The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/

Sorcerers were over nerfed... again

  • MADshadowman
    MADshadowman
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    Reykice wrote: »
    Tapio75 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...

    You Sir, are a wise man!
  • Grao
    Grao
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    Ok, I've been playing with my sorcerer DPS for a couple of days now and here are my impressions regarding PvE.

    Solo Play: Using pets surviving high level mobs is not that hard. Use command pet (Y + Left mouse click) to order the clannfear ahead (the pet initiates the battle). After that, apply Shattering Prison (Morph of Encase) for damage and CC, drop Liquid Lightning on top of as many mobs as possible and add Elemental Blockade or Unstable Wall of Elements for extra damage. Finish the fight with Pulsar or Force Pulse.

    Now, this works well for mobs you are supposed to be able to Solo, it will not work for group content if you are alone. I know other classes can solo 4 spell Scar mobs, but we squishy sorcerers so we can't do that at all. Still, it is a good build, if you go low on health, kill the clannfear and recast it right after, if you still die, add Twilight Matriarch to your Toggles.

    Group Dungeons and Trials: I came up with two builds here, both based on certain sets that help increase DPS. The first alternative uses the Valkyn Skoria Set and heavily relies on DoTs, the second possibility works around the Mephala's and Destructive Mage's Set, relying on the player's ability to weave "medium" attacks to proc the effects of both sets.

    Both can generate DPS around 9-13k (single target) depending on procs, skill of the player and group buffs.

    First - Valkyn Skoria

    Bar 1
    - Force Pulse
    - Destructive Reach / Spell Symmetry
    - Crystal Fragments / Pulsar or Elemental Ring
    - Elemental Blockade
    - Bound Aegis

    - Power Overload

    Bar 2
    - Force Pulse / Thundering Presence
    - Destructive Reach
    - Liquid Lightning
    - Elemental Blockade
    - Bound Aegis

    - Greater Storm Atronach / Ice Comet

    Overload Bar
    - Mage's Wrath
    - Liquid Lightning
    - Crystal Framents
    - Evil Hunter
    - Bound Aegis

    Explanation: DoTs created by the same ability stack if from different Elements. I suggest using a fire staff as your main weapon and a lighting staff as secondary weapon. I'd also advise using the Master stave as they nearly double the damage caused by Destructive Reach.

    Second - Spawn of Mephala + Destructive Mage

    Bar 1
    - Force Pulse
    - Daedric Prey
    - Crystal Fragments / Pulsar or Elemental Ring
    - Summon: Restoring Twilight
    - Bound Armaments

    - Power Overload

    Bar 2
    - Force Pulse / Thundering Presence
    - Empowered Ward
    - Destructive Reach / Spell Symmetry
    - Summon: Restoring Twilight
    - Bound Armaments

    - Greater Storm Atronach / Ice Comet

    Overload Bar
    - Mage's Wrath
    - Liquid Lightning
    - Crystal Framents
    - Evil Hunter
    - Bound Armaments

    Explanation: A little more reliant on toggles and thus less flexible, this build yields descent results and is a better alternative on fights which require moving a lot. Train using partially charged Heavy Attacks to proc both Mephalas and the Destructive Mage's set.

    Final notes: You may have noticed I am not using Inner Light or Entropy. Instead I prefer using a Glyph of Potion CD Reduction and drink a Spell Power Panacea every 40 seconds, this is not ideal atm as potions are behaving strangely (there seem to be a delay on drinking potions no one from ZoS has bothered to explain), but it is viable, just a little clunky.

    I intend to use Master stave for both builds as I believe Destructive reach to be a good DoT ability with an easy to cancel animation.

    I also intend to use the Destructive set as jewelry for both builds as I tend to heavy attack a lot. I'd say the first build is a good alternative for statical bosses and for bosses with adds to be AoE'd down. The second alternative is ideal for moving bosses or fights requiring the player to move a lot.

    Conclusion: All of this not to say Sorcerers are fine, they definitely aren't. We are too reliant on toggles and our damage is clearly bellow the ideal of other classes. The lack of a single target damage ability forces sorcerers again and again into Force Pulse, the fact we are not able to control how and when pets use their abilities reduces the utility of the Summoning tree to nearly zero and Liquid Lightning being a terrain targeted AoE instead of a proper DoT all contribute to the growing sorcerer frustration.

    Still, we have to come up with something to use for the next couple of months... This is what I could come up with.
    Edited by Grao on March 8, 2015 4:09AM
  • Grao
    Grao
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    Tankqull wrote: »
    ZRage wrote: »
    Reykice wrote: »
    Digiman wrote: »
    Soris_ESO wrote: »
    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.
  • Reykice
    Reykice
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    Grao wrote: »
    Tankqull wrote: »
    ZRage wrote: »
    Reykice wrote: »
    Digiman wrote: »
    Soris_ESO wrote: »
    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.

