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Suggestion: Move Surge heal into the base Surge ability

Cuddler
Cuddler
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@‌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
  • Vordae
    Vordae
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    That's a pretty good idea.
  • Kilandros
    Kilandros
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    Still leaves the class needing more. Why did they give one of the surge morphs a bonus to both spell AND weapon damage if they weren't going to give us any stamina ability morphs?

    All 1.6 does it truly magnify the problems the class has.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    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.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Cuddler
    Cuddler
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    Kilandros wrote: »
    Still leaves the class needing more. Why did they give one of the surge morphs a bonus to both spell AND weapon damage if they weren't going to give us any stamina ability morphs?

    All 1.6 does it truly magnify the problems the class has.

    I am going to add different resource costs to my 2nd suggestion. I know it's not what you mean exactly, but it could be an improvement if the Surge morphs cost a secondary resource for the respective build.
    Edited by Cuddler on 27 January 2015 20:15
  • Kilandros
    Kilandros
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    Cuddler wrote: »
    Kilandros wrote: »
    Still leaves the class needing more. Why did they give one of the surge morphs a bonus to both spell AND weapon damage if they weren't going to give us any stamina ability morphs?

    All 1.6 does it truly magnify the problems the class has.

    I am going to add different resource costs to my 2nd suggestion.

    The problem is any change to Surge will just be a band-aid solution for the class' larger problems: No Stamin morphs, Non-competitive DPS, No reliable self heal.

    I'd rather they make Surge a strictly weapon/spell buff and remove the heal, remove one of the garbage skills from Daedric Summoning and give us a self heal instead, add some stamina morphs, and add some ranged DPS options aside from Crystals.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    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.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Cuddler
    Cuddler
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    Kilandros wrote: »
    Cuddler wrote: »
    Kilandros wrote: »
    Still leaves the class needing more. Why did they give one of the surge morphs a bonus to both spell AND weapon damage if they weren't going to give us any stamina ability morphs?

    All 1.6 does it truly magnify the problems the class has.

    I am going to add different resource costs to my 2nd suggestion.

    The problem is any change to Surge will just be a band-aid solution for the class' larger problems: No Stamin morphs, Non-competitive DPS, No reliable self heal.

    I'd rather they make Surge a strictly weapon/spell buff and remove the heal, remove one of the garbage skills from Daedric Summoning and give us a self heal instead, add some stamina morphs, and add some ranged DPS options aside from Crystals.

    I believe it would be easier to attract attention from ZOS if each of these suggestions had a separate thread. I would just like this thread to be signed by anyone who likes my ideas so that the thread remains at the top.
  • Kilandros
    Kilandros
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    Cuddler wrote: »
    Kilandros wrote: »
    Cuddler wrote: »
    Kilandros wrote: »
    Still leaves the class needing more. Why did they give one of the surge morphs a bonus to both spell AND weapon damage if they weren't going to give us any stamina ability morphs?

    All 1.6 does it truly magnify the problems the class has.

    I am going to add different resource costs to my 2nd suggestion.

    The problem is any change to Surge will just be a band-aid solution for the class' larger problems: No Stamin morphs, Non-competitive DPS, No reliable self heal.

    I'd rather they make Surge a strictly weapon/spell buff and remove the heal, remove one of the garbage skills from Daedric Summoning and give us a self heal instead, add some stamina morphs, and add some ranged DPS options aside from Crystals.

    I believe it would be easier to attract attention from ZOS if each of these suggestions had a separate thread. I would just like this thread to be signed by anyone who likes my ideas so that the thread remains at the top.

    Good luck. I've been campaigning for weeks to get their attention and we still ended up with these changes.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    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.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Cuddler
    Cuddler
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    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 20:57
  • Aziah
    Aziah
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    Not good when a skill open to everyone directly outclasses an integral class skill.
    Edited by Aziah on 7 June 2017 15:20
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