Joy_Division wrote: »- Surge is now an absolute disaster. I get it that RPGs have always had a spell that made wizards good with swords, but there should have always been the option to make surge what the mythology of a sorcerer actually is: an overflow of MAGIC that the caster cannot really control (i.e. makes spells powerful but interesting side effects). Let's not even talk about the idiocy of a heal potentially procing off an impulse dot and thus invalidating everything else during the cooldown...
ZOS_GinaBruno wrote: »Hey everyone. While we aren’t quite ready to discuss all the changes and improvements going into Update 6, we can tell you that many of these changes will specifically address the concerns brought up in this thread. Our primary goal is that regardless of your class and build, you can feel like you can be competitive in the archetype you want to play as.
Joy_Division wrote: »- Surge is now an absolute disaster. I get it that RPGs have always had a spell that made wizards good with swords, but there should have always been the option to make surge what the mythology of a sorcerer actually is: an overflow of MAGIC that the caster cannot really control (i.e. makes spells powerful but interesting side effects). Let's not even talk about the idiocy of a heal potentially procing off an impulse dot and thus invalidating everything else during the cooldown...
If you can't survive without Old Crit surge you're playing wrong.
I don't think Sorcerers should be able to charge in and outheal incoming damage while getting beaten on by a mass of foes, while spamming AOE skills.
Pre 1.6 tactic -
1. Apply Crit surge
2. Charge in and make sure to pull as many foes as possible.
3. Dont bother blocking.
4. Spam favorite area AOE skill
5. Win
Post 1.6 tactic
1. Apply crit surge.
2. Use ranged attacks/spells
3. if enemies get close. streak out or CC them in place (stay away from getting hit)
4. Rinse & repeat
5. Win
If it's not enough you're getting hit too often. Try not to get hit and It should be enough.
Pre 1.6 tactic -
1. Apply Crit surge
2. Charge in and make sure to pull as many foes as possible.
3. Use Immovable and/or Absorbtion Field
4. Dont bother blocking.
5. Spam favorite area AOE skill
6. Win
Post 1.6 tactic
1. Apply Entropy and Regeneration
2. Use ranged attacks/spells
3. if enemies get close. streak out or CC them in place (stay away from getting hit)
4. Rinse & repeat
5. Win
In my opinion, crit surge is not a viable skill anymore in PvP in its current form. Playing as a stamina sorc I could previously utilize it with critical rush and stack weapon power with rally. It wasn't ideal by any means, but still worth a slot.
Now, the combination of crit % reduction on armor sets and armor passives, the 1 sec delay, flawless dawnbreaker nerf, and the reduction in critical damage, have made it a shadow of what it was. Heals in the 80-100 range are pitiful and can easily be outdone by entropy and rally.
To add insult to injury, I can pop a vr5 weapon damage potion and get the same weapon power buff as crit surge on a longer time with 2 other added benefits.
kkampaseb17_ESO wrote: »@tunepunk, And what about stamina sorcs that do not have access to Hardened Ward/Steadfast Ward spell due to limited magicka pool AND the fact that some of them are close range? Have you ever through of the impact in PvP?
Pre 1.6kkampaseb17_ESO wrote: »@tunepunk, And what about stamina sorcs that do not have access to Hardened Ward/Steadfast Ward spell due to limited magicka pool AND the fact that some of them are close range? Have you ever through of the impact in PvP?
My main is Sorceror with bow. Using Bombard to keep enemies at range and an occational streak if needed. Both of them do a bit of AOE damage as well. Tactic still works well in 1.6 almost never get hit and does a lot of damage. I even do VR public dungeons solo as well as VR bosses and VR public dungeon bosses.
I do go melee range as well with 2nd bar, where you have 2 options. Mitigate damage (1 hand and shield). or Evade incoming damage.
Sorry, but low vet PvE and questing is really not the point at all.
If it comes to class balance, first the PvE endgame content and the PvP must be balanced.
Any thought about PvP btw? That's where youa re fighting other classes who have class selfheals, you know?
Joy_Division wrote: »ONE piece of good news: The "instant" proc on Crystal Shards is now actually instant. It is, I used it several times. How that didn't make the patch notes I'll never know.
It is pretty clear ZoS does not comprehend the current 1.5 Meta that recognizes sorcs are in a bad place. My personal theory is that when they had their big guild summit, the sorc was not quite seen as merely a "negate" monkey and thus was not informed just how lacking the sorc was until after many of 1.6 changes were already undertaken.
The class really needs an overhaul because so many problems plague it:
- Pets should *never* have been a toggle with the scarcity of skills we are allowed to slot. At the very least there should have been a cheap disposable summons ala Skyrim available as an option.
- Surge is now an absolute disaster. I get it that RPGs have always had a spell that made wizards good with swords, but there should have always been the option to make surge what the mythology of a sorcerer actually is: an overflow of MAGIC that the caster cannot really control (i.e. makes spells powerful but interesting side effects). Let's not even talk about the idiocy of a heal potentially procing off an impulse dot and thus invalidating everything else during the cooldown...