    The Hit points per second are important as it is our healing ability after all... well it was anyway.

    They nerfed its healing for casters to 40%, they nerfed it by adding a cooldown, they changed the passive thus nerfed it by making it cost 10% more....

    Then there are the indirect nerfs... like reducing the light armor armor value so you now have to use at least 2 heavy armor pieces, this reduces the amount of spell cost reduction you get.

    Surge used to give a lot of weapon damage, enough to make up for its high cost... and you could spec critical chance to get a reliable good heal vs single targets and an OP one for AOE. I get that the nerfed the AOE heal... but the way the implemented that and the buff changed ruined this loved ability. It now provides the same buff entropy does, yet entropy costs a lot less. Its cost was increased by the passive change and the other changed... yet its a lot less effective at both healing AND bonus damage.

    They should have seen this coming, a game designer should have looked at every ability and think about how it will be impacted by the changes and modify cost/duration etc accordingly. Its pretty clear they did not do that... so they broke a lot of things.

    What is bad for us and in the long run for them is that they literally do not care... they are ignoring this... maybe it will see some changes a few months from now, maybe it won`t. Or maybe they want to charge us for it, who knows?

  • Snit
    Snit
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    Grao wrote: »
    I know other classes can solo 4 spell Scar mobs, but we squishy sorcerers so we can't do that at all

    This is actually something we're very good at. I can solo three pulls out there without much problem (that's 12 to 20 mobs). The damage spells are Pulsar* and Liquid Lightning. The buffs are Power Surge, Evil Hunter and Hardened Ward (you may have to apply ward quite a lot). Have Inner Light up, as well.

    Gather them into one spot, cast Liquid Lighting and block-cast Pulsar until they're all dead. Don't stand in the Frost Atronach's pools of red wotsits. You may have to recast Hardened Ward. If you're in a hurry, hit them with a Meteor. 1.6 made both Meteor morphs quite good. The same applies to Liquid Lightning.

    There is a learning curve to this, but it's doable. It doesn't require top-end gear, either, as I can continue when all my armor is at zero durability (it does get considerably more difficult).

    *I use Pulsar because the new Power Surge discourages usage of DoT's.



    Edited by Snit on March 8, 2015 7:12AM
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • Vahrokh
    Vahrokh
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    Please tell me a viable sorc build for trials, including AA and Sanctum.
  • Vis
    Vis
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    Vahrokh wrote: »
    Please tell me a viable sorc build for trials, including AA and Sanctum.

    You can't go too wrong on your AA build. You just won't be as good if you go magicka dps as the other classes. If you find groups that don't mind that, then you are golden.
    v14 Sorc Vae Exillis
    v14 DK Costs
    v14 NB 'Vis
    v14 Temp Fiat Lux

  • Vahrokh
    Vahrokh
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    Vis wrote: »
    Vahrokh wrote: »
    Please tell me a viable sorc build for trials, including AA and Sanctum.

    You can't go too wrong on your AA build. You just won't be as good if you go magicka dps as the other classes. If you find groups that don't mind that, then you are golden.

    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.
  • bugmom
    bugmom
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    ...

    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...


    Couldn't say it better!
  • Attorneyatlawl
    Attorneyatlawl
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    Vahrokh wrote: »
    Vis wrote: »
    Vahrokh wrote: »
    Please tell me a viable sorc build for trials, including AA and Sanctum.

    You can't go too wrong on your AA build. You just won't be as good if you go magicka dps as the other classes. If you find groups that don't mind that, then you are golden.

    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.

    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 :).
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • neobowzub17_ESO
    guys, guys. we have PETS! this makes us special and valuable.
  • Tankqull
    Tankqull
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    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"
    Edited by Tankqull on March 8, 2015 10:22PM
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Demira
    Demira
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    Reykice wrote: »
    They need to understand they should balance mitigation with damage, the less armor you have the more damage you should do....

    Yeah but ESO doesn't want to knowledge there is a problem problem with the damn sorcerer...I loved wearing all light armor on my sorcerer and their forcing down our throats wearing other pieces of armor is sickening and degrading for the sorcerers!
  • Vahrokh
    Vahrokh
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    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 :).

