Its not all bad, those changes should help.
However the damage shield Nerf is going to hurt bad.
I ran into guys like pact mender on the pts who was able to chew through my shields as fast as I could cast them, and this was before the Nerf.
The damage shield Nerf was brought on by certain night made builds whining they could dps a hardened ward user down in 2 seconds.
You can still be cc, stunned, etc behind a damage shield, they didn't make us unkillable by a long shot.
All this does is make sorcs even squisier and will force us to rely more on bolt escape even more.
I can bolt escape either 17 or 18 times on pts with the standard champ points, if I can do it, so can others.
How long now before they cry to re-Nerf bolt escape? 2 days after it goes live? A week? Because folks are crazy if they think I won't be spamming blinky blink because I sure as hell am not going to stick around behind needed shields and let folks kill me.
I'm sure other sorcs will come to the same conclusion, hope folks like chasing......
Pancake-Tragedy wrote: »I felt like my question was a good one, and went unanswered and instead they made fun of my name
Edit: to clarify, I asked for a ranged instant-class single target class ability. Eric replied with: "Well you have the instant proc cast for crystal fragments"
They better not be replacing the current expert mage cost reduction! They should add the spell power bonus to it. Otherwise how is this a buff, when you take something away? If you have 1 and you add 1 but then minus 1...you still end up WITH 1! That is not an addition, that's "you asked for extra so we added some and took away some, so now you have exactly the same as before but you should feel better because we gave you some"ezareth_ESO wrote: »So Bolt Escape is receiving a 16% base cost increase nerf and the penalized version(+50%) is receiving a 9% cost increase nerf.
Mages wrath is receiving a 16% base cost increase nerf.
Lightning Splash is going to last longer but cost 16% more.
All of our Damage shields are receiving a 15% nerf that are even more necessary in 1.6.
In return we're going to receive a spell power buff of unknown strength for using the same class abilities that they just nerfed and Light Armor is getting more Spell Penetration when spell penetration is already next to useless.
Brilliant!
And this was meant to address "Issues" with Sorcs? I'm so looking forward to going backwards even further in 1.6....
ezareth_ESO wrote: »In return we're going to receive a spell power buff of unknown strength for using the same class abilities that they just nerfed and Light Armor is getting more Spell Penetration when spell penetration is already next to useless.
Brilliant!
Armor and Spell Resistance on MOBs is set pretty low on the LIVE servers, being ~10% mitigation at a given level.
For patch 1.6 we're going to be changing this to help make abilities which debuff these stats more meaningful. The base mitigation a Mob will have due to Armor or Spell Resistance will be increased to 18%. Additionally, in general, Mage type mobs will have twice the base Spell Resistance while Tank type mobs have twice the base Armor value. Skirmisher type mobs had 1/3 higher value than base in both. Specific mobs, particularly "Boss" style mobs, may have their own individual modifiers and can have more or less mitigation.
Hope this info helps!
Another thing: Why don't they implement a small shock damage buff to Surge ? Entropy also applies a DoT. Surge should make our attacks deal shock damage on each attack. Only as much to be on par with Entropy.
For those who forgot about it:
Surge:
-Increases Spell damage by 20%
-40% of critical strikes is added as health (crits against blocking targets and Damage shields is not impossible, impenetrable lowers the healing)
- has 9 seconds longer duration than Entropy
- Costs a huge amount of Magicka.
Entropy:
Increases Spell damage by 20%
-Deals damage over time
-Recovers health every few seconds
-Increases max health by 8(?)% or 15% on hit to get 115% of weapon attack damage as health
-Increases max Magicka by 2%
-Increases max Magicka regen by 2%
-After activation, next spell deals more damage
-Costs almost nothing
So yeah.... no comment needed.
I expect the passive to give us 5% more spell damage per slotted Sorcerer ability (or however this is supposed to scale) Everything below that, is probably not worth it.
Does anyone else think, the armor values of Bound armor is way too low ?
