Germtrocity wrote: »Some of the biggest changes that need to be made before anything else gets changed is:
Dual wield magicka damage buff (anyone saying this is working as intended is fooling themselves)
Infinite sustain builds
Nirnhoned armor
Extremely high damage scaling / Low TTK
Once all of those things get changed, then class mechanics can start to be touched and tweaked, but to be perfectly honest I don't even think Zeni cares about the state of PvP at all.
AngersRevenge wrote: »
It is funny how only the people who do not have a Sorc are the ones mentioning that they are OP.
Its funny how its only the Sorcs who are the ones saying they're not OP
rofl.
Germtrocity wrote: »There are too many issues with all the classes in the current state of the game to focus on any one thing in particular.
If sorcs got nerfed they would be possibly the weakest class (again?).
We have no meaningful CCs whatsoever, and our damage is mediocre when compared to stamina damage output.
If sorcerers had a CC as powerful as fear, then I would be completely understanding of everyone crying for nerfs, but they don't - in fact, sorcerers have some of the worst, if not the worst, CC options in the game. Our greatest duration knockdown is only a little over 2 seconds, and easily avoidable.
Most of our direct damage is almost completely able to be mitigated or ignored depending on your class.
Some of the biggest changes that need to be made before anything else gets changed is:
Dual wield magicka damage buff (anyone saying this is working as intended is fooling themselves)
Infinite sustain builds
Nirnhoned armor
Extremely high damage scaling / Low TTK
Once all of those things get changed, then class mechanics can start to be touched and tweaked, but to be perfectly honest I don't even think Zeni cares about the state of PvP at all.
Well I think Sorc cc is far better than Templar's.
I remember them saying in one of the latest ESO Live episodes that melee weapons had higher spell damage as a risk vs reward concept... because you need to be close to the target... /facepalm
AngersRevenge wrote: »You guys are missing the point of my statement.
Should I have blocked, yes. Did I block, no.
AngersRevenge wrote: »I'm not saying they are OP but with their high burst and extreme mobility combined with a shield that is more than there health (exagerating).
Joy_Division wrote: »I realize Templar's give out cc immunity like it's free candy bc/ of Jabs and Eclipse, but how is a slow moving projectile that has a cast time or an obvious visual cue better than a templar who can use a non-cast time projectile, a charge, or a range AOE?
Francescolg wrote: »AngersRevenge wrote: »I'm not saying they are OP but with their high burst and extreme mobility combined with a shield that is more than there health (exagerating).
You are not exagerating at all! Around ~30k magicka/1500 spell dmg, the shield is up to 10k + 30%, so ~13k (I know the numbers are just a little bit lower). Nonetheless, 13k is pretty often MORE than the sorcerer's health (~12k), if they go full magicka/spell dmg.
Apparently, not enough guys have played a sorc as their twink! You absolutely should level a sorcerer, or even play it as a healer, to fully understand what is being talked about. I'll not elaborate all single passives, etc.
I just wanted to point out that you are not exagerating at all and, in many cases, the sorcerers shield value is higher than his basic life (no pvp boni, etc. the like, included)
Francescolg wrote: »Joy_Division wrote: »I realize Templar's give out cc immunity like it's free candy bc/ of Jabs and Eclipse, but how is a slow moving projectile that has a cast time or an obvious visual cue better than a templar who can use a non-cast time projectile, a charge, or a range AOE?
Templar's have 2 (instant) projectile spells but if you count the "travelling time" they are not really instants and real templar players now this :-) beside, the damage of this two spells is less then half the damage Crystal Fragments do! (Projectile + DoT, CC-projectile).
Templar's only comparable spell to Crystal Fragments, that is Dark Flare, which has the same cast time as CF and a longer travelling time (!). You describe CF in an exagerating, unnecessary way, to make it look worse than it really is! Compare it to the Templar's spell and you will instantly find out which of both spells is the better one. Btw, comparing the "low damage" instant spells of the Templar (Vampire's Bane/Javelin) to CF makes no sense for me.
The ranged AoE of the templar, instead, is comparable to a 'very similar' sorcerer ranged GTAE. Why don't you mention lightning splash (and morphs)? Do you know this spell? Do you really think the Templar's GTAE is better because of a single-player stun? It is better because it offers a stamina regen with the synergy but this is another point..
So to answer your, in my opinion, not reasonable question... "how is a slow moving projectile that has a cast time or an obvious visual cue" etc.. :
First of all, the 35% proc chance is FAR from being a litlle chance and OUSTANDING, so it works combined with as good as every fu..ing spell, heal, porting, buffing, etc. So this spell is up nearly most of the times for me, as I port a lot and heal a lot in battles, and I buff a lot, and even a "very cheap" Heal over Time (HoT as rapid regeneration) can proc it..
Second, it can stun. So, all in all I have the best and most potent magicka, single target, DD spell that can proc with 'whatever' I do (if you put the right spells/skills/heals/etc on your bars) and you WILL not find any comparable magicka templar spell, not one that works combined with nearly every (instant) spell/skill you use, which is what makes it so strong. Templars even don't have any passives/skills/etc. that proc "something of great value" when healing but this is another point and my text is already too long.
