MADshadowman wrote: »we're asking ZOS for a self heal and some decent instant cast damage ability for almost a year now, i can't understand why they insist on coming up with their own broken solutions, when the forums are full of ideas and solutions from people who actually know what they're talking about.
Thing is, that players always know the best solutions for their own classes and builds but that does not actually mean they are best solutions for general gameplay and balance.
Do you not think that there is a problem when the magicka sorcerer builds are doing a lot less dps? By a lot i mean the stamina ones do 50% more... stamina builds can reach 15k or more while the magicka ones mostly do about 10k...
The magicka ones are also less protected... have less mobility, can block for a lot less and so on. They also gave the stamina users a heal... cool for them.
Don`t think you need that much of a study to see that there is a problem and it could be solved by more dps... making the least armored type of dps do the most damage is how every MMO balances things. Because it makes sense, you give up protection for damage.
As to the people who go "well but they have shields, they can keep spamming the shields and be protected!"... well, while they keep spamming those shields... they are not really doing dps are they? Same thing for healing. The low protection makes it so even spamming shields/healing, a decent stamina player will take them down as fast as you can get them up and then its just a matter of time until you die. And since stamina builds have a much higher mobility its not like you can run from them...
Did you guys even pvp'ed in last 2 days? You are such an op shiet with all those burst and shields when you stack magicka. Overload lights alone hit around 12k, Frags 9k lol. What are you taking about?
L2P, git gut and stop crying.
My particular beef is with Eric Wrobel's design decisions behind Surge, as if its not enough to spit on our faces the tool tip doesn't specify the 0.25 sec CD on healing in live so you would have many asking if there was a particular bug with the ability.
It isn't that hard to make the healing component work with a single target direct damage condition either.
I am just sick and tired of the combat team just back handing us when they are forced to do balancing mechanics. Especially when there are those who spent large hours play testing this on the PTS giving feedback.
Because of this I wash my hands from any future PTS testing, not worth my time if we get these obviously broken decisions that come hinted with vindictive bias.
That Eric guy is incompetent as a game designer and should not be allow to balance anything but he is most likely a good programmer so he has a say in this. Sad but true...
He went for a logical solution even if in practice it sucks as it makes it too unreliable to use... a 6 targets cap and no cooldown would have been the better option, or a max of 6 heals in 0.5 seconds... that way small dots critting would not mess with this ability and ruin it for everyone.
But then again, you need a competent game designer to figure this out and i think Eroc Wrobel is just a programmer.
I don't think surge is badly balanced, looking at other things, you got damage shield, heal from dark magic passive which was buffed too, if surge would heal more on top of that, this could really mess up balance. But still sorc, defence / healing is nowhere near that of DK or Templar.
it is, while every class can generate with their ae dmg heal 4k+ HPS - sorcs are restricted to 20/50% of one ability impact leading to less than 1k HPS if dots are involved its even less in most cases.
Did you guys even pvp'ed in last 2 days? You are such an op shiet with all those burst and shields when you stack magicka. Overload lights alone hit around 12k, Frags 9k lol. What are you taking about?
L2P, git gut and stop crying.
My particular beef is with Eric Wrobel's design decisions behind Surge, as if its not enough to spit on our faces the tool tip doesn't specify the 0.25 sec CD on healing in live so you would have many asking if there was a particular bug with the ability.
It isn't that hard to make the healing component work with a single target direct damage condition either.
I am just sick and tired of the combat team just back handing us when they are forced to do balancing mechanics. Especially when there are those who spent large hours play testing this on the PTS giving feedback.
Because of this I wash my hands from any future PTS testing, not worth my time if we get these obviously broken decisions that come hinted with vindictive bias.
That Eric guy is incompetent as a game designer and should not be allow to balance anything but he is most likely a good programmer so he has a say in this. Sad but true...
He went for a logical solution even if in practice it sucks as it makes it too unreliable to use... a 6 targets cap and no cooldown would have been the better option, or a max of 6 heals in 0.5 seconds... that way small dots critting would not mess with this ability and ruin it for everyone.
But then again, you need a competent game designer to figure this out and i think Eroc Wrobel is just a programmer.
I don't think surge is badly balanced, looking at other things, you got damage shield, heal from dark magic passive which was buffed too, if surge would heal more on top of that, this could really mess up balance. But still sorc, defence / healing is nowhere near that of DK or Templar.
it is, while every class can generate with their ae dmg heal 4k+ HPS - sorcs are restricted to 20/50% of one ability impact leading to less than 1k HPS if dots are involved its even less in most cases.
Actually, the main issue with Surge atm is its ridiculous cost. If you want sustain use one of the pets, both have good morphs that can help with solo play (only situation a DPS should be worried about their health)
Now, if we look to Surge for the buff it provides, Entropy is a better alternative all around, It provides good heals, a DoT and the same buffs, yet the ability costs about a quarter of Surge.
