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If the CD for Surge on the sorcerer class is set to go will you make it only trigger on...

Digiman
Digiman
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Direct Damage? Hate to have to ditch element of rings for Pulsar to prevent at 0.25 sec CD on a 12 heal from crit on a damage over time effects from one of 3 targets or the dot from Force Shock!

Will you please code the heal to only tigger from Direct Damage attacks only. No Damage over times effect triggers....

Best Answer

  • Septimus_Magna
    Septimus_Magna
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    They should remove the cooldown entirely and limit the max targets that can return a heal to 6.

    This is the way of ZOS to fix thing, lets change 3 variables and pray it balances out.
    They reduce the value by 25%, introduce a 0,25 second CD and make it heal for a random critical attack.

    The easiest way to limit this is to have a max number of enemies it can heal from like you said.

    If there has to be a cool down it should heal for the biggest critical hit during the 0,25 seconds, we would loose all the small heals but at least is would be useful against a few targets.

    How Power Surge should be:
    Invoke Meridia's name to get a rush of power, granting you Major Brutality and Major Sorcery, which increase Weapon and Spell Damage by 20% for 23 seconds. While active, critical strikes heal you for 40% of the damage done to the 6 closest targets.

    Edited by Septimus_Magna on 1 April 2015 11:55
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
    Answer ✓
  • AssaultLemming
    AssaultLemming
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    They should remove the cooldown entirely and limit the max targets that can return a heal to 6.
  • kkampaseb17_ESO
    kkampaseb17_ESO
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    They should remove the cooldown entirely and limit the max targets that can return a heal to 6.

    This is the best solution.
  • C0pp3rhead
    C0pp3rhead
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    They should remove the cooldown entirely and limit the max targets that can return a heal to 6.

    "Things which are alike in nature grow to look alike, and the speaking stones have lain a long time lookin' at the sun. Some believe they descend with the lightning, but I believe they are on the ground and are projected downward by the bolt."

    Fear my moustache powers.

    Tastes-New-Blood - V14 Argonian Templar
    Giblets N Bits - V2 Imperial Nightblade
    Skruyue N'Alyutu - V1 Altmer Sorcerer
    Jolbie Firecrotch - L31 Nord Dragonknight

    Vehemence - - Valhalla's Guard
  • ToRelax
    ToRelax
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    They should remove the cooldown entirely and limit the max targets that can return a heal to 6.

    It was suggested all the time since we first heard of the CD, if it's somehow hard to implement they should at least tell us about that.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Exstazik
    Exstazik
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    Another variation:
    Formula
    DMG_Type_DOT
    DMG_Type_Direct
    CD

    Surge heal(with CD):=
    if (DMG_Type_Direct) and (CD<0,25) then
    surge_heal:=DMG_type_Direct*x%
    else
    surge_heal:=0;


    Also:Crushing_shock_DMG:=DMG_elem_1+DMG_elem_2+DMG_elem_3
    Crushing_Shock_DMG=DMG_type_Direct

  • Yusuf
    Yusuf
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    "We plan to rebalance the game via buffs and not nerfs."
    One of the community-managers said that on one of those livestreams a few weeks ago, just sayin'.

    Every class has a skill that deals damage while healing you at the same time: DKs have Inhale/Draw Essence, NBs have Sap Essence, and Templars have Puncturing Sweep.

    Sorcerers HAD critical surge but it got nerfed into oblivion: is nobody annoyed that the healing is only 40% of the critical-damage instead of the previous 65%?

    That alone is a huge nerf, the cooldown is just....broken.

    At this point the heal from Entropy is bigger. I'm serious, test it.
    You get a better heal from spamming Entropy over and over again than Surge.
  • Shlankwald
    Shlankwald
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    @Yusuf This being nerfed along with crystal fragments being nerfed has pretty much destroyed my build entirely. I'm pretty outraged at this as well, they are even taking away the main critical buff for spell damage, i feel this was a pretty big nerf, wereas it seems most other classes got buffed.
  • pppontus
    pppontus
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    Surge healed me pretty well when I was soloing, but if there was a way to remove proc from dots that would be very nice.
  • GreyRanger
    GreyRanger
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    They should remove the cooldown entirely and limit the max targets that can return a heal to 6.

    Has been suggested to death since 1.6 and ignored. I cant figure out where they are going with Sorcerers. May be they really do want to create togglemancers.

  • Jar_Ek
    Jar_Ek
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    As a DW stamina sorcerer, this change got me killed. The problem is the heals will proc off any DoT or weak ability - meaning it is essentially a RNG heal. If you use Blood Craze, Flurry (only first hit triggers), or any Axe, or Lightning Form, any of these can kill your heals. And this is just one build... there are a lot of potential DoT and low damage sources available that can crit and reduced your healing.

    As it stands, it is better to use a critical potion and avoid Critical Surge - at least that way you won't be fooled into believing you have a viable, reliable form of healing in melee.

    I guess one potential solution would be to remove the CD for critical surge (or allow X [8?] heals from the ability within 0.25 seconds) and keep the CD for Power Surge - but honestly that would be a bit harsh on magicka builds.
  • Snit
    Snit
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    The crit surge nerf was the most mystifying 1.6 change of all to me. Why? And did they realize that they were changing the skill in a manner directly incompatible with any and all DoT skills?

    It's just odd.
    Edited by Snit on 24 February 2015 21:42
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • s7732425ub17_ESO
    s7732425ub17_ESO
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    Yusuf wrote: »
    "We plan to rebalance the game via buffs and not nerfs."
    One of the community-managers said that on one of those livestreams a few weeks ago, just sayin'.