    That's why I also added: "and Sanctum".
  • Vis
    Vis
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    Tankqull wrote: »
    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 So is anyone from the development team ever going to get back to us on this?
    v14 Sorc Vae Exillis
    v14 DK Costs
    v14 NB 'Vis
    v14 Temp Fiat Lux

  • Reykice
    Reykice
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    Maybe they will change something tonight? I sure hope so:p

    If not its pretty clear they really really don`t care or just don`t know what to do lol.
    Edited by Reykice on March 9, 2015 7:07AM
  • drschplatt
    drschplatt
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    As long as there is an end game viable sorc that doesn't have anything to do with pets, I'll keep playing the game. But if they require me to either use pets, or go thought the VR grind on a different character, I'm out of here.
    Foräois - Imperial Sorcerer of Ineptitude.
    Widoch - Nord Dragon Knight of Ignorance.
    Billy Bob - Dunmer Templar of Chicken and Noodles.
    Blades of Vengeance
  • olsborg
    olsborg
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    Overall I like 1.6, ive been playing purely my sorc since it came to live, im having fun.

    Sure, light armor was nerfed into uselessness (defencively) some of the passives are still good offencively.

    Rebate was destroyed, summons are still useless since they both have cast time now and cast time in pvp means death. Not to mention taking up 2 slots PER summon is far too much. That also applies to spells like magelight and structured entropy (8% hp buff), but thats another story.

    Our atronach ultimate is still rather rubbish, specially against decent pvpers since they know you just have to run out of range or chain CC it until duration expires.

    PC EU
    PvP only
  • xSkullfox
    xSkullfox
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    After some research and experiments i can say the overall dmg increased, im doing atm 5-10k dps, on a perfect rota, no lags i can reach up to 13k dps, but thats insane every click and dot must be placed perfectly. Other classes only need to click 3 buttons to reach it. I need to waste 5/10 slots with toggled skills to keep the dps up.
    Groupfinder:
    The worst part is when it finally puts you in a group, your healer turns into a werewolf, your tank has 14k HP and the dps is heavy armor, using a restro staff and a two handed sword on the backbar. Then comes the 15 minute penalty before the cycle starts anew.

    Rulz of Morrowind:
    • The first rule of Morrowind is: You do not talk about Morrowind.
    • The second rule of Morrowind is: You do not talk about Morrowind.
    • Third rule of Morrowind: Someone yells NDA stuff, uploads images, streams, the game is over.
    • Fourth rule: only invited players can test.
    • Fifth rule: one invite at a time, fellas.
    • Sixth rule: crying or bashing on pts.
    • Seventh rule: NDA will go on as long as they have to.
    • And the eighth and final rule: If this is your first invite at Morrowind, you have to play.
  • Mettaricana
    Mettaricana
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    so far not running out of magika at all everything dead before i hit the halfway marker while blowing through groups of vet enemies.i wish bound armor added a little more defense atleast over 1000-1500 to make its consumption of a slot worth the defense increase. i dont even use pets so im good. annoyed at the surge nerf. all honesty i'd be happy if we gained a 15% increase in light armor defense.
  • Vis
    Vis
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    No one should ever be OOM in open world pve. Sadly, we're having issues against other classes in raids and pvp.
    v14 Sorc Vae Exillis
    v14 DK Costs
    v14 NB 'Vis
    v14 Temp Fiat Lux

  • Reykice
    Reykice
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    The patch notes show no sorc change... guess they really don`t want us...
  • SexyVette07
    SexyVette07
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    Not only no Sorc changes, but there were bug fixes for other classes, which only make the problem worse than it already was.

    Not saying they shouldn't fix bugs, but the game is already on life support and the changes they've made to grinding, basically being impossible to gain any real amount of xp once you've completed all the quests, along with the great imbalance between the classes, is driving people away. I saw 3 other people quit in my only remaining guild in just the hour I was logged on today.

    I'm finding fewer and fewer reasons to log on every day and I haven't even been resubbed for a month yet. I started downloading Rift again, because even on its worst day, it was better than this POS.


    Good luck to my Sorcerer brethren, I'm out.

    [Moderator Note: Edited per our rules on Rude and Insulting Comments]
    Edited by ZOS_UlyssesW on March 11, 2015 5:54PM
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    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?
    Gina Bruno
    Senior Community Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
  • asteldian
    asteldian
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    While its great specs may be given something for stamina, I think most specs are more concerned by the questionable magicka builds available.
  • Erock25
    Erock25
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    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?



