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U51 Feedback Thread for Classes and Abilities

  • Wuuffyy
    Wuuffyy
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    Luneca 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

    I think that' the point and what ZOS was going for. If you choose to build with that little bit of resource pools, you'll now suffer the consequences like everyone else that does. 15k to 18k mag and stamina and that much of a lopsided build would be bad anywhere in the game, esp. in a PvP environment except on certain "special" builds.

    That it wasn't before actually proves that the costs were too low in the first place regardless of what you or the others that enjoyed paying next to nothing for skills without any investment want to claim.

    That's why they did it. Because putting the requirement to either build sustain or get good enough not to have to do it will put a limit and cap on the defensive or offensive power that's possible with your build. Which is the cap that everyone except DK abides by (though even DK needs to build into resource pools, though again, there's other builds possible that can bypass it).

    The probability of you convincing them is likely 0. Skill costs should have never been that low in the first place. Literally proving that sustain was previously far too easy and ignorable with that comment, not that anyone here didn't know so already.

    You don't 'suffer the consequences'. You just run sorc and potentially Arteum and you're set. In a '1 v 1' dueling parse or 'on a practice dummy', nothing meaningfully changes in these scenarios, even post-nerf. Even still, the stamina values from your own perspective do not make sense with PTS werewolf either.

    I want to build 30k health (to trade into more stam for passive sustain and more damage) on my wolf like I used to before DK rework... but I can't when a non-corro whip can easily land for 15-18k on a crit and a corro whip can near take my entire health bar with 27k.

    Even if I did build less health anyway, my heals across the board become worse in PvE and PvP in just about every way (because nothing scales off of anything but max health for werewolf essentially and the one heal that does- heals for 20% less than a breath of life on tooltip and causes me to take up to an additional 12% damage while its ‘buff’ is up)

    Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.

    Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot.

    These are mediums of defense (and offense via buffs) that everyone is able to adhere to that I am fully excluded from on a werewolf.

    I get that you have disdain for werewolf, but please try to be logical and objective to at least what I'm clearly stating above. 'Being 1 bar' doesn't magically provide me some intangible benefit that makes up for these glaring deficiencies that the current, efficient PTS stat spread disallows appropriate remediation on.
    Edited by Wuuffyy on August 5, 2026 2:52PM
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Wuuffyy
    Wuuffyy
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    delete this comment, sorry- recreating
    Edited by Wuuffyy on August 4, 2026 3:13PM
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Tendo163
    Tendo163
    ✭✭
    Wuuffyy wrote: »
    Luneca 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

    I think that' the point and what ZOS was going for. If you choose to build with that little bit of resource pools, you'll now suffer the consequences like everyone else that does. 15k to 18k mag and stamina and that much of a lopsided build would be bad anywhere in the game, esp. in a PvP environment except on certain "special" builds.

    That it wasn't before actually proves that the costs were too low in the first place regardless of what you or the others that enjoyed paying next to nothing for skills without any investment want to claim.

    That's why they did it. Because putting the requirement to either build sustain or get good enough not to have to do it will put a limit and cap on the defensive or offensive power that's possible with your build. Which is the cap that everyone except DK abides by (though even DK needs to build into resource pools, though again, there's other builds possible that can bypass it).

    The probability of you convincing them is likely 0. Skill costs should have never been that low in the first place. Literally proving that sustain was previously far too easy and ignorable with that comment, not that anyone here didn't know so already.

    You don't 'suffer the consequences'. You just run sorc and potentially Arteum and you're set. In a '1 v 1' dueling parse or 'on a practice dummy', nothing meaningfully changes in these scenarios, even post-nerf. Even still, the stamina values from your own perspective do not make sense with PTS werewolf either.

    I want to build 30k health on my wolf like I used to before DK rework... but I can't when a non-corro whip can easily land for 15-18k on a crit and a corro whip can near take my entire health bar with 27k. Even if I wanted to build less health, my heals across the board become worse in PvE and PvP in just about every way.

    Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.

    Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot.

    These are mediums of defense (and offense via buffs) that everyone is able to adhere to that I am fully excluded from on a werewolf.

    I get that you have disdain for werewolf, but please try to be logical and objective to at least what I'm clearly stating above. 'Being 1 bar' doesn't magically provide me some intangible benefit that makes up for these glaring deficiencies that the current, efficient PTS stat spread disallows appropriate remediation on.

