"If we ensure crit surge works on shields, sorcs will be happy."
Here's the funny bit -- I would bet my striped senche tiger that internally, the combat team thought, "If we ensure crit surge works on shields, sorcs will be happy."
I am worried about that you may crit shields, only because that may force me to invest more into health
I think i will reserve judgment on any of these changes until I actually see them. We can speculate sure, but to get all upset without even seeing the hard numbers seems silly to me. What I do notice is that they do seem to be listening and do seem to be making an honest effort to make improvements and balance things. I think we sometimes forget that PTS is a testing server. It's not the live game. I've been playing sorc. class since beta and i'm not a pro player but I love my sorc. The initial changes in 1.6 were difficult and I feel like I don't know my own character anymore, but I see them working with me and i'm willing to reserve judgement till the live version hits. In the meantime i'm willing to test and give feedback, but man... so much negativity on comments that we have no hard numbers on and can't test seems premature. For instance, while i heard him say they were going to change the passive and make it increase spellpower I didn't hear him say they were taking away the reduced cost function. Now, maybe they are, maybe they are not, but we can't get angry till we know. Just my 2 cents. I'm still hopeful.
I am worried about that you may crit shields, only because that may force me to invest more into health
You get little out of health, though, given the low mitigation of light armor. Health is a much better investment for someone in medium or heavy.
It might work if you can commit to keeping Thundering Presence up. That provides poor synergy with your shield, but it would make investing in health more worthwhile.
Personally I am glad, that ZOS trying to help the community and buffing the sorcerer, but by my opinion, the planned changes are not enough - but I want to test them as well.
My pre-test opinion is this:
The mentioned passive should be at least 5% more spell damage for 1 slotted skill, but this is the minimum to have it at least a bit effective!
I can imagine 5% for first passive skill point, 10% for second skill point used there! That would be a great buff!
So, 1 skill slotted on bar = 10% more spell damage!
Lighting splash: ZOS you need to increase the damage of this skill also, and morphs as well, not only the duration. This spell hits really like a small baby and when somebody uses the Synergy it just disappears with not enough high end damage.
I think Staff Elemental ring/Impulse will be still better than this one!
One wanted fix of Crystal Fragments: It is never instant cast, even it PROCs from other skills, it has still cast time, less the full cast time, but it is still not instant! Maybe the animation change should be a fix for this, to be sure, that it is instant.
@ZOS_JessicaFolsom @ZOS_GinaBruno
I really like the change of Splash, I love that ability - but not only the duration should be increased, they should increas the damage, too. Or even the first hit morph should get a serious buff.
Right now Sorcs have too many "meh" abilities. Daedric Mines is totally a Melee skill - why is there no morph that places three mines on the target and that explode after we (=the Sorc) did some amount of damage? Or they explode when they get hit by Crystal Shards or something like that - would give us more opportunities.
I really like the change of Splash, I love that ability - but not only the duration should be increased, they should increas the damage, too. Or even the first hit morph should get a serious buff.
Right now Sorcs have too many "meh" abilities. Daedric Mines is totally a Melee skill - why is there no morph that places three mines on the target and that explode after we (=the Sorc) did some amount of damage? Or they explode when they get hit by Crystal Shards or something like that - would give us more opportunities.
Ehm, sorry, but those mines - we really don't need more burst damage.
We need better sustained damage without having to use pets for it.
Only thing I am not so sure about Lightning Splash is that it may not be able to compete with Impulse or Firerune (it will at least be better than the 1.62 Wall of Elements, wich really isn't that hard).
The changed passive must give a lot of spell damage to make sorcerer abilities more worthwhile to slot. Since spell damage doesn't even contribute that much to most abilities. But if it does, that change is a very good one imo.
I really like the change of Splash, I love that ability - but not only the duration should be increased, they should increas the damage, too. Or even the first hit morph should get a serious buff.
Right now Sorcs have too many "meh" abilities. Daedric Mines is totally a Melee skill - why is there no morph that places three mines on the target and that explode after we (=the Sorc) did some amount of damage? Or they explode when they get hit by Crystal Shards or something like that - would give us more opportunities.
Ehm, sorry, but those mines - we really don't need more burst damage.
We need better sustained damage without having to use pets for it.
Only thing I am not so sure about Lightning Splash is that it may not be able to compete with Impulse or Firerune (it will at least be better than the 1.62 Wall of Elements, wich really isn't that hard).
The changed passive must give a lot of spell damage to make sorcerer abilities more worthwhile to slot. Since spell damage doesn't even contribute that much to most abilities. But if it does, that change is a very good one imo.
You do realize that those mines give you sustained damage next to burst?
"28m range: Place three daedric mines on your target. The mines will last for 30 seconds. When you attack the target, each mine explodes after the target received XX damage. Do those mines last until the end, they will explode for 50% of their combined damage. Daedric Mines can only be cast once."
So they would give you burst AND sustained damage, cause both are going hand in hand.
I love the skill but I hate the melee range component of it.
You can do Instant CF,but you need prevent animations with block....
unfortunately after block you can't use anything ~1 sec.
Seems ZOS can't fix this due world CD animations
- If you not cancel animation this CD=animation while the character up hand and cast CF
- If you cancel animation this CD goes after block
If this can not be fix as i already wrote due World CD than "CF Proc" should do more DMG than 20% because even with "Proc" it's done less damage than "Snipe/lethal arrow" spam