f047ys3v3n wrote: »Chicken or egg? In this case we know. There are more DK's total and more DK's on the leaderboards because they are stronger not because the game started with more. How do we know? Well, Half those Dk's on the boards have old mothballed Sorc toons. I know those players and am around when the trial groups are formed. For the speed runs we choose what class balance we want then choose the best currently available players in each class. 2 Temp, 1 Sorc, 1NB, 8 DK for AA: 2 Temp, 2NB, 8 DK for Hel-ra: 3 Temp, 2 NB, 7 DK for Sanctum. There are basically DK's and players to support the DK's chosen based on the mechanics of the particular trial. That lone sorc in AA is actually there not even there kill things but to negate trash we skip.
The bottom line is that's what currently works best. Sorcs just lack both the DPS and support utility to be worth much. I call them the hollow class. Hopefully this changes in 1.6 I don't have near the info to comment on that now but the DPS will have to be very high as they lack much of any group utility.
Of course things can only be better with better balance. I'm just curious about how much a screenshot with 20 DKs has to do with there simply being 50 million DKs in the running.
Of course things can only be better with better balance. I'm just curious about how much a screenshot with 20 DKs has to do with there simply being 50 million DKs in the running.
That may be part of the issue, but I've seen members of some of the largest trials guild state here in the forums that they currently don't take Sorcerers on speed runs, and don't plan to take them in 1.6. So yeah, the balance part of the issue is pretty serious IMHO.
Of course things can only be better with better balance. I'm just curious about how much a screenshot with 20 DKs has to do with there simply being 50 million DKs in the running.
That may be part of the issue, but I've seen members of some of the largest trials guild state here in the forums that they currently don't take Sorcerers on speed runs, and don't plan to take them in 1.6. So yeah, the balance part of the issue is pretty serious IMHO.
Do I want to be #1 -> always reroll FOTM
Do I want to be #1 -> always reroll FOTM
Two things to consider:
1) The FOTM has been the same class for a year. The basic pecking order has not changed since launch, though the gap has closed somewhat. This isn't one of those games where things shift every eight weeks
2) The FOTM for armor was light armor for a year. That will change next week. Dramatic shifts can happen. ZOS recognized that stamina builds underperformed, and they fixed it with a vengeance
The real issue is not player perceptions, but ZOS's perceptions. They've told us they think sorcs are fine and that player complaints about balance are inevitable (they said exactly that, two ESO Lives past). They're clearly getting feedback from someone they trust, and it has been "Pfft -- nerf bolt escape again."
If most of their feedback comes from serious PvP guilds, they're by definition talking to an audience that's half DK's. My guess is that most of their inner circle views sorcs more as mobs than PC's
2) The FOTM for armor was light armor for a year. That will change next week. Dramatic shifts can happen. ZOS recognized that stamina builds underperformed, and they fixed it with a vengeance
The real issue is not player perceptions, but ZOS's perceptions. They've told us they think sorcs are fine and that player complaints about balance are inevitable (they said exactly that, two ESO Lives past). They're clearly getting feedback from someone they trust, and it has been "Pfft -- nerf bolt escape again."
If you're serious about being competitive and want to be in the top 3, you can't stop yourself at "but I like this class, I don't want to reroll".
If you're serious about being competitive and want to be in the top 3, you can't stop yourself at "but I like this class, I don't want to reroll".
You're absolutely correct, as applies to this MMO and pretty much every other one. That's just how it always seems to work. However, the need to reroll is directly and inversely proportional to how much time and effort the dev team puts into class balance.
That gap can never be closed completely, so the top-end guilds will always experience it. However, for the other 98% of the player base, closing it somewhat makes a real difference. Many (most?) players simply won't accept "if you don't like it, reroll" as the answer.
If you're serious about being competitive and want to be in the top 3, you can't stop yourself at "but I like this class, I don't want to reroll".
You're absolutely correct, as applies to this MMO and pretty much every other one. That's just how it always seems to work. However, the need to reroll is directly and inversely proportional to how much time and effort the dev team puts into class balance.
That gap can never be closed completely, so the top-end guilds will always experience it. However, for the other 98% of the player base, closing it somewhat makes a real difference. Many (most?) players simply won't accept "if you don't like it, reroll" as the answer.
This is also true. With Sorcs now pulling 14k damage vs 15-18 for most other classes, gap is much closer than in 1.5 though.
Edit: Then again, if you're not competing and you can still get in top 10 with a skilled sorc, the gap isn't that big either atm (especially with such a small hardcore community ready to reroll at all costs).
If you're serious about being competitive and want to be in the top 3, you can't stop yourself at "but I like this class, I don't want to reroll".