    You are saying to be logical and “objective” but every one of these issues that you are claiming are *relative* to DK. Dk doing 20k whips is unacceptable, yes. But do not base ww balance on something as bizarrely overpowered as DK. Ww is relatively more powerful than just about every class other than dk and maybe sorc.
  • Wuuffyy
    Wuuffyy
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    Tendo163 wrote: »
    Wuuffyy wrote: »
    Luneca 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

    I think that' the point and what ZOS was going for. If you choose to build with that little bit of resource pools, you'll now suffer the consequences like everyone else that does. 15k to 18k mag and stamina and that much of a lopsided build would be bad anywhere in the game, esp. in a PvP environment except on certain "special" builds.

    That it wasn't before actually proves that the costs were too low in the first place regardless of what you or the others that enjoyed paying next to nothing for skills without any investment want to claim.

    That's why they did it. Because putting the requirement to either build sustain or get good enough not to have to do it will put a limit and cap on the defensive or offensive power that's possible with your build. Which is the cap that everyone except DK abides by (though even DK needs to build into resource pools, though again, there's other builds possible that can bypass it).

    The probability of you convincing them is likely 0. Skill costs should have never been that low in the first place. Literally proving that sustain was previously far too easy and ignorable with that comment, not that anyone here didn't know so already.

    You don't 'suffer the consequences'. You just run sorc and potentially Arteum and you're set. In a '1 v 1' dueling parse or 'on a practice dummy', nothing meaningfully changes in these scenarios, even post-nerf. Even still, the stamina values from your own perspective do not make sense with PTS werewolf either.

    I want to build 30k health on my wolf like I used to before DK rework... but I can't when a non-corro whip can easily land for 15-18k on a crit and a corro whip can near take my entire health bar with 27k. Even if I wanted to build less health, my heals across the board become worse in PvE and PvP in just about every way.

    Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.

    Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot.

    These are mediums of defense (and offense via buffs) that everyone is able to adhere to that I am fully excluded from on a werewolf.

    I get that you have disdain for werewolf, but please try to be logical and objective to at least what I'm clearly stating above. 'Being 1 bar' doesn't magically provide me some intangible benefit that makes up for these glaring deficiencies that the current, efficient PTS stat spread disallows appropriate remediation on.

    You are saying to be logical and “objective” but every one of these issues that you are claiming are *relative* to DK. Dk doing 20k whips is unacceptable, yes. But do not base ww balance on something as bizarrely overpowered as DK. Ww is relatively more powerful than just about every class other than dk and maybe sorc.

    These things here...

    "Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.

    Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot."


    ...are things I can't have/trade-off/'give up' on werewolf that aren't real trade-offs for DK (or really anyone in PvP anymore, to be honest).

    As far as DK specifically goes:

    I am hitting folks with 27k molten whips using a sword and board backbar, rallying cry, orders wrath, monomyth, a piece of trainee, and BloodSpawn via my DK with onsalught/corro (up to 15-19k without)... all of these are 'free' to me and the sword and board backbar (or ice staff) especially isn't a 'trade-off' a DK makes in PvP (you're just going to run it because you can/lack of better options).

    Lastly, you say 'bizarrely overpowered (DK) is a bad comparison for balance discussion in any capacity' but according to the devs after a simple change to the 'free healing' on the 'softer-landing' morph of whip:

    tlrm3wtlqn0l.png

    DK isn't even overpowered in PvP according to the dev team. In fact, according to them, DK is in a 'healthy' spot outside of I suppose half of the healing for the 5-stack, AoE whip morph.

    They even shadow-buffed pyrebrand (could have been left out of the patch notes unintentionally):

    Before-

    7uhhb3y1hagp.png

    After-

    1b4nquyplvja.png

    and of course, their channeled breath attack was 'rather significantly' buffed too.

    So again, it seems like you're mistaken (or your perspective is shifted from the combat dev team’s line of thinking) because current DK must actually be the pinnacle of proper balance to them, for PvP.
    Edited by Wuuffyy on August 4, 2026 8:39PM
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • GlandePas
    GlandePas
    Soul Shriven
    Leaving WW aside for a minute, it’s quite sad for PvE that templars lose out on the few buffs they provided group. While 3k armor seems adequate, it’s a mitigation buff and therefore not really sought after. It would be less offensive on DKs who already provide major berserk with huge uptimes, leaving a space for a templar in a trial group comp. Or give templars a different offensive buff as suggested by other folks?

