobilization, but also nullifies the opportunity cost of bad sustain when spec’ing into damage - that damage that then leads to massive whip numbers, numbers irreplicable by any other class in the game.
Dk Proc whips need to be dialed back a minimum of 30%+. I can settle for a glass cannon dk build hitting a 14k whip 5 times, but for the average dk to hit me and anyone in aoe with a 16k - 22k whip in every match is just ridiculous. I cannot hit someone with a dawnbreaker on a glass cannon build and do that much damage and its an ultimate.
If your idea of balance is making non ultimate abilities this strong for every class, and eliminating sustain from the equation, im not going to lie, I will simply just start playing a different game.
I play DK and I fully agree with the above. DK as is is astronomically overpowered compared to everything else for these reasons.
Core/Heart/Soul of Flame do need a major rework since their point seems to be removing any sustain issues, which DK is supposed to mitigate from Ultimates. I realize Kevin said only numerical changes are possible on PTS instead of doing a full rework that it needs (I’d go back to the ‘enemies hit’ based heal from the pre-rework Inhale), but for the time being the Stam/Mag recovered needs to be fully kneecapped to like 1%.
Corrosive giving a lot of mitigation and ignoring armor and having an AoE are overloaded. I could see the mit being taken down significantly as a reasonable start - as is, a Corrosive DK can’t be burst down and needs to be taken down by loads of smaller hits, but they’re doing damage around them for free.
Ironically, the other morph of Magma needs a bit of a buff, since it’s so much worse than Corrosive. Magma Shell locking players out of ultigen for an extra 5 seconds in exchange for a worse barrier on the team is not a good tradeoff, making Magma Shell still more of a selfish ult than a group support.
I agree that no one attack should hit as hard as an ultimate. We already has that problem when people could queue two or three NB Bowprocs in a row, and now lucky DKs can smash five whip splashes consecutively. These should be toned down.
Even playing DK, I am not a fan of them being hugely OP like this. Granted, I’m bad at PvP so even with all of that I’m not winning any fights, but if historical precedent is any indication, something this OP will get the entire Class slammed with a nerfhammer in a patch or two, and that will then affect PvE (and mostly by neutering things that are not problems). This is an example of a case where there are clear issues with certain skills, and adjustments to those skills need to be done to avoid overnerfing in the future.
The stamina changes on WW are fine IMO. As long as they leave Hircine's Bounty the insta stam tank that it is, just use it. Use it more effectively as a magicka based WW, but use it. The skills are too cheap now and there will be nerfs versus WW damage otherwise. SO higher cost and same damage? That's a good change.
Otherwise, there will be nerfs against class and subclass passives, as in BAN them in WW, and WW damage. So which poison do you like? I think saying goodbye to the "free werewolf" is a good change. The stam numbers seem balanced to other class skills.
There is a one button tank for stamina, Hircine's Bounty, that is very strong that most classes don't have. It's like having dark magic but without the delay of dark magic. Heals you and gives huge chunks of stamina. I don't see the problem with having higher resource balance skills... just like every other class in the game.
No, it feels like garbage. We lost damage rolling into the rework patch too, damage we didn’t regain despite losing consistent pressure in a ‘pressure playstyle’.
We can no longer hold a candle to sorc or DK mathematically, and while I understand that this has been the case for non-reworked classes this entire time- it’s tragic for a reworked class especially when DK and Sorc remain at the level they do squeaking out more buffs imo than nerfs this patch alone.
Its sustain is now being hard carried by conservation of energy (and ergo solved very little as most will now hop on sorc). At this point, just remove masteries in PvP, reduce the costs, and let werewolf be a high-sustain meme spec (but significantly less without CoE) while they figure out what/if they intend to do literally anything with CoF and CoE.
Also, remove some bite healing and place it into the healing howl
(on-demand heal). My heal with 40k health is 8k and costs 4500 mag, that’s absurd given that it was roughly 30%-40% more before the rework patch alone.
AdonisJorge wrote: »The stamina changes on WW are fine IMO. As long as they leave Hircine's Bounty the insta stam tank that it is, just use it. Use it more effectively as a magicka based WW, but use it. The skills are too cheap now and there will be nerfs versus WW damage otherwise. SO higher cost and same damage? That's a good change.
