@angelyn
Awesome post, thank you for spreading it in every thread .
lebanese87b16_ESO wrote: »@angelyn I prefer to have Crit Surge just heal off no more than 6 mobs at a time with AOE. Especially since we're even weaker in light armor now.
@ToRelax PSS Will I need to post all my other feedback (say re justice system) in this area too:P? Not all my posts have so much rag..I mean bold text in them. I want the devs to see that I'm really pleased with the items we can steal and thank them for taking the time to come up with such interesting and varied loot.@angelyn
Awesome post, thank you for spreading it in every thread .
Welll...then..I blame ZOS then for having both a feedback official section and an official thread.@ToRelax PSS Will I need to post all my other feedback (say re justice system) in this area too:P? Not all my posts have so much rag..I mean bold text in them. I want the devs to see that I'm really pleased with the items we can steal and thank them for taking the time to come up with such interesting and varied loot.@angelyn
Awesome post, thank you for spreading it in every thread .
Hehe, I never was on PTS before 1.6 , so I just looked wether there already was a thread specific about surge/sorc heals in any section.
Posted than in "Feedback & Suggestions" because that was exactly what I wanted to give ^^.
Since Surge no loger scale with maximum magicka also need to add Major Berserker Buff to surge (base skill).On live surge give ~43% to weapon power(in magicka build) on pts only 25%....nice nerf
Nightreaver wrote: »Since Surge no loger scale with maximum magicka also need to add Major Berserker Buff to surge (base skill).On live surge give ~43% to weapon power(in magicka build) on pts only 25%....nice nerf
Did Surge get nerfed again already? I'm only seeing 20% increase on PTS.
And just because we can never have too many nerfs here's another.
On Live, another essential ability was Flawless Dawnbreaker "Weapon attacks deal 10% additional damage." I foolishly believed the wording was intentional to include staves. But in PTS it has been changed to "Your weapon damage is increased." This means it no longer applies to Staves
Abilities that cost magicka will now always scale off your magicka, spell damage, and spell critical strike stats.
Where is the scale for Surge???it's ability that cost magicka and it didn't scale with your max magicka.It's scales only with rang of the skill
@ZOS_GinaBruno
Abilities that cost magicka will now always scale off your magicka, spell damage, and spell critical strike stats.
Where is the scale for Surge???it's ability that cost magicka and it didn't scale with your max magicka.It's scales only with rang of the skill
@ZOS_GinaBruno
I like your solution for Surge better. Making all versions give the major berserker buff in addition to the weapon or spell buff makes a lot of sense.
I'll have to change my signature when I get home.
So first you claim that the nerf to Surge isn't that big a deal but then you follow it by saying that Sorcs with Magicka builds should just forget about Surge, that it's not a good skill for us anymore.I have a Sorc and I'm really excited about 1.6 since Sorcs have been buffed A LOT! But I feel like maybe some people who only have Sorcs don't see the changes made to all classes in regards to buffs, AOE survivability etc. and thus don't understand that the nerf to Surge is actually not that big of a deal.
If you play Magicka, you switch Surge for Structured Entropy and it's all good. Forget about Surge as it's not a good skill for you anymore. Move on and adapt, you'll be able to create a whole lot better build now.
The changes to Impen would make Crit Surge actually useful. If it was determined to be OP then as you say, I'm sure that problem could solved. There's a fairly large gap between being completely worthless and OP.Sure, it's a bit stupid the heal can proc from small DOTs. That could perhaps be solved somehow, I get that. But what many don't seem to see is that all classes have been nerfed in terms of AOE survivability, you're not supposed to tank 10 mobs and AOE them down in Light Armor. Plus with the impen changes Crit Surge would be so insanely *** disgustingly OP in PvP that I can't stop myself from laughing hysterically when thinking about it.
No one expects or even wants 3 major buffs. (not that there would be any real difference between having 3 or just having 2 since one of the three would have no use).Simply put, look at the bigger picture, don't get hung up on a single skill. Also don't expect to get an instant cast skill that gives you 3 Major Buffs including 1 that is only available to 2H otherwise and another that requires an Ultimate to get. That's insane. If you think that's going to happen, just stop.