    Also sorc giving 3k pen to the whole group without doing much (casting any skill really) feels like a huge amount. Sorc tanks already feel pretty meta in end-game PvE groups, looking at logs they’re very over-represented. Compare that pen to 1-piece light armor or Wood Elf giving 950 or Cristal Weapons giving 1k for 5s (x2 stacks IIRC) or a set bonus giving ~1.5k. This isn’t even a debuff on enemies, so it’s stronger than an entire 5-piece set that has roughly the same value (Crimson Oath) and that has a cooldown, and range, etc. I know Breach/Resolve have symmetrical values but I think in this case 3k pen vs. 3k armor is really different, just take into account that its 16% of the 18k cap vs 9% of the 33k cap. I think 1-2k pen is already a game-changer for organised groups. So give 6k armor to the armor buff? Or tone down pen to something in the 1-1.5k range?

    (Also by the same rationale I think Khajiit giving 6 medium armor pieces’ worth of crit is massively disproportionate to Wood Elf giving 1 light armor piece worth of pen, but that’s a different topic.)
  • ESO_Nightingale
    ESO_Nightingale
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    Am i the only one who thinks that elemental susceptibility deserved a rework instead of a nerf? Would've been way cooler if it was a skill that increases the dmg done of the damage type of your staff alongside applying its native status effect once every 4 seconds. Since it would live up to the weakness to elements name.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
    Youtube: https://www.youtube.com/@Frostingale
    Twitch: https://www.twitch.tv/eso_nightingale
  • Elendildur
    Elendildur
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    Am i the only one who thinks that elemental susceptibility deserved a rework instead of a nerf? Would've been way cooler if it was a skill that increases the dmg done of the damage type of your staff alongside applying its native status effect once every 4 seconds. Since it would live up to the weakness to elements name.

    I think it definitely does deserve a full rework, but as an interim measure, adding a cost isn't a terrible option
  • EnochianWing
    EnochianWing
    Soul Shriven
    Why do you guys have such a hard time with thinking decisions out fully? One of the few ability other classes outside of sorc have to fight against DKs is to use Ele Sus. Now you are giving it a huge magic cost while DKs get infinite sustain. They do not have to manage recourses at all, not to mention they can sit in their healing circle, slow enemies, spam heal, get 15% resource back, and just whip and stun. Why would you guys release one class rework at a time and not every class to avoid this imbalance? I would rather all the classes be done in one year than get random small event content. You guys could have at least written in DK abilities like you did in passives for other classes, (reduced to .... in pvp areas) until other classes were brought up to match their power level. Now you are already nerfing DKs, and when the other classes come out, who knows where they will stand after "permanent" nerfs. But yes, Ele Sus is the problem.... lets nerf other classes more so they have even less pressure when stuck fighting DKs. This is a pattern of not thinking things out fully. The Multiclassing, of course pure class was going to be weak compared to that completely screwing people that did not want to multi class. You adjust with passives, now in pve those passives how hyper spiked player power creep to the content and rarely see multi class anymore. In PVP you remake one class and now that is all you see and people can't even enjoy characters they worked hard on because you're just getting whipped infinitely by 4 DKs at once. Have some forethought in your decisions, it is like you guys don't even play your own game.
  • huskandhunger
    huskandhunger
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    The Insatiable Hunger rules are terrible and make it hard to function and use the ultimate in combat. Remove these rules or return to the old werewolf timer system.

    Get rid of these. 👎

    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

  • EnochianWing
    EnochianWing
    Soul Shriven
    Hexys wrote: »
    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

    This could actually be helpful until other classes are brought up. Or just turn off the class masteries for DK and only give it to the classes that have not had their refresh yet.

    Also , who the *** was in charge of the Templars. Who thought nerfing them more was a good Idea?
  • EnochianWing
    EnochianWing
    Soul Shriven
    Hexys wrote: »
    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

    This could actually be helpful until other classes are brought up. Or just turn off the class masteries for DK and only give it to the classes that have not had their refresh yet.

    Also , who the *** was in charge of the Templars. Who thought nerfing them more was a good Idea?

    and i mean turn the passives off in PVP areas for DK and the same for all classes that get the refresh UNTIL they are all refreshed.
  • Radiate77
    Radiate77
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    ✭✭
    Hexys wrote: »
    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

    This could actually be helpful until other classes are brought up. Or just turn off the class masteries for DK and only give it to the classes that have not had their refresh yet.