Otherwise, there will be nerfs against class and subclass passives, as in BAN them in WW, and WW damage. So which poison do you like? I think saying goodbye to the "free werewolf" is a good change. The stam numbers seem balanced to other class skills.
There is a one button tank for stamina, Hircine's Bounty, that is very strong that most classes don't have. It's like having dark magic but without the delay of dark magic. Heals you and gives huge chunks of stamina. I don't see the problem with having higher resource balance skills... just like every other class in the game.
No, it feels like garbage. We lost damage rolling into the rework patch too, damage we didn’t regain despite losing consistent pressure in a ‘pressure playstyle’.
We can no longer hold a candle to sorc or DK mathematically, and while I understand that this has been the case for non-reworked classes this entire time- it’s tragic for a reworked class especially when DK and Sorc remain at the level they do squeaking out more buffs imo than nerfs this patch alone.
Its sustain is now being hard carried by conservation of energy (and ergo solved very little as most will now hop on sorc). At this point, just remove masteries in PvP, reduce the costs, and let werewolf be a high-sustain meme spec (but significantly less without CoE) while they figure out what/if they intend to do literally anything with CoF and CoE.
Also, remove some bite healing and place it into the healing howl
(on-demand heal). My heal with 40k health is 8k and costs 4500 mag, that’s absurd given that it was roughly 30%-40% more before the rework patch alone.
Remove class masteries and let WW have other passives or get to use weapons passives, and please buff all other classes to DK level, Decimus, a PVP ESO streamer have the same opinion that is just more healthy to the game buffing all the others so it is less work to do and a lot more fun

AdonisJorge wrote: »The stamina changes on WW are fine IMO. As long as they leave Hircine's Bounty the insta stam tank that it is, just use it. Use it more effectively as a magicka based WW, but use it. The skills are too cheap now and there will be nerfs versus WW damage otherwise. SO higher cost and same damage? That's a good change.
Otherwise, there will be nerfs against class and subclass passives, as in BAN them in WW, and WW damage. So which poison do you like? I think saying goodbye to the "free werewolf" is a good change. The stam numbers seem balanced to other class skills.
There is a one button tank for stamina, Hircine's Bounty, that is very strong that most classes don't have. It's like having dark magic but without the delay of dark magic. Heals you and gives huge chunks of stamina. I don't see the problem with having higher resource balance skills... just like every other class in the game.
No, it feels like garbage. We lost damage rolling into the rework patch too, damage we didn’t regain despite losing consistent pressure in a ‘pressure playstyle’.
We can no longer hold a candle to sorc or DK mathematically, and while I understand that this has been the case for non-reworked classes this entire time- it’s tragic for a reworked class especially when DK and Sorc remain at the level they do squeaking out more buffs imo than nerfs this patch alone.
Its sustain is now being hard carried by conservation of energy (and ergo solved very little as most will now hop on sorc). At this point, just remove masteries in PvP, reduce the costs, and let werewolf be a high-sustain meme spec (but significantly less without CoE) while they figure out what/if they intend to do literally anything with CoF and CoE.
Also, remove some bite healing and place it into the healing howl
(on-demand heal). My heal with 40k health is 8k and costs 4500 mag, that’s absurd given that it was roughly 30%-40% more before the rework patch alone.
Remove class masteries and let WW have other passives or get to use weapons passives, and please buff all other classes to DK level, Decimus, a PVP ESO streamer have the same opinion that is just more healthy to the game buffing all the others so it is less work to do and a lot more fun
Unrelated, but another quick reminder that providing DK and sorc absolutely no sustain nerfs while providing werewolf a page of nerfs under the same bracket, via week 1, is not being conservative the way they think it is:
https://forums.elderscrollsonline.com/en/discussion/692644/addressing-u50-pts-combat-ability-concerns/p1
AdonisJorge wrote: »AdonisJorge wrote: »The stamina changes on WW are fine IMO. As long as they leave Hircine's Bounty the insta stam tank that it is, just use it. Use it more effectively as a magicka based WW, but use it. The skills are too cheap now and there will be nerfs versus WW damage otherwise. SO higher cost and same damage? That's a good change.