    1. Add Major Endurance buff to Critical Surge morph. Right now all Critical Surge grants over Power Surge is 10% extra health returns from a crit. Sorc needs better stamina management and this is a perfect place for it. It also gives a stamina Sorc a reason to use Crit Surge over Rally. Right now, Rally is superior to Crit Surge in almost every way. Critical Surge lasts for 20 seconds, and I think Major Endurance should only last for the first 12 of those 20 seconds. Right now my Sorc on PTS has 760 stam regen, but I have more weapon dmg and crit rating set bonuses than stam regen ones, so let's just assume I can easily get to 1000 stam regen. Major Endurance for 12 seconds would result in 1800 additional stamina over that time frame. That sounds reasonable and far from overpowering to me, but makes Crit Surge use over Rally worth it.

    2. Change Crystal Blast into a stamina morph (1 sec cast that also has a 35% chance to instant proc on stamina ability usage) that is a melee range Crystal Frag but also provides the Minor Brutality buff to the Sorc and their group. Sorc needs more group buffs and Minor Brutality is an underused buff right now. It should hit for around 2/3 as hard as a Crystal Frag (in a magicka spec) to compensate for the additional buff. This could also be turned into a 6 second duration dot if burst dmg is a concern and considering how often it should proc, 6 seconds sounds about right for the group Minor Brutality buff too. There is a lot of wiggle room with dmg this ability deals and duration of buff. Higher dmg, shorter buff duration, lower dmg (make it a DOT perhaps), longer buff duration.

    3. Exploitation passive in the Dark Magic tree should provide Minor Weapon Crit buff in addition to Minor Prophecy. Sorc are lacking in group buffs and this is a good place to make a passive help both melee and magicka while also being an extremely minor buff.

    4. Critical Surge could also use a cost decrease. It is a major drain on magicka for a stamina user especially now with the Expert Mage change. It is important that it remains a magicka cost, but a slight reduction would help a lot.

    5. I'm not sure if I'm fully sold on this because I don't like the idea of summoning with stamina, but if you are sold on making Sorc a pet class, it would be nice if Twilight Matriarch was a stamina morph that scaled on stamina and also possibly affected the Rebate passive so that it gave stamina back when it dies. As I said, this should be the last thing added that I listed here, but if you felt Stamina Sorc needed a bit more, this would be an option.
    Edited by Erock25 on March 10, 2015 6:17PM
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  • Snit
    Snit
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    Please don't forget sorc healers. There are literally no sorc actives that directly aid that role.

    Edited by Snit on March 10, 2015 6:15PM
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • Reykice
    Reykice
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    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?

    Most players want equal DPS... stamina sorcs have it, equal to the other classes or within 5%. There is an entire thread on the PTS dedicated to that test.

    What Sorcerers don`t have is a magicka build doing as much dps(damage per second) as a stamina wrecking blow spam build... and since most people rolled a Sorcerer to be a caster, its disturbing.

    I really think that if you manage to give magicka users equal or close to equal dps as a stamina build that is spamming wrecking blow... most of the complaining would be gone.

    As for the "it takes time" let`s be honest, it takes a few hours to change it... you have the builds and rotations, doesn`t take long to figure out what skills make up the total dps and buff them by a percentage so the overall damage over time increases to the desired value. The mats would take literally 30 seconds, the programming would also not take long as you are just changing some numbers(the coefficients) for that particular spell or spells.

    So if you want to do the least amount of work and make people happy, make sure the DPS is about the same for everyone, that is a good start... you can then figure out what else needs tweaking and most will be happy enough to wait.

    If you want a proper balance you should use the standard and tested mmo practice: the less protection you have(mitigation) the more damage you do... yes shields must be taken into account, but if shields can be critted and have no mitigation, by the time you put them up another dps will take them down so you are only delaying your death. Same for healing, if light armor(that is needed to heal) has no protection, healing won`t save you... kiting will. This is the basic balance in other MMO`s: mages are generally powerful and have a great dps BUT if they are hit by physical attacks, they die. Fast. So they need to figure out how to not get hit, same as here. You just need to increase the actual damage they do...

    As i said, some of your players are programmers and know it only takes a few hours to fine tune and balance the dps... if you actually want to do that. So you know, just do it... once everyone is equal in damage you can see who has an edge in what and fine tune it. You need a developer who knows the builds for that, so he doesn`t add a cooldown for Surge thus ruining any build that uses any type of small damage hits/dots/etc... see where i`m going?

    Show us something... other than words...
  • Reykice
    Reykice
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    pppontus wrote: »

    The builds are fine... but none has the dps...

    Spam wrecking blow and weave in light attacks as a stamina sorc and you outdps all those builds... all of them. So the questionable part is more about the DPS... sure you can make 1000 magicka builds, none will get close to the stamina ones for DPS , mobility, mitigation etc.

    Tho for the most part, most people only care about the dps, as that`s what matters the most for a dps spec...

    Nice intention, but its beside the point. :smile:
This discussion has been closed.