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Sorc and Templar changes won't help me a lot in groups

spartaxoxo
spartaxoxo
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I have regular vet trial clears and some dungeon trifectas. As well as all of the difficult solo achievements.

Yet, when I do those things, because I'm not in the top of the top players, I do them in pickup groups and casual guild groups where the main requirement are that I do a reasonable amount of dps.

Creating class specific must have buffs for trials didn't really impact that much. And in fact my worst vet trial experience to date came after class mastery where I was allowed to run in a PUG but a particular player complained non stop that I wasn't a Warden healer in particular. I can't imagine that will get better with these changes.

The main thing that helps a DPS get into PUGs and also work with them is damage. That's not going to change. PUGs are not optimized. An armor buff for Templar just makes Templar less welcome in small groups and solo content it is unneeded as Templar already has good survivability. Sorc is marginally better but you have a cap on the effectiveness of penetration so for many groups that pen won't do anything. And for solo activity where healing is important, it is a nerf to the sorcerer's most important heal which relies on them being a class with good crit.

Overall these changes don't seem thought out for those of us who primarily run group content in pugs and casual guild groups. And do little for those of not running group content at all. In the case of sorc it is actually a nerf in that scenarios.
Edited by spartaxoxo on August 5, 2026 1:46AM
  • Pinktraining
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    Aside from a few people who keep insisting that the new penetration and armor passives are a buff, most rational people understand that this is actually a nerf, whether for casual players or endgame PVE Templar/Sorc players.
  • Turtle_Bot
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    spartaxoxo wrote: »

    Overall these changes don't seem thought out for those of us who primarily run group content in pugs and casual guild groups. And do little for those of not running group content at all. In the case of sorc it is actually a nerf in that scenarios.

    This was directly pointed out to ZOS 1-2 months ago when these proposed changes to the class passives were originally released for feedback.

    ZOS just completely ignored all of the feedback regarding these class passive changes.
  • Nemesis7884
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    Turtle_Bot wrote: »
    spartaxoxo wrote: »

    Overall these changes don't seem thought out for those of us who primarily run group content in pugs and casual guild groups. And do little for those of not running group content at all. In the case of sorc it is actually a nerf in that scenarios.

    This was directly pointed out to ZOS 1-2 months ago when these proposed changes to the class passives were originally released for feedback.

    ZOS just completely ignored all of the feedback regarding these class passive changes.

    Zos never listens and always does the wrong thing first until everyone complains because they like being as inefficient as possible while wasting everyones time...
  • ceruulean
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    The fact that these changes nerf casual players should be a RED FLAG to ZoS. And it's a nerf to hardcore players, several who have already pointed it out (Skinnycheeks, Charles, etc.). This is like a negatively unanimous viewpoint, just as how the Green CP quality of life changes were unanimously positive.
    Edited by ceruulean on August 5, 2026 10:09AM
  • Firstmep
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    Giving the same pen and armor buffs flat to the point as minor breach and resolve "but unique" is not exactly innovative design.
    I hope both sorc and plar gets something actually unique.
    Edited by Firstmep on August 5, 2026 11:26AM
  • AdonisJorge
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    They could make Sorc passive increase some flat damage based on penetration for group, and Templar reduce some flat damage based on armor/resistances
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