Abilities that cost magicka will now always scale off your magicka, spell damage, and spell critical strike stats.
Where is the scale for Surge???it's ability that cost magicka and it didn't scale with your max magicka.It's scales only with rang of the skill
@ZOS_GinaBruno
I like your solution for Surge better. Making all versions give the major berserker buff in addition to the weapon or spell buff makes a lot of sense.
I'll have to change my signature when I get home.
Sure. Let's give Sorcs the buffs of aggressive warhorn, crit surge and entropy in one skill!!
That seems balanced.
I have an honest question though, to those who shout so loud about the Surge changes.. you only have a Sorc? Or other classes to (at max level ofc)?
I have a Sorc and I'm really excited about 1.6 since Sorcs have been buffed A LOT! But I feel like maybe some people who only have Sorcs don't see the changes made to all classes in regards to buffs, AOE survivability etc. and thus don't understand that the nerf to Surge is actually not that big of a deal.
[...]
Nightreaver wrote: »So first you claim that the nerf to Surge isn't that big a deal but then you follow it by saying that Sorcs with Magicka builds should just forget about Surge, that it's not a good skill for us anymore.
Yes, Entropy makes a nice replacement for Surge. The issue I have is that Surge was one of very few class abilities worth taking up a slot on our ability bar. Now we are being expected to give it up for yet another non-Sorcerer ability. I would just really like to see Sorcerers use actual Sorcerer abilities and not be so dependent on abilities outside our class.
As a leveling Sorcerer, Surge was the ability I most looked forward to acquiring. Now it is completely useless to any Sorcerer leveling a Magicka build. And yet Magicka builds must still assign points to it and level it just letting it take up valuable space on their ability bar if they want the morph.
The changes to Impen would make Crit Surge actually useful. If it was determined to be OP then as you say, I'm sure that problem could solved. There's a fairly large gap between being completely worthless and OP.
No one expects or even wants 3 major buffs. (not that there would be any real difference between having 3 or just having 2 since one of the three would have no use).
1) Change the base ability to providing Crit Heals only. That would be beneficial to both Stamina and Magicka builds while leveling. As opposed to being completely worthless for Magicka builds.
2) One morph would add Weapon damage while the other adds spell damage.
We aren't asking to give Magicka builds anything more than what Stamina builds already have.
Also, it was already suggested many times now to cap the surge heal at 6 targets like every other special effect of AoE skills in the game, rather than making it completely useless for anything else than a 2 hand stamina build.
I can't see how anyone could have a problem with that, with Crit Surge you heal for 65% of Critical hits - so take your dps against 6 targets (players), multiply it with your spell crit, multiply it with 0.65, and finally multiply it with ( (2/3)+(1/3)*(~0.4) ) for impenetrable.
So, anything against this solution (to the non existent problem) ?
Also, it was already suggested many times now to cap the surge heal at 6 targets like every other special effect of AoE skills in the game, rather than making it completely useless for anything else than a 2 hand stamina build.
I can't see how anyone could have a problem with that, with Crit Surge you heal for 65% of Critical hits - so take your dps against 6 targets (players), multiply it with your spell crit, multiply it with 0.65, and finally multiply it with ( (2/3)+(1/3)*(~0.4) ) for impenetrable.
So, anything against this solution (to the non existent problem) ?
So.. assuming absolutely no buffs Impulse rank 1 does 2187 dmg * 6 = 13122 / 2 (50% crit) = 6561 * 1,5 (crit dmg) = 9841 * 0,65 (healing) = 6396 per cast of spammable AOE. Imo that's way OP. Also not factoring impen in as the whole point of the changes was to not force everyone to run full impen.. and even then it would still be high. If you want it this way I'd rather suggest a cap on 3% max health or so per sec.
Problem with having crit surge capped at 6 targets is you can output insane AOE at the same time as healing for ridiculous amounts. Any other class you have to sacrifice offense for defense, or do you disagree?
Also, it was already suggested many times now to cap the surge heal at 6 targets like every other special effect of AoE skills in the game, rather than making it completely useless for anything else than a 2 hand stamina build.