- Mines and encase suffer from high cost / underwhelming effect syndrome. From what I understand of the notes, bosses now gain immunity to mines after setting one off. As if the skill wasn't bad enough. I'm am guessing they did so because someone submitted a joke /feedback that the a group killed the Mantikora in SO by using well placed daedric mines and ZoS took this seriously...
- Sorcs skills tend to be so underwhelming that Sorcs seek alternatives from other skill lines. Spell symmetry instead of dark exchange. Impulse instead of Lightning Flood. Crushing shock instead of deadric curse. Crushing shock is still better (or at least more versatile) than curse and trial sorcs will still spell sym rather than dark exchange. The jury is still out on lightning flood.
None of this means one is incapable of playing a sorc, having fun, and completing end-game content. But doing so is kind of like playing the black pieces in chess...the player is accepting a disadvantage for doing so.
kkampaseb17_ESO wrote: »Can we please have some well-written feedback from a good PvP sorc on 1.6 changes concerning PvP, rather than AoE craglorn mobs?
EU players don't have their characters uploaded this week so...I cannot do it myself...
ZOS, i have to ASK! Are you joking to NERF to die the SORC class?
Why no healing with spell damage on SURGE? Selfheal only with STAMINA weapon? Spell buff only, when no self-heal? Why? Do you want to delete sorc from the game at all? This change is unacceptable) Sorc was the worse class already, why do you nerfing it more and more and more?
Until now we had at least self-healing, we were able to solo content, but after this change it will be not possible properly...
Sorc needs to use STAFF for making DPS, STAFF is based on SPELL damage! With this change, SORC HAS NO SELF-HEAL ABILITY!
And do not mention the cooldown of healing and also crit % nerf... With all of these nerfs, SORC will be weaker than BEFORE!
I can imagine the sorc surge like this, but no other way and I think, everybody can say the same:
Surge = "heal on crit" (without cooldown!) OR "weapon buff AND spell buff"
Power surge = heal on crit + weapon buff (without cooldown!) - costs stamina
Spell surge = heal on crit + spell buff (without cooldown!) - costs magicka
@ZOS_GinaBruno
@ZOS_JessicaFolsom
Can someone on the PTS post the new Destructive Touch description? This should be a dot-spell now.
Perhaps we now can be dot sorcerers with this new skill and the 20% more damage degeneration ticks.
This would be so great!! Degeneration, Detructive Touch, Elemental Blockade.. perhaps soul trap. Tick, tick, tick.. YAY!
(Power)surge is now completely pointless for magica builds. Why would you use it for a spellpower buff when you can use entropy for the same buff + dmg + mages guild passives?
The only application for powersurge right now is on a hybrid build? Completely pointless skill imho.
Nice on the nerf for criticalsurge. Completely related to pvp that one and majorly screwing pve sorcs.
Joy_Division wrote: »- Surge is now an absolute disaster. I get it that RPGs have always had a spell that made wizards good with swords, but there should have always been the option to make surge what the mythology of a sorcerer actually is: an overflow of MAGIC that the caster cannot really control (i.e. makes spells powerful but interesting side effects). Let's not even talk about the idiocy of a heal potentially procing off an impulse dot and thus invalidating everything else during the cooldown...
If you can't survive without Old Crit surge you're playing wrong.
I don't think Sorcerers should be able to charge in and outheal incoming damage while getting beaten on by a mass of foes, while spamming AOE skills.
Pre 1.6 tactic -
1. Apply Crit surge
2. Charge in and make sure to pull as many foes as possible.
3. Dont bother blocking.
4. Spam favorite area AOE skill
5. Win
Post 1.6 tactic
1. Apply crit surge.
2. Use ranged attacks/spells
3. if enemies get close. streak out or CC them in place (stay away from getting hit)
4. Rinse & repeat
5. Win
If it's not enough you're getting hit too often. Try not to get hit and It should be enough.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
TLDR my build changes in 1.6:
Pros
• I can hit more targets with my AOE
• A number of skills will boost max magicka instead of reducing it.
• Due to the above my spell damage will increase.
Cons
• Crit surge will no longer heal me effectively.
• I will not generate ultimate on my AOE bar unless I start to weave single attacks in
• It will be harder for me to generate ultimate overall as even my single target spells/abilities will no longer generate ultimate.
• Armor and armour spells provide less spell resistance and armour protection than before. I will be more vulnerable.
I envision I will put less stat points into Magicka, since some skills now buff it. Instead I will put those stat points into health to make up for Crit surge changes.
Who knows? I may even try out a pet build!