    Also , who the *** was in charge of the Templars. Who thought nerfing them more was a good Idea?

    and i mean turn the passives off in PVP areas for DK and the same for all classes that get the refresh UNTIL they are all refreshed.

    This is the only logical path forward.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Tommy_The_Gun
    Tommy_The_Gun
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    Regarding Werewolf changes:

    I am not an expert.... but I just keep thinking.... Why you decided to go though all that hassle with calculating how much to reduce each value, cost, dmg healing etc instead of doing something much simpler. I mean, wouldn’t it be wiser to just target-nerf the 2 specific Werewolf PvP builds instead of panic-nerfing every single value slider WW has ? Cuz this is how it feel like. Like a blind panic, lets reduce the values way, way down, cuz the speakers are shorting out and the audio is way too loud and we don't know where it is shorting, so for the good measure, just in case, lets set the volume on every channel at 2%.. I mean I am sorry to sound like this, but this is how it feels like.

    The 2 specific Werewolf PvP builds that are the source of all of those feedback to nerf WW till it transforms back, are Sorcerer & Warden Class mastery passives - Mainly Conservation of Energy, Wild Adaptation and Green-Keeper's Hide.

    Now, look, you have already added a lot of "save guards" to for example NB's class mastery passives. A lot of the have "Effect is halved while battle spirit is on" type of thing.

    So why not add something similar to Sorc & Warden class mastery passives so they would basically do not stack with WW ? Something simple like "this effect is halved while under the effect of transformations", or "this effect does not work under the effect of transformations" etc. So that it would still work in PvE & PvP on almost all of the builds but it would not make WW super strong.

    See ? Less work, less calculations, less collateral damage, minimal nerf, but only where it matters and most other things remain playable.
  • ItsNotLiving
    ItsNotLiving
    ✭✭✭✭✭
    Warden needs a double barred 5 piece set, 5 different damage types (one of the has to be bleed), and charged enchantments on both bars to get 1665 weapon damage and 15% mitigation.

    Dragonknight needs to be in combat for a while to get 20% damage done and mitigation.

    Balance.
  • AdonisJorge
    AdonisJorge
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    Warden needs a double barred 5 piece set, 5 different damage types (one of the has to be bleed), and charged enchantments on both bars to get 1665 weapon damage and 15% mitigation.

    Dragonknight needs to be in combat for a while to get 20% damage done and mitigation.

    Balance.

    If it is DK then it is balanced, there are people asking for DK buffs lol, guess i will just play for storyline and RP until a better MMO appear
  • epic-buttkkr
    epic-buttkkr
    ✭✭✭
    For Reference:
    By extrapolation, many “sneaky” coded skills will also not remove Stealth or Invisibility, also in efforts to retain that more fantasy/identity driven sensation. These skills make low amounts of noise upon activation and do not produce a significant amount of light. Includes things such as Trap Beast, Expert Hunter, Evasion, and Bow skills.
    This is less of a hard rule and more of a “what is believable/makes sense for Tamriel?” while also trying to maintain a sense of balance (to avoid burst focused or layered attacks from being maintained while unseen). When you activate a skill, if you ask yourself, “Would this realistically alert enemies of my presence based on what I see and hear?”, the answers should largely align with what you experience. If they don’t, we’d love to hear your thoughts and reasoning!
    The following skills now break Stealth and Invisibility, to ensure they are consistent with other skill type activations and align with their visuals for a more believable/grounded experience.
      [*] Rally’s heal


      Why is Rally on this list? Specifically the Healing morph?

      12 years of silently raising my sword in stealth to suddenly re-active it and get removed from stealth?
      By your new logic there is no light, next to no noise, and all I am realistically doing is raising my sword in stealth. I can do this with momentum and forward momentum without getting revealed, but the second I use Rally as a morph, I loose the ability to reactivate it without giving up my current position?
      This feels incredibly inconsistent with not only the rules you have outlined, but with gameplay between morphs. It makes no sense as to why just reactivating the skill for a heal pulls me out of stealth when casting the skill initially, or letting the heal expire does not pull me out of stealth. Just the reactivation of the skill for the heal a little earlier pulls me out of stealth. Very frustrating especially since rally lasts for 30 seconds.
    • BasP
      BasP
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      Since most classes haven’t received many balance changes, I thought I’d offer some general feedback on a few classes instead.

