@ZOS
You have said you are considering this change already, the purpose of this thread is that you consider it with more urgency. The self-heal from the Sorcerer's Surge ability should be the primary effect of the base skill and its morphs.
I also propose the following additional changes:
- Heal effect should proc off either any damage dealt, or any ability activation. The heal magnitude would have to be scaled down accordingly. There are pros and cons to each option, but either would be better than the current Critical Surge design. Making the heal proc off any damage would stop DPS Sorcerers being pigeonholed into high critical builds. Making it proc off any ability activation would allow more utility-oriented builds to receive the self-heal, and address concerns with heal scaling in situations where AOE damage hits a lot of targets, such as AvA.
- Surge morphs should be changed to Weapon Surge and Spell Surge, which would provide only one buff, Major Brutality or Major Sorcery respectively. Ranking up the morphs should increase that buff's duration as their magnitude is now set in stone. The different morphs could even cost different resources to cast, i.e. Weapon Surge would still cost Magicka, and Spell Surge would cost Stamina instead.
EDIT: I just found this in the Release Notes, which makes the case for Surge re-design even stronger:
"Entropy now grants you the Major Sorcery buff for 20 seconds when cast."
Why would I use the expensive Power Surge to get the Major Sorcery buff, when I can cast the much cheaper Entropy instead, which also deals decent damage, for the cost, heals me, grants Empower on the next attack, and passively increases my Magicka and Magicka Regeneration?
Edited by Cuddler on 27 January 2015 20:58