I can't see how anyone could have a problem with that, with Crit Surge you heal for 65% of Critical hits - so take your dps against 6 targets (players), multiply it with your spell crit, multiply it with 0.65, and finally multiply it with ( (2/3)+(1/3)*(~0.4) ) for impenetrable.
So, anything against this solution (to the non existent problem) ?
So.. assuming absolutely no buffs Impulse rank 1 does 2187 dmg * 6 = 13122 / 2 (50% crit) = 6561 * 1,5 (crit dmg) = 9841 * 0,65 (healing) = 6396 per cast of spammable AOE. Imo that's way OP. Also not factoring impen in as the whole point of the changes was to not force everyone to run full impen.. and even then it would still be high. If you want it this way I'd rather suggest a cap on 3% max health or so per sec.
Problem with having crit surge capped at 6 targets is you can output insane AOE at the same time as healing for ridiculous amounts. Any other class you have to sacrifice offense for defense, or do you disagree?
1. Blazing Shield is offering high defense with high offense if the enemy is stupid enough to stack up in that 5 m radius, just like surge+impulse, but based on a damage shield (wich is actually superior in light armor in 1.6 now).
2. To get that damage and to sustain it, you have to sacrifice a lot of defense already, you don't outheal those 6 players with healing 6396 per cast (less, impenetrable will still be the most useful PvP trait, especially since people can run crit builds, too). You have not much health, very low resistances and have to keep up Immovable to not be CCed.
Shield Stacking is a problem in 1.6 so far imo, it's to strong and could help you regain health to then continue your AoE spamming. But that is another issue that needs to be adressed.
3. There have been several suggestions how else to fix the problem, including capping the hps with no cooldown or reducing the cooldown.
Those two would make surge more viable though I still don't like them for following reasons:
- Capping the hps would mean making the Critical Surge less viable for burst builds, especially 2 hand stamina build. So just the other way around. It also doesn't feel right forcing people to do sustained damage in order to get the most benefit from their critical strikes... if you get what I mean.
- Reducing the cooldown would reduce the problem, not solve it. DoTs would still be able to eat up the heal, just less likely.
I see it would be to take out the synergy with all kinds of AoE damage (why, actually? Sap/Draw Essence heal more for more targets hit as well).
Edit: forgot to mention Crushing Shock, I see no point in letting it heal less than other damaging abilities, it is still the best skill for sustained single target dps the Sorc can come up with.
That leads me to another suggestion how to deal with this.
If you want to get heal from Draw Essence, you affect as many targets as possible, but can't spam it. Else you lose to much magicka. Sap Essence isn't doing that much damage on it's own as well, it currently builds a lot ultimate wich can be used to do damage in 1.5 builds.
With Critical Surge, however you can choose your attacks and they will heal you for all critical damage.
So why not either drain magicka or do less damage when active?
I don't think the Surge should do less damage, since it's a damage buff, after all.
So why not make it so it drains magicka for the heals you get. There is no efficient way to regain that magicka from mutliple enemies at the moment.
So we could design morphs this way:
Base ability: Critical Surge, heals for critical damage, percentage increases with rank. The heals drain magicka (fixed value or dependent on healing).
Morph one: Power Surge, grants weapon damage buff. Also is using stamina and the heals drain stamina.
Morph two: Spell Surge, grants spell damage buff.
Dk's got 2 major buff (inferno) for free so i think if sorc will got 3 major buff for magicka/stamina cost will be great.All is fair
Khivas_Carrick wrote: »I cant understand the change of mending. The templar is the only class with a healing tree, so i think ZOS wanted him to be the best healer ingame.
I hope that will not be such a big weakening as i fear a the moment...
and yet they could have given dk's cleansing flames, nbs more siphoning morphs that aoe heal, and sorc some aoe group bubbles. NOP. So now they have to balance templar out with its heals. ( i know about crit surge, and green dragon blood, but those are self heals only )
I think this is because Resto Staffs got made to be more powerful, but frankly that still doesn't make much sense because a Templar can still just toss on a Resto Staff and go to town, so why not buff other class abilities to be ally-healing skills? It really boggles my mind o_O.