Its quite clear they are trying to stop AOE spam builds. Critical surge works a bit like momentum. Damage boost and some heal. I never heard anyone complain that the heal part of momentum doesn't scale depending on how many enemies you are fighting. I think its a good decision that will force sorcerers to use a bit more finesse to survive instead of spamming AOE. Pre 1.6 critical surge would make it easier to survive the more enemies you could hit making you less likely to die the more targets you hit.
The same goes for ultimate generation. I don't see any reason skill spammers should get more ultimate than others.
Yeah you're really awesome. You used to take on 10 enemies at once without any skill or finesse whatsoever. Just head in and spam your AOE. Im happy those kind of builds will just be a memory.
ZOE are clearly targeting overpowered, and thereby overrepresented builds that were never intended. These builds formed from using super efficient skill combinations. And will be a problem for update 7 also. People will theorycraft and tweak new builds until they find new slightly more overpowered setups.
TLDR my build changes in 1.6:
Pros
• I can hit more targets with my AOE
• A number of skills will boost max magicka instead of reducing it.
• Due to the above my spell damage will increase.
Cons
• Crit surge will no longer heal me effectively.
• I will not generate ultimate on my AOE bar unless I start to weave single attacks in
• It will be harder for me to generate ultimate overall as even my single target spells/abilities will no longer generate ultimate.
• Armor and armour spells provide less spell resistance and armour protection than before. I will be more vulnerable.
I envision I will put less stat points into Magicka, since some skills now buff it. Instead I will put those stat points into health to make up for Crit surge changes.
Who knows? I may even try out a pet build!
Its quite clear they are trying to stop AOE spam builds. Critical surge works a bit like momentum. Damage boost and some heal. I never heard anyone complain that the heal part of momentum doesn't scale depending on how many enemies you are fighting. I think its a good decision that will force sorcerers to use a bit more finesse to survive instead of spamming AOE. Pre 1.6 critical surge would make it easier to survive the more enemies you could hit making you less likely to die the more targets you hit.
The same goes for ultimate generation. I don't see any reason skill spammers should get more ultimate than others.
Yeah you're really awesome. You used to take on 10 enemies at once without any skill or finesse whatsoever. Just head in and spam your AOE. Im happy those kind of builds will just be a memory.
ZOE are clearly targeting overpowered, and thereby overrepresented builds that were never intended. These builds formed from using super efficient skill combinations. And will be a problem for update 7 also. People will theorycraft and tweak new builds until they find new slightly more overpowered setups.
Everyone is entitled to their opinion. However, if as you say ZOS are trying to stop AOE being so effective, why have they not put a 1 second cooldown on every AOE that heals players in the game? Instead of just focusing on one class?
Also you may hate this build, but my build never personally affected anyone. As I said earlier, pvp is not my thing. I understand there needs to be balance, but as a PVE player my number one skill crit surge is now useless, when it used to help with DPS and take pressure off the healer in groups.
That means I will now probably only use 2 out of all the sorcerer skills. I've not tested the rest, but lets hope that some of the sorcerer skills are more viable after 1.6. so that more skills will become effective for whichever role you play.
The reason why sorcerers rely so heavily on crit surge, is because the rest of the class skills weren't competitive enough to compete with say, dps of other classes. I would have loved to try out a pet build and was sorely dissapointed that it didn't provide adequate dps in group situations.
I also didn't like the fact that I have to weave light attacks into single target, simply to cancel an animation and become competitive with my measly dps compared to other classes. I picked the class, but was pigeon holed into a build since as a magicka sorcerer the main option for DPS is -crit surge plus elemental ring for AOE, and crit surge+elemental drain+crushing shock+light attacks for single target.
I for one welcome build diversity and sincerely hope that with update 6 there will be more options for both magicka and stamina sorcerers, so that we aren't pigeon holed into one build/one weapon as it's the only one that remotely provides same dps/healing/tanking as any other class.
Sarcasm and insults are not constructive. I don't see why you think you have the right to be sarcastic to and insult other forum users, whilst generally using a hostile tone in your comments. My comment was balanced, positive and pointed out both the pros and the cons of how my current build will need to change.
I'm not sure how many sorcerers would agree with you saying that no finesse is required to play and survive as one. I for one sure as hell found some of the other classes easier to play when I re rolled some alts. However, I still want to play a sorc and I think it needs a little attention. There are many skills in the sorcerer tree that are interesting and exciting, however until they provide more/equal dps/healing/tankiness to weapon/world/guild skills available to us, and still be equal/better than other classes- no one will use them.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
So I gather the Inner Light + Critical Surge + Elemental Ring + Immovable AOE build was deemed to still not be nerfed enough so they just targeted it for extinction with this patch because it's inherently evil?
mike.gaziotisb16_ESO wrote: »So I gather the Inner Light + Critical Surge + Elemental Ring + Immovable AOE build was deemed to still not be nerfed enough so they just targeted it for extinction with this patch because it's inherently evil?
That build was to them like Molag Grunda, the illegitimate child of Molag Bal and Brenda from Beverly Hills 90210, so they are killing it with fire.