      Dragonknight
      • While I realise that the class is really good in PvP, it's regarded as the worst damage dealer in PvE. Hence, I think that it would be great if the class would receive some buffs.
      • Perhaps skills that aren't used much in PvP - such as Burning Talons - could be buffed, for example?
      • Or maybe the Landslide passive could build stacks faster when Battle Spirit isn't active and/ or increase your damage done to monsters by an additional 1% per stack or something?

      Templar
      • Templars are lackluster damage dealers as well. They parse lower than Sorcerers, Necromancers and Nightblades, for example, and don't benefit from buffs such as Martial Knife and Morag Tong as much as Necromancers and Nightblades either (which makes the Templar fall behind even more in optimized groups).
      • Therefore, I think it'd be great if their damage focused Class Mastery passives would be buffed a bit during this PTS cycle. This would also be nice for solo Templars that will deal less than they do now, considering they'll lose Minor Sorcery and don't gain Minor Brutality from an ally to make up for it.
      • Aside from that, the Templar's sustain is pretty bad as well. I'd personally love it it was improved in some way. Maybe the Restoring Spirit passive could reduce the cost of abilities some more, for example? Or maybe proccing the Judgement's Brand passive could also restore X Magicka or Stamina or something?

      Nightblade
      • While it's unarguably in a good state for PvE DPS already, I personally think that it would be nice if underwhelming skills such as Twisting Path would be buffed a bit as well.
      Edited by BasP on August 4, 2026 9:03PM
    • Vaqual
      Vaqual
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      I will admit, cleaning up stealth/invis mechanics in regards to status procs etc. is actually one of my longest standing pain points. Utilizing cloak on a DoT NB was basically a guaranteed waste of resources. I will probably not test it before EU chars get copied to PTS, because I can't be bothered to set up a new guy atm, but I am cautiously optimistic.

      I am however a bit confused about another part: I am not sure I understand why Strife would be allowed from Stealth and Concealed wouldn't. Maybe I am reading this wrong. But a Soulcleaver SS isn't that much different from a Concealed in terms of raw burst, and thematically it seems to be made for this. And I say this as someone who really doesn't give a lick about Assassination abilities. But then again, maybe I am just not understanding these notes. If it will truly be allowed to leverage pressure from Stealth that way, this would be a potentially huge change and I am not sure that this is what the game needs right now (albeit quite interesting). The recent past has shown that stealth is nowhere near as strong as it has long been made out to be, but forcing everyone to run 24/7 detect is also not really a future that I would like to see manifested. By the time I will touch PTS this will probably already be reworked, so suffice it to say that I am skeptical about this, but I see how this can lift up several weaker NB abilities immediately.
      The bow skills part is going to cause trouble.

      Unrelated @epic-buttkkr : I assume they may have reasoned using Rally = the character is using a Rallying Cry™ to muster his courage, which isn't voiced but probably implied to be audible. If I happen to watch one of your gank streams I will just imagine that you stayed hidden to support you emotionally and send you positive energy.
    • Wuuffyy
      Wuuffyy
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      Regarding Werewolf changes:

      I am not an expert.... but I just keep thinking.... Why you decided to go though all that hassle with calculating how much to reduce each value, cost, dmg healing etc instead of doing something much simpler. I mean, wouldn’t it be wiser to just target-nerf the 2 specific Werewolf PvP builds instead of panic-nerfing every single value slider WW has ? Cuz this is how it feel like. Like a blind panic, lets reduce the values way, way down, cuz the speakers are shorting out and the audio is way too loud and we don't know where it is shorting, so for the good measure, just in case, lets set the volume on every channel at 2%.. I mean I am sorry to sound like this, but this is how it feels like.

      The 2 specific Werewolf PvP builds that are the source of all of those feedback to nerf WW till it transforms back, are Sorcerer & Warden Class mastery passives - Mainly Conservation of Energy, Wild Adaptation and Green-Keeper's Hide.

      Now, look, you have already added a lot of "save guards" to for example NB's class mastery passives. A lot of the have "Effect is halved while battle spirit is on" type of thing.

      So why not add something similar to Sorc & Warden class mastery passives so they would basically do not stack with WW ? Something simple like "this effect is halved while under the effect of transformations", or "this effect does not work under the effect of transformations" etc. So that it would still work in PvE & PvP on almost all of the builds but it would not make WW super strong.