I know other classes can solo 4 spell Scar mobs, but we squishy sorcerers so we can't do that at all
Please tell me a viable sorc build for trials, including AA and Sanctum.
byrom101b16_ESO wrote: »...
However, the following conclusions are, based on pre-patch predictions, PTS play and last night's experience, almost axiomatic, and the real point of this post;
1. The Light Armour Nerf - FAR too hard and FAR too much in terms of Spell Resistance.
2. Non-static target dps for magicka Sorcerers is as low as we expected - dross compared to other classes.
3. The difficulty level of dungeons is tuned far too high for casuals and people without top gear - this will likely be a significant shock to this set of players - who, by the way, constitute the vast majority of players... you know, the majority of CUSTOMERS Zenimax are supposed to try to make money from.
4. The loot drops from such challenging encounters are, frankly, a joke and need a comprehensive overhaul. If you work hard, you gotta get PAID.
5. Making known content that people have run many times... have farmed for months... and turning it into a 'you've gotta learn how to beat me again' wipefest for a majority of players is just poisonous for player ployalty. If you introduce hard content - you should make it NEW content, and reward appropriately for success against it. Come on Zenimax - this is 'How to Make an MMO for Dummies' stuff!
Personally I don't know how heavy the bias was towards soliciting feedback only from hardcore PvP'ers, 'Play all Day' Blog Reviewers and hardcore PvE'ers, but the screw has been wound too tight foor the majority of your paying customers...
Frankly, the kinds of players who can match my level of PvE play and gear, or indeed exceed it by some margin, aren't the target metric Zenimax shouldn be listening to. Sure there needs to be gated content for hard challenges, but that's not the point.
To put no finer point on it - 'Leet' players need to stop talking over the main player base, shut up and in doing so, actually assist in the future success of the game.
Here's a fact - the vast majority of people don't care how much dps you get with 'build x' - they actually just want to enjoy the game without being escorted to the exit by poorly thought out changes to something they used too enjoy recommended and demanded by the small but vocal minority.
If Zenimax want to make a game for a niche few top players, that is their affair. It's pretty comprehensively stupid... but their decision.
I for one don't want to wade through idiotic class nerfs, overtuned content with no rewards that I've run many times already and suffer a depopulation of the server (and my Guild based on last night's TS conversations) just because Zenimax needs to listen more and dismiss critical feedback less.
Mark my words Zenimax - FAR better to hotfix your mistakes now, than try to rescue your failing bottom line later...
I rolled a Sorc to play a mage, therefore I'll play magicka or quit (actually, I am *that* close to quitting again and this time for good).
Having said that, how do you know "my" AA build? I was one of many who used the standard high crit + crushing shock build and stuff, for what I read here it's all stuff that today won't work any more.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
They need to understand they should balance mitigation with damage, the less armor you have the more damage you should do....
Attorneyatlawl wrote: »He was saying that it's hard to make a build that can't do Aetherian Archive well enough easily except for hardcore speed runs. If your specific build isn't quite as good anymore, adjust it a bit. Welcome to online games, enjoy the ride .
ah another nerf to mention the short delay betwen starting a bolt escape and beeing teleported is counted as spell cast time and thus can be used to become disabled by all spell rupts, and lightning staff procs ...
skill should be renamebd into "manawaste"
ZOS_GinaBruno wrote: »We do still have plans to make stamina-based Sorcerer builds more competitive. That said, it’s going to take some time to make comprehensive changes that are balanced, fully tested (both internally and on the PTS), and also include appropriate visual effects. We’re currently keeping an eye on data since Update 6 was published, and have some ideas on what we’d like to pursue. What would you all like to see to make stamina Sorcs a more viable build to use?
While its great specs may be given something for stamina, I think most specs are more concerned by the questionable magicka builds available.
ZOS_GinaBruno wrote: »We do still have plans to make stamina-based Sorcerer builds more competitive. That said, it’s going to take some time to make comprehensive changes that are balanced, fully tested (both internally and on the PTS), and also include appropriate visual effects. We’re currently keeping an eye on data since Update 6 was published, and have some ideas on what we’d like to pursue. What would you all like to see to make stamina Sorcs a more viable build to use?
While its great specs may be given something for stamina, I think most specs are more concerned by the questionable magicka builds available.
http://tamrielfoundry.com/topic/1-6-sorceress-petless-by-pppontus-70-cp/
http://tamrielfoundry.com/topic/1-6-6-the-unholy-herdsman-thelons-pet-build/
http://tamrielfoundry.com/topic/1-6-pve-endgame-dps-zappy-mage/
http://tamrielfoundry.com/topic/1-6-x-nyblings-magicka-based-sorc-dps-champion-rank-71/
Pick & mix.