    Every class has a skill that deals damage while healing you at the same time: DKs have Inhale/Draw Essence, NBs have Sap Essence, and Templars have Puncturing Sweep.

    Sorcerers HAD critical surge but it got nerfed into oblivion: is nobody annoyed that the healing is only 40% of the critical-damage instead of the previous 65%?

    That alone is a huge nerf, the cooldown is just....broken.

    At this point the heal from Entropy is bigger. I'm serious, test it.
    You get a better heal from spamming Entropy over and over again than Surge.

    The issue is that 65% healing from crits is really strong. They could have easily reduced the healing to 30%, not implemented this cooldown crap, and the complaining would be much, much less.
  • Snit
    Snit
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    The issue is that 65% healing from crits is really strong. They could have easily reduced the healing to 30%, not implemented this cooldown crap, and the complaining would be much, much less.

    Yep - reducing the healing somewhat would have been better than making the spell incompatible with DoT's.
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • c0rp
    c0rp
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    They should remove the cooldown entirely and limit the max targets that can return a heal to 6.

    Yes...and how many times does this need to be said before it gets done. I never knew rocket science was so hard.

    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
  • Reykice
    Reykice
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    Jar_Ek wrote: »
    As a DW stamina sorcerer, this change got me killed. The problem is the heals will proc off any DoT or weak ability - meaning it is essentially a RNG heal. If you use Blood Craze, Flurry (only first hit triggers), or any Axe, or Lightning Form, any of these can kill your heals. And this is just one build... there are a lot of potential DoT and low damage sources available that can crit and reduced your healing.

    As it stands, it is better to use a critical potion and avoid Critical Surge - at least that way you won't be fooled into believing you have a viable, reliable form of healing in melee.

    I guess one potential solution would be to remove the CD for critical surge (or allow X [8?] heals from the ability within 0.25 seconds) and keep the CD for Power Surge - but honestly that would be a bit harsh on magicka builds.

    This... it ruined most builds... we told them... everyone did... but they showed us they really don`t care what players think and went with it anyway. Now they promised some buffs in the next "major update" most likely after they noticed stamina sorcs stopped playing mostly or play less... i doubt they will do anything good and they are clearly not planning to bring Surge back by capping the number of heals per second or per anything...

    it sucks but then again vote with your wallet... that`s all you can do really.
  • Septimus_Magna
    Septimus_Magna
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    The healing effect of power surge is around 1.2k during my tests when I did about 12-13k single target dps, I have to check to be sure but I can post the damage result later. Thats about 10% of the total damage and I have 42% spell crit so it should give me decent healing. The best way to get some survivability as a sorc is to use Hardened Ward, with a 13k shield I dont need much healing. In dungeons and trails the healers make sure I get all the healing I need.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • Emma_Overload
    Emma_Overload
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    They should remove the cooldown entirely and limit the max targets that can return a heal to 6.

    6 is too low a number, though. There are plenty of situations where you have to battle 8-12 mobs at once, especially in Craglorn. If there must be a limit, 12 would be a lot more reasonable.

    Frankly, I don't see why why there needs to be any limit AT ALL. Do Nightblades have a limit on how many targets they can milk with Sap Essence?
    #CAREBEARMASTERRACE
  • Jar_Ek
    Jar_Ek
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    This is my Surge suggestion. This is intended to provide something for Healer builds, and provide something for Stamina builds, and support magicka DPS builds. It does not really solve the healing issue when fighting multiple foes... but I assumed that zos didn't want sorcerers to be able to that as they nerfed the skill in the first place specifically to break that ability.

    Surge:
    Provides major brutality (weapon damage) buff and healing on critical (with a 0.25s)
    Suggestion: Reduce the CD to 0.05s (or whatever value is required to prevent AoE simultaneous heals), and add a major (minor because it impacts on other forms of self-healing?) mending buff (increases healing output).
    Reason: This offsets the randomness of the heals and provides Sorcerer healers a significant buff. However it still prevents AoE damage spam from providing huge levels of healing (i.e. you cannot get healed multiple times from one Impulse/Steel Tornado/etc). So to offset that loss (compared to 1.6), the healing output is buffed (mending) significantly.
    Note that this could be (if needed) rebalanced by changing the level of healing return in the base skill if required [i.e. reduce the healing return by x% (30% for major, 8% for minor) of its current value] such that the mending buff does not boost self-healing too much - but as simultaneous heals (i.e. multiple target hits) have gone, then modifying this too much would negate the point of having it to some extent.
    Critical Morph
    Current: Increases the healing return by 10% to 20% at rank IV.
    Suggestion: Reduce magicka cost by 30% and whilst active it provides a major Endurance (stamina regen) buff. Healing return from critical is not increased.
    Reason: This would make it a useful for stamina builds and maybe PvP magicka builds.
    Power Morph
    Current: Provides major sorcery (spell damage) buff
    Suggestion: No longer provides a Brutality buff. Provides major sorcery buff and major (minor?) berserk buff.
    Reason: This would make it a very good DPS substitute for Structured Entropy for magicka builds.
    Note this does make the morph slightly worse for hybrid builds (as they lose the brutality buff).

    And a shameless plug for where it came from:
    http://forums.elderscrollsonline.com/en/discussion/167102/sorcerer-skilltrees-a-re-imagining#latest
    Edited by Jar_Ek on 26 April 2015 18:14
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