      See ? Less work, less calculations, less collateral damage, minimal nerf, but only where it matters and most other things remain playable.

      I just did the rough math for CoE for another post. I never really thought about how much it was actually providing.
      Wuuffyy wrote: »
      With just 20.9k stam and 18.6k magicka, CoE is granting me 418 stamina and 372 magicka per skill cast which is the maximum equivalent of (418x2) 836 stamina recovery and (372x2) 744 magicka recovery in PvP off of a single passive.

      Yurr.
      Edited by Wuuffyy on August 4, 2026 10:17PM
      Wuuffyy,
      'end-game' PvE and PvP player
      ESO player since 2014 (Xbox and PC for PTS)
      -new players, feel free to DM for guidance!
    • Greasytengu
      Greasytengu
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      oh wow they made werewolf even worse than it was pre rework
      " I nEeD HeAlInG!!! "
    • ioResult
      ioResult
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      You should swap the DK and NB class passives.

      The Dragonknight Elder Dragon passive should grant Minor Savagery and the Nightblade Hemorrhage passive should grant Minor Brutality.
      But yeah ZOS...Cloak was the problem.
      --
      sudo rm -rf /
      don't try this at ~
    • Wuuffyy
      Wuuffyy
      ✭✭✭✭✭
      oh wow they made werewolf even worse than it was pre rework

      Yes, and now stacking resources to successfully heal isn't even really viable as they've reduced the on-demand health-based levels to abymsal levels from pre-rework.

      This is Hircine's fortitude pre-werewolf-rework and last PTS (werewolf rework patch). Since this point (this PTS), they've increased the cost and lowered the heal (whew! yet again) by another 10% (so basically roughly 11k from the first example all the way down to roughly 8k now)

      32tlbaok2ut1.jpg

      For a burst heal and our only on demand heal, it’s becoming less and less ‘bursty’ by the patch despite the goal of a rework like this being to ‘bring us up’.

      Anyways, here is the abysmal 'wep/spell damage' heal I just tested with 'high damage stats' (literally not even survivable) in PvP:

      bxkoeu85db9l.png

      vton8n3eiqfm.png

      bqdroo8gyn2y.png

      Yep, building 'good healing stats' (non-existant survivability with the bare minimum of health for living) for the wep/spell damage heal nets me... 6.4k healing on a non-crit (absolutely pathetic for a PvP burst heal). Oh! And I take 12% more damage too! while its buff is active.

      Ya know, because trading health for stam (and more sustain due to a bigger resource pool) is totally viable as you can see.
      Edited by Wuuffyy on August 5, 2026 2:55PM
      Wuuffyy,
      'end-game' PvE and PvP player
      ESO player since 2014 (Xbox and PC for PTS)
      -new players, feel free to DM for guidance!
    • ioResult
      ioResult
      ✭✭✭✭
      With all of these changes to Stealth and Invisibility, please just give Nightblades our old Shadowy Disguise back!

      If you want one with a toggle that costs Magicka when you move for PvE, then get rid of the current Dark Cloak and make the toggle version called Dark Cloak while Shadowy Disguise goes back to what it was pre-toggle.
      But yeah ZOS...Cloak was the problem.
      --
      sudo rm -rf /
      don't try this at ~
    • Badea
      Badea
      ✭✭
      I posted this in another feedback forum and tried to delete it but can't figure out how. It might be better here.

      I sent in a bug report concerning live inclusive with video demonstrating the bug in action. I've seen no mention of it here and I've tried to read everything. The bug has to do with Pure Class NB mastery passive "An Eye for Exploitation". As demonstrated (at least for my character), the passive does not perform according to the tool tip. Instead of the damage increasing based on the target's health, it increases based on my health. The more health I lose, the higher my damage goes. Is there a fix in the works for this or not?
    • Freelancer_ESO
      Freelancer_ESO
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      I'd suggest having Swallow Soul and Funnel Health heal the same target count but, have the healing duration on Swallow Soul be shorter and the cost be lower.

      That way you'd pick Swallow Soul if you wanted to spam the ability and Funnel Health if you wanted to use it occasionally.

      As it functions currently, you'd pick Swallow Soul only if you wanted to be sure you healed yourself or couldn't sustain Funnel Health. That isn't really an exciting decision.

      With the changes to stealth, could we maybe get Empower and Major Brutality while sneaking as well as a bonus to Dual Wielding Heavy Attack damage while sneaking?