I have just tested, how low 960 armor is. The enemy was dealing 1983 damage without me having bound armor activated and 1964 with me having bound armor activated. This is very poor in my opinion.
The funny thing is, even in 1.5, it gave us 1000 armor and now in 1.6 even less, even though it should be increased just like everything else.
I expect the passive to give us 5% more spell damage per slotted Sorcerer ability (or however this is supposed to scale) Everything below that, is probably not worth it.
Even then, it's not much. 5 skills would be 25% spell damage buff which would be less than a 7% increase in dps (if you're pure magicka build).
no one uses lightning splash in pvp, i don't wanna play the pet game, and now a nerf to dmg shields? guess they all want everyone switching from light armor to heavy armor, grab a sword & shield and not kill eachother sounds like fun
Just want to throw this idea out there, not sure how well it would work in game but. What if, like NB's have Refreshing Shadows for 30% stamina regen, sorcs got Capacitor buffed to be a 30% magicka regen passive?
no one uses lightning splash in pvp, i don't wanna play the pet game, and now a nerf to dmg shields? guess they all want everyone switching from light armor to heavy armor, grab a sword & shield and not kill eachother sounds like fun
All that is true, but that's exactly what they're trying for:
- We get a sustained DPS buff for stationary targets (mostly applies in PvE)
- We get a spellpower buff, to increase our nukes but not pets
- We get a moderate survivability nerf for PvP
It's really about making us better for endgame PvE content while nerfing us a bit for PvP. And it should make nuker builds able to compete with pet builds.
It really all depends on the numbers in the Expert Mage passive.
I expect the passive to give us 5% more spell damage per slotted Sorcerer ability (or however this is supposed to scale) Everything below that, is probably not worth it.
Even then, it's not much. 5 skills would be 25% spell damage buff which would be less than a 7% increase in dps (if you're pure magicka build).
ezareth_ESO wrote: »Its not all bad, those changes should help.
However the damage shield Nerf is going to hurt bad.
I ran into guys like pact mender on the pts who was able to chew through my shields as fast as I could cast them, and this was before the Nerf.
The damage shield Nerf was brought on by certain night made builds whining they could dps a hardened ward user down in 2 seconds.
You can still be cc, stunned, etc behind a damage shield, they didn't make us unkillable by a long shot.
All this does is make sorcs even squisier and will force us to rely more on bolt escape even more.
I can bolt escape either 17 or 18 times on pts with the standard champ points, if I can do it, so can others.
How long now before they cry to re-Nerf bolt escape? 2 days after it goes live? A week? Because folks are crazy if they think I won't be spamming blinky blink because I sure as hell am not going to stick around behind needed shields and let folks kill me.
I'm sure other sorcs will come to the same conclusion, hope folks like chasing......
They just did nerf it.
They said that surge will now proc on shielded targets. This implies shields can now be critically hit. If this is true shields just took a massive nerf, and should at least benefit from mitigation to compensate.
Does anyone else think, the armor values of Bound armor is way too low ?
I have just tested, how low 960 armor is. The enemy was dealing 1983 damage without me having bound armor activated and 1964 with me having bound armor activated. This is very poor in my opinion.
The funny thing is, even in 1.5, it gave us 1000 armor and now in 1.6 even less, even though it should be increased just like everything else.
After thinking about the changes and watching the stream, I retract my hopeful outlook. Eric couldnt even remember the name of the skill he just nerfed, crushing shock. He thinks hard casting shards is actually viable in pvp etc
OtarTheMad wrote: »Saw the nerf to damage shields coming, called it even in other threads telling Sorcs to be ready and have a backup build. Makes it really hard to roll a Sorc in PvP with the damage people can put on you so quickly.
I hope people made a backup build for their Sorc because without a good self-heal we're basically the easiest target in PvP for an easy kill. It just means that Bolt Escape will be more important and an almost must have on all Sorcs.