Power Surge
- The only use left for Power Surge is AOE fights in solo PVE or PVP, where players can't rely on an effective healer.
I forgot about the hidden cooldown and will add info about it in the OP.Saint_JiubB14_ESO wrote: »Power Surge
- The only use left for Power Surge is AOE fights in solo PVE or PVP, where players can't rely on an effective healer.
Unless there was an undocumented change Surge had no real advantage in AoE fights because it has a .25 sec cooldown on the heal (never been in the tooltip). So it will never trigger a heal for more than 1 hit enemy. You will get some healing, but with the extremely low cost and the fact Entropy gives additional utility, you would still be likely better off using Entropy(but maybe the Degeneration morph for the HoT and Weapon heal). If the cooldown were removed, then Surge would be great in AoE fights, even with the higher cost.
You had me until that comment. ZoS needs to STOP nerfing crap and instead balance them. The only logical solution to that endeavor is to reduce the cost of Surge to be equal with Entropy instead of making Entropy cost more. Or even reduce the cost of Surge to be ~1.3x that of Entropy since it has a much longer duration, therefore still making it equal. I understand that Sorcs are furious with much of the changes in 1.6+ but that doesn't mean you should take it out on the other 3 Classes (and other Sorcs using Entropy instead of Surge) by getting ZoS to dramatically increase Entropy's cost. That's like saying "well if I can't have it neither can you".Suggestions
- Increase the cost of Entropy to be equivalent to Surge and/or reduce the duration.
You had me until that comment. ZoS needs to STOP nerfing crap and instead balance them. The only logical solution to that endeavor is to reduce the cost of Surge to be equal with Entropy instead of making Entropy cost more. Or even reduce the cost of Surge to be ~1.3x that of Entropy since it has a much longer duration, therefore still making it equal. I understand that Sorcs are furious with much of the changes in 1.6+ but that doesn't mean you should take it out on the other 3 Classes (and other Sorcs using Entropy instead of Surge) by getting ZoS to dramatically increase Entropy's cost. That's like saying "well if I can't have it neither can you".Suggestions
- Increase the cost of Entropy to be equivalent to Surge and/or reduce the duration.
That said, if Entropy is the clear winner against Surge for Magicka Sorcs then why wouldn't you just use Entropy?
No I'd be happy if ZoS stopped nerfing things. If ZoS ends up changing Surge to something else so be it, but that doesn't in any way mean they should nerf Entropy just to satisfy those who are unhappy with the Surge changes. As I said, Entropy effects all 4 Classes but Surge only effects Sorcs, therefore ZoS should balance Surge around Entropy (if it's even their master plan for the 2 abilities to be similar in scope) not the other way around.It's fairly obvious that Entropy got a huge buff in update 6, while Surge was nerfed.
Would you be happier if Entropy lost the Major Sorcery buff altogether and came back to its 1.5 utility @DeLindsay ?
If Entropy is meant to become the only skill to buff spell damage for all classes, then Surge should be removed from the Sorcerer's skills and replaced with another ability.
No I'd be happy if ZoS stopped nerfing things. If ZoS ends up changing Surge to something else so be it, but that doesn't in any way mean they should nerf Entropy just to satisfy those who are unhappy with the Surge changes. As I said, Entropy effects all 4 Classes but Surge only effects Sorcs, therefore ZoS should balance Surge around Entropy (if it's even their master plan for the 2 abilities to be similar in scope) not the other way around.It's fairly obvious that Entropy got a huge buff in update 6, while Surge was nerfed.
Would you be happier if Entropy lost the Major Sorcery buff altogether and came back to its 1.5 utility @DeLindsay ?
If Entropy is meant to become the only skill to buff spell damage for all classes, then Surge should be removed from the Sorcerer's skills and replaced with another ability.
Also, where is the "huge buff" you speak of for Entropy, even in the 2 pics you list Entropy only received the SD Buff, that's it. You do understand that not all abilities in the game went up by a factor of 10 in cost and damage right? Maybe the entire point of Entropy having a low cost is for it to be the main resource for gaining the SD buff.
And? It's part of 1.6's changed mechanics to Major and Minor buffs. All kinds of abilities and Passives got changed in 1.6 to add Major and Minor buffs of this or that effect. ZoS had to put it somewhere and they happened to choose Entropy. Once again, you have no valid argument as to why ZoS should nerf Entroy (by vastly increasing it's cost, reducing it's duration, and/or removing Major Sorcery from it altogether). The only validity this post brings is that ZoS should still look at Surge either by further tweaking how it works or changing it entirely. You did a great write up but the whole thing just reeks of "I'm unhappy so everyone else should be unhappy too".Removing the Major Sorcery buff wouldn't be a nerf compared to the update 5 version. It would be keeping Entropy in the exact same situation as it was prior to update 6. Before that change, I don't remember anyone asking for Entropy to increase spell damage or anyone complaining about the skill at all. It just got a huge buff and all non-sorcerers now feel entitled to that 20% increase for some reason.
ESO has been online for 10 months and Entropy never gave any amount of spell damage on Live.