      It doesn't feel really stealthy having to cast something to get Empower/Major Brutality before attacking something.

      Dual Wielding Heavy Attacks do horrible burst damage and the Dual Wielding line doesn't really have any active abilities that good single hit damage that you can use instead.


    • IZZEFlameLash
      IZZEFlameLash
      ✭✭✭✭✭
      ✭✭
      ioResult wrote: »
      You should swap the DK and NB class passives.

      The Dragonknight Elder Dragon passive should grant Minor Savagery and the Nightblade Hemorrhage passive should grant Minor Brutality.

      The whole original concept is NB to be crit based burst damager and DK a DoT based one. Those should not swap, this goes against the themes of both classes.
      Imperials, the one and true masters of all mortal races of Tamriel
    • ioResult
      ioResult
      ✭✭✭✭
      ioResult wrote: »
      You should swap the DK and NB class passives.

      The Dragonknight Elder Dragon passive should grant Minor Savagery and the Nightblade Hemorrhage passive should grant Minor Brutality.

      The whole original concept is NB to be crit based burst damager and DK a DoT based one. Those should not swap, this goes against the themes of both classes.

      Tell me you PvE without telling me you PvE.

      Crit is useless in PvP when everyone is wearing Rallying Cry so they have absurd Crit Resistance.

      So get rid of Rallying Cry and everything else that gives stupid crit resist and maybe Nightblade mains in PvP might agree with you. Otherwise we'll take more damage where DKs slapping people with 20K whips in PvP don't need any more damage.
      But yeah ZOS...Cloak was the problem.
      --
      sudo rm -rf /
      don't try this at ~
    • acanca
      acanca
      ✭✭✭
      Werewolf with the new ability costs:

      The sustain seems feasible when using sorcerer class werewolf with conservation of energy. I run into sustain problems when using werewolf on other classes like nightblade or warden. I think the problem with sustain on werewolf wasn't the ability costs on werewolf in the first place, it was how much sustain you get from conservation of energy passive.

      I would suggest reverting the ability cost changes and taking a look at conservation of energy passive instead because right now werewolf feels shoehorned to be played on sorcerer only, which i feel wasn't the intention.

    • acanca
      acanca
      ✭✭✭
      The new Insatiable Hunger Proc conditions:

      I did solo content by myself, mainly black rose prison first stage fight repeatedly to test, and i found it much, much harder to maintain the werewolf form compared to before.

      I constantly hovered around 200 ult, only going above when in rampage form because i was in combat all the time and my health never dropped below the treshold so the only way to regain ult with insatiable Hunger was when i was at or below 200 ult.

      I think this change would make maintaining ww form difficult in some scenarios such as long scripted fights without a lot of mobs dying constantly where you could take the opportunity to use the synergy before as the opportunity presented itself and now you cant.

      I also fear this change would be terrible for pvp because of the very common stuck in combat bug or even if it works as intended. Imagine some one in your group is fighting some 200 metres away and you find yourself in a situation with 250 ult and a corpse in front of you? You cant use Insatiable Hunger to restore ult and make your way over to the fight, you dont meet the conditions, and making your way over at half ult with the ult draining would have you reach the fight at below 100 ult with only seconds remaining to stay in werewolf form. It is, im afraid, a pretty bad quality of life change even when it works as intended.

      I understand that the problem that was trying to be solved is the synergy popping up constantly and making other synergies hard to come by. In that case please give Insatiable Hunger the lowest prioriity so other synergies are always appears when available.

      Thank you
    • acanca
      acanca
      ✭✭✭
      The new healing component on Claw Fury compared to Rip and Tear

      The healing on Claw Fury is an amazing quality of life change. I absolutely love using both it and the new more defensive engulfing dragonfire.

      But, Claw Fury heals a bit less compared to Rip and Tear. Actually around half. It would be a pretty good quality of life improvement to have Claw Fury heal to happen at 0.5 seconds intervals and have similar survivability to rip and tear.


      Making the heal happen at 0.5 seconds intervals instead of 1 seconds intervals (or buffing the heal value and keeping the interval the same) would make Blood Fury a great replacement for Rip and Tear in terms of damage and survivability and might even make werewolf more accessible to other classes without having to rely on sustain class masteries such as Conservation of Energy with the newly increased werewolf ability costs.


      Heal values on Rip and Tear and Claw Fury for comparision

      gc5rpk9j1gj1.png
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