Otherwise, there will be nerfs against class and subclass passives, as in BAN them in WW, and WW damage. So which poison do you like? I think saying goodbye to the "free werewolf" is a good change. The stam numbers seem balanced to other class skills.
There is a one button tank for stamina, Hircine's Bounty, that is very strong that most classes don't have. It's like having dark magic but without the delay of dark magic. Heals you and gives huge chunks of stamina. I don't see the problem with having higher resource balance skills... just like every other class in the game.
No, it feels like garbage. We lost damage rolling into the rework patch too, damage we didn’t regain despite losing consistent pressure in a ‘pressure playstyle’.
We can no longer hold a candle to sorc or DK mathematically, and while I understand that this has been the case for non-reworked classes this entire time- it’s tragic for a reworked class especially when DK and Sorc remain at the level they do squeaking out more buffs imo than nerfs this patch alone.
Its sustain is now being hard carried by conservation of energy (and ergo solved very little as most will now hop on sorc). At this point, just remove masteries in PvP, reduce the costs, and let werewolf be a high-sustain meme spec (but significantly less without CoE) while they figure out what/if they intend to do literally anything with CoF and CoE.
Also, remove some bite healing and place it into the healing howl
(on-demand heal). My heal with 40k health is 8k and costs 4500 mag, that’s absurd given that it was roughly 30%-40% more before the rework patch alone.
Remove class masteries and let WW have other passives or get to use weapons passives, and please buff all other classes to DK level, Decimus, a PVP ESO streamer have the same opinion that is just more healthy to the game buffing all the others so it is less work to do and a lot more fun
Unrelated, but another quick reminder that providing DK and sorc absolutely no sustain nerfs while providing werewolf a page of nerfs under the same bracket, via week 1, is not being conservative the way they think it is:
https://forums.elderscrollsonline.com/en/discussion/692644/addressing-u50-pts-combat-ability-concerns/p1
You are absolutely right, i am testing WW on PTS a lot, sorcerer can still be a good ww but other classes are dead or will need a crazy subclass combination, using Shapshifter chain or Oaksensoul will be almost mandatory. At least ZOS need to buff that mythic to WW or the new monster sets for WW
LordDragonSlayer wrote: »Most WWs have about 15 to 18k mag and stamina and about 40 to 44k health. With these new numbers they will be out of resources in seconds. They do not have burst damage
This is the official feedback thread for any combat or class changes coming in Update 51. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
For context regarding timeline for changes, stats or number changes for skills are changes we can make within the PTS cycle. If the changes or suggestions require more technical changes, we will take those to the combat team and update timelines based on what the team is able to do.
The problem is 3 fold;
Power lash and volcanic whip are the strongest direct damage non channeled abilities in the game. Without spec’ing into damage, these whips are still pushing close to 10k on a critical strike.
With the whips in mind, you then have corrosive which reduces your incoming damage notably and gives you unlimited pen, this leads to massive indefensible damage that is essentially unavoidable and still does massive damage through block.
Heart of flame then comes in. This brings infinite sustain, which not only makes you immune to getting caught up in CC and immobilization, but also nullifies the opportunity cost of bad sustain when spec’ing into damage - that damage that then leads to massive whip numbers, numbers irreplicable by any other class in the game.
Dk Proc whips need to be dialed back a minimum of 30%+. I can settle for a glass cannon dk build hitting a 14k whip 5 times, but for the average dk to hit me and anyone in aoe with a 16k - 22k whip in every match is just ridiculous. I cannot hit someone with a dawnbreaker on a glass cannon build and do that much damage and its an ultimate.
If your idea of balance is making non ultimate abilities this strong for every class, and eliminating sustain from the equation, im not going to lie, I will simply just start playing a different game.
DK Wings can't give 50% projectile mitigation flat for 6 seconds.
- Make it like ball of lightning to mitigate 100% on 1 projectile, or just keep it 6 seconds and change it to 10-15% mitigation. DK's are unkillable for any ranged build.
Also regarding PvP balance, diversity is broken, anything melee is overshadowed by DK, it makes the game so boring because any theorycrafting for other classes is just 'meh'.
- Keep DK class masteries to 2/5 and change any other class to allow for 3 or 4 class masteries
- Disable class masteries in ww form
Easy and simple
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