You're absolutely correct, as applies to this MMO and pretty much every other one. That's just how it always seems to work. However, the need to reroll is directly and inversely proportional to how much time and effort the dev team puts into class balance.
That gap can never be closed completely, so the top-end guilds will always experience it. However, for the other 98% of the player base, closing it somewhat makes a real difference. Many (most?) players simply won't accept "if you don't like it, reroll" as the answer.
This is also true. With Sorcs now pulling 14k damage vs 15-18 for most other classes, gap is much closer than in 1.5 though.
Edit: Then again, if you're not competing and you can still get in top 10 with a skilled sorc, the gap isn't that big either atm (especially with such a small hardcore community ready to reroll at all costs).
You mean to tell me that Sorc pull 14k while bringing close to no utility and most other classes/builds pull 15-18k while getting better utility is fine because gap is closer than 1.5?
I truely hope that this statement reveals false when definite builds are sorted out for 1.6. However, I fear that even builds starting to near their maximum potential won't invalidate it.
Yes, it removed all ground effects, stunned and made it so that you could not cast any new ground effects inside the area. It was just too much in PVP, still annoying that ZOS don't just take the plunge and balance some skills differently PVE/PVP.
Yes, it removed all ground effects, stunned and made it so that you could not cast any new ground effects inside the area. It was just too much in PVP, still annoying that ZOS don't just take the plunge and balance some skills differently PVE/PVP.
So behavior is different from PVP to what ads do in PVE, in PVE if you break out of negate, your ulti will get dispelled but you can use abilities (at least it's the case for Battlemage's negates). They could just have tweaked the Negate in PVP so that you can break out of it & use ultimates & abilities .
Yes, it removed all ground effects, stunned and made it so that you could not cast any new ground effects inside the area. It was just too much in PVP, still annoying that ZOS don't just take the plunge and balance some skills differently PVE/PVP.
So behavior is different from PVP to what ads do in PVE, in PVE if you break out of negate, your ulti will get dispelled but you can use abilities (at least it's the case for Battlemage's negates). They could just have tweaked the Negate in PVP so that you can break out of it & use ultimates & abilities .
Well, you can use abilities if you break out but not ground based ones. Most groups wipe inside negates because no Healing Springs (or at least I think that's how it works??).
That's it. Before nerf, Negate would silence players under it and dispel any ennemy ground effect. Players could always CC-break it as silence is a hard-CC and cast spells from under the dome. However the ground effect dispelling occurred once per second for the full duration of the negate.
AssaultLemming wrote: »Pretty disappointing, although reducing the number of toggles would have an effect on sorc magicka dps if done right.
Personally I still think a buff to the standard damage of mages wrath to put it in line with or slightly higher than crushing shock is the easiest fix.
TLDR FEEDBACKZOS_GinaBruno wrote: »Please continue to report any issues you may come across, and thank you for all your support and feedback!
There are 3-4 things about the livestream that make it hard to place my sorc trust in you, but I still do:
1. Not seeming to know the name of the skill that you had nerfed previously (Crushing Shock)
2.Not seeming to know that the force pulse morph isn't working as you described (no 10% on the morph), even though this is all over the forums which apparently are read often.
3. Not seeming to know how boss mechanics/heals interacting with Sorc Pets is a problem in PVE
4. This is only conjecture, but the suspicion that testing balance changes is only done in PVP or single target PVE situations.
ZOS_GinaBruno wrote: »Hey guys, thanks for your patience. We do have a status to share regarding Sorcerers as they currently stand.
First, there is one outstanding issue with Crystal Fragments not proccing when you cast Bolt Escape; we are aiming to fix this by time Update 6 is live. While we aren’t planning to implement any additional changes before Update 6 goes live, we will be keeping a very close eye on how Sorcerers – and all classes – perform in a Live environment, and will make tweaks as necessary. With Update 6 just around the corner, we don’t want to make any drastic changes that could affect gameplay in a negative way.
That said, we do have plans to make the Sorcerer more effective as a stamina DPS, tank, and healer. The first change we already made towards that direction is allowing the Clannfear to heal the caster based on their maximum health when the Clannfear is killed or dismissed. In a future update, we will be looking at giving the Sorcerer unique ways to fulfill the healer role, or deal damage with stamina-based abilities. Some specific issues we will also be evaluating are the number of toggled abilities on the class, Surge healing cooldown, and tweaks to make Dark Exchange more useful.
Please continue to report any issues you may come across, and thank you for all your support and feedback!
Started templar.If someone want my negate for trials /w with fair priceEdited the first post as reaction to the 1.6.5 patch notes.
I hope there will be some changes in the near future, until then sorcs gonna have a bad time.
Started to level a DK 5 days ago. It's just a joke when you see how it's abilities synergize and how powerful DKs are. He is VR1 now.