Crystal fragments *is* a slow moving projectile and easily avoidable. If the sorcs hands are glowing and you're close to him you better be 'rolling. If he his far away you're fine because you have plenty of time to roll when he releases the fragment proc.
My point of view on the topic is Magicka Based Sorcerers and Stamina Based Nightblades are the two strongest solo/small group specs in the game. I've played Stamina Nightblade extensively and my partner has played her sorc extensively.
The reason behind my opinion can be drawn from the similarities between the two specs:
Magicka Sorcs and Stamina Nightblades:
- High Mobility
- High Survivability
- High Damage output
Of course this is all assuming the Nightblade/Sorc are played exceptionally well. In 1v1 showdown, the Sorc is set up to win against the nightblade assuming the Nightblade and Sorc play on an equal footing, but in 1vX the stamina Nightblade has a slight edge over the sorc, so they balance out to be the top two play styles for small group and solo pvp.
Crystal fragments *is* a slow moving projectile and easily avoidable. If the sorcs hands are glowing and you're close to him you better be 'rolling. If he his far away you're fine because you have plenty of time to roll when he releases the fragment proc.
Shouldn't even read sorc thread. Same bullsh*t again and again. Seems sorcs repeated lie so many times that started believe in it by themselves?
AngersRevenge wrote: »You guys are missing the point of my statement.
Should I have blocked, yes. Did I block, no. I was specifically geared to resist magicka damage with full stats into health and still 2 shotted by magicka damage.
and I'm not saying they are OP but with their high burst and extreme mobility combined with a shield that is more than there health (exagerating). They are indeed very powerful compared to a DK or Temp. Noone should be 2 shotted when they have very high mitigation against the thing they are being 2 shotted with.
Everything is OP in 1.6 with the no soft cap. Sorcs just being a little more then the rest. No soft cap allows for extreme damage compared to mitigation. The NB is OP with Ambush, Invis, and Fear. I main a NB. We all know that the classes aren't exactly balanced in PvP.
AngersRevenge wrote: »
It is funny how only the people who do not have a Sorc are the ones mentioning that they are OP.
Its funny how its only the Sorcs who are the ones saying they're not OP
rofl.
Well I know that on these forums, @Rylana in particular has multiple v14 classes and everything I've read from him is that he thinks Sorcs are far from OP. Other than that, I have my own experience with multiple vr14s and the experience of other people I know in game who have multiple v14s.
My recent experiances are myself with a group of 3-6 players fighting a single sorc, and getting nowhere. Endless kiting with bolt, and insane damage mitigation, I used the soul magic ultimate at the same time as my friend on this particular sorc, while the other members were DPSing, the full channel went through, and the sorcs health barely moved, we only just got through the damage shields. The whole while, the sorc was still managing to deal damage to us.
To be fair, a similar thing happened the other day (though nowhere near as bad, or as hard) with a nightblade, and DKs are always stupid hard to kill. So I think some general re balancing is in order rather than nerf bat.
I think rather than nerfing powerful abilities, introducing counter abilities, strategies or options, would be better.
Francescolg wrote: »Joy_Division wrote: »I realize Templar's give out cc immunity like it's free candy bc/ of Jabs and Eclipse, but how is a slow moving projectile that has a cast time or an obvious visual cue better than a templar who can use a non-cast time projectile, a charge, or a range AOE?
Templar's have 2 instant projectile/DD spells and their damage is WAY less than Crystal Fragment's damage. The Templar's only comparable spell to Crystal Fragments is Dark Flare, which has the same cast time as CF and a longer travelling time (!). You describe CF in an exagerating, unnecessary way, maybe to make it look worse than it really is! Comparing it to any of the Templar's spells makes no sense for me, as CF is clearly stronger, especially in how it works together with nearly everything (proc chance).
The ranged GTAE of the templar, instead, is comparable to a 'very similar' sorcerer GTAE. Why don't you mention Lightning Splash (and morphs)? Do you really think the Templar's GTAE is better because of a single-player stun? It has a travelling time like 2 sec.
The 35% proc chance of CF is far from being a little probability and, imo it's outstanding bacause it works combined with as good as every spell a sorcerer uses in PvP: absorb shield, healing, porting, buffing, etc. So this spell is nearly up most of the times for me, as I port a lot and heal a lot in battles, and I spam my absorb shield a lot, and even a "very cheap" Heal over Time (Rapid Regeneration) can proc my 15k DD instant spell. So, nearly everything I do gives me Crystal Fragments. The Templar has nothing nearly comparable.
Lastly, if you really think a magicka-based charge is so strong, then I don't know what to say. Pressing my Bolt of Lightning-button two consecutive times is much easier for me and works (most of the times), while the Templar class charge is one of the most bugged spells ever seen in this game... ;-)
Germtrocity wrote: »
and that is less and less happening any more - 2 nirn pieces and