All kinds of abilities and Passives got changed in 1.6 to add Major and Minor buffs of this or that effect. ZoS had to put it somewhere and they happened to choose Entropy.
Ok so now we get to the meat and potatoes of it. You ARE saying that you're unhappy that the 3 non-Sorc Classes get a Spell Damage buff that you think should be exclusive to Sorcs and that's why you want Entropy to be nerfed, got it. I'm sorry to tell you this but ZoS's new direction in 1.6 is that ALL Classes have access to just about ALL effects, one way or another. I may not be a fan of this as it's one step closer to homogenization of the Classes but I also don't think there should've ever been locked Classes to begin with. So now that you have shown your true intentions how about we look at ways for ZoS to further tweak/change Surge to make Sorcs happy with it versus calling for unwarranted nerfs?All kinds of abilities and Passives got changed in 1.6 to add Major and Minor buffs of this or that effect. ZoS had to put it somewhere and they happened to choose Entropy.
My point is ZoS didn't have have to put it at all.
Prior to update 6, only sorcerers had an ability to buff their damage output on staves and even then, they were still falling behind in DPS compared to other classes.
In update 6 everyone gets the ability to buff that damage output with Entropy, meaning sorcerers lost their one advantage while not getting a significant buff to their own class abilities.
^ Is certainly one valid idea. The concept that Surge only works on ONE target in AOE due to the ICD is just stupid and needs to be reverted back to it's original design. Also, maybe ZoS could toss Minor Sorcery onto Surge which would then give Sorcs a distinct advantage over the other 3 Classes if they chose to use Surge over Entropy. BTW, ~3100 Magicka over 23 seconds is literally nothing. Your Magicka regen alone will return that cost in ~10 seconds.The only thing ZOS need to do is remove the cooldown on surge. Then everyone will be a happy panda again.
I'm sorry to tell you this but ZoS's new direction in 1.6 is that ALL Classes have access to just about ALL effects
- Give Surge an additional effect, maybe something similar to "Empower" or additional lightning damage on light/heavy attacks or increased damage to sorcerer lightning attacks while active.
- Give Surge an additional effect, maybe something similar to "Empower" or additional lightning damage on light/heavy attacks or increased damage to sorcerer lightning attacks while active.
This, just this. I have suggested this so many times.
Simply give it a buff, that deals additional lightning damage to each attack, so that it is equal with the DoT and damage output of Entropy.
You use Surge and Entropy, because you're looking for damage and Entropy does far more damage. It can increase your DPS by over 1000 if it crits, this is insane. The cost gap between entropy and surge is huge. But the damage, this is the main problem, cost is a minor problem in my opinionSurge is in the stormcalling tree. It makes sense, to let it do shock damage. This is the best suggestion to surge ever
- Give Surge an additional effect, maybe something similar to "Empower" or additional lightning damage on light/heavy attacks or increased damage to sorcerer lightning attacks while active.
This, just this. I have suggested this so many times.
Simply give it a buff, that deals additional lightning damage to each attack, so that it is equal with the DoT and damage output of Entropy.
You use Surge and Entropy, because you're looking for damage and Entropy does far more damage. It can increase your DPS by over 1000 if it crits, this is insane. The cost gap between entropy and surge is huge. But the damage, this is the main problem, cost is a minor problem in my opinionSurge is in the stormcalling tree. It makes sense, to let it do shock damage. This is the best suggestion to surge ever
So long as the added damage doesn't eat up all of surges heals this has been my favorite suggestion for surge).
Heals seem to work when doing damage on more than one target at the same time, otherwise there would be a much larger difference between healing expected and actually done on the graphs above.
I really really wish, they consider this idea. It makes sense and would make Surge more meaningful. But I fear, they would lower the cost of Surge and think it's fine. 1.6.4 is the last hope my friends. (love love love, kisses kisses kisses to you)
I can pull three spawns of mobs in spellscar with surge up and end with full HP. I can't say the same with entropy.
Crushing Shock is superior to all Class ST damage abilities for Magicka based DPS. Nb's Funnel Health can come close but CS still beats it by a little and due to CS's 3x hit per cast it's more Magicka efficient than Funnel Health when using Elemental Drain.Joy_Division wrote: »A class skill dedicated to a function should *never* be inferior to a generic skill available to everyone because then it is literally wasting one of the only 15 options we have to make our class favorable, fun, flexible, and formidable.
Crushing Shock is superior to all Class ST damage abilities for Magicka based DPS. Nb's Funnel Health can come close but CS still beats it by a little and due to CS's 3x hit per cast it's more Magicka efficient than Funnel Health when using Elemental Drain.Joy_Division wrote: »A class skill dedicated to a function should *never* be inferior to a generic skill available to everyone because then it is literally wasting one of the only 15 options we have to make our class favorable, fun, flexible, and formidable.
There are many abilities that all Classes have available to them that are superior to their own Class ability, at least in some way. Trying to make the argument that it should be Class > all else is silly. Also I gotta disagree on the SS comparison. As a NB I'd kill to have Dark Exchange instead of having to use SS.