In fact, here's just a rough idea for each skill that could work in such a way:
Nightblades -
Siphoning Strikes and Refreshing Path can be made into actual legit heals, one being a HoT, a real HoT I should say based off of Party Member Damage, and Refreshing Path can be an actual burst heal.
Sorcerers -
This is what should have happened to Surge. One half becomes what Sorcs know and love but with a minor change; a boost to overall damage, both spell and weapon, whichever is higher, and a heal whenever you crit, period, with a max of 6 targets in AoE.
The morph is the fun part, where when you make it into a toggle ability and it increases your healing done by 10%, with 1% bonus added each time a heal crits, stacking up to 10 times, making a Sorc healer super viable and even with a Templar.
Dragonknight -
Earthen Heart abilities should be tailored not for Tanking and survival but solely for Support and Healing, with certain moves devoted to giving the entire party damage shields and HoTs. Such skills like Obsidian Shield already do this if I'm not mistaken, but an emphasis should be placed on them and their effectiveness and while a shield is up on an ally, the healing they receive should be stronger. Helping Hands passive should also restore Stamina and Magicka to allies over time after an Earthen Heart ability is activated.
Templar -
I'm not listing what should be, but what already is, especially on PTS. Thanks to the changes to how Stamina and Magicka work, as well as damage and tanking- Hell literally everything, Templar abilities such as Luminous Spear cannot be taken lightly. They are extremely vital now, and damn near always needed during boss fights to ensure DPS and Tanks maintain their resources for as long as possible, among other abilities Templars bring to the table. No longer are they bought in for their sheer healing prowess, but rather their raw support ability. That said, the other classes still pale in comparison, and that shouldn't be the case at all I believe.
Dk's got 2 major buff (inferno) for free so i think if sorc will got 3 major buff for magicka/stamina cost will be great.All is fair
You get weapon crit and spell crit with inferno. How is that any better of a combination that weapon power and spell power?
You can't just count buffs. You are literally asking for the absolute best buff that exists in the game "Major Berserk". If you just want a lot of different buffs, sure, here.. have some stam, magicka, health recovery..
From the PTS patch notes:ZOS_GinaBruno wrote: »Surge
- This ability now applies the Major Brutality buff.
- Power Surge: This ability now applies the Major Brutality and Major Sorcery buffs.
- Critical Surge: This ability now has a one second cooldown on the heal.
What we knew so far was that it would grant a much smaller buff and not buff Destruction Staff abilities with Critical Surge. Though I still think it would have been a good thing to let both morphs heal, one giving a weapon damage buff and one a spell damage buff.
However, the cooldown for the surge heal is just horrible game design in my opinion.
I believe it is to prevent Sorcerers from getting their enourmous heal by damaging a great amount of players with AoE abilities. That would make it different from the other AoE skills wich will not apply their special effects to more than 6 players. I don't think that is a good thing anyway as it still encourages zergballing, but that is not the point here.
The cooldown will make Critical Surge
1. useless against several enemies and
2. it will not work if you are applying ANY DoT at all.
The spell damage morph seems to be a thing for hybrid builds, as a magicka build you just use Entropy.
So please, ZOS, this has to be fixed before the Update goes live if you don't want to screw any Sorc who does not want to be a boring pet DD in some PvE dungeon.
Make Power Surge competitive and take out the cooldown from critical Surge.
In the best case apply the weapon damage buff only to "Critical Surge" (rename it) and give both morphs the healing component.
If you are afraid of the healing a Sorcerer could get without the cooldown please think of a better way to reduce or cap it. Make a cap of maximum heal per second for example, maybe scaling with spell damage&magicka / weapon damage&stamina dependant on the morph. Or just don't let AoE abilities surge heal for more than 6 targets. Those are just my thoughts, you should come up with something better than this cooldown though it is really bad design.
ZOS_GinaBruno wrote: »
[*] Storm Calling
- Overload: Increased the damage of Overload light attacks by 50%.
- Surge: All ranks and morphs of this ability now provide healing when you land a critical strike. Also, the healing cooldown has been reduced to 0.25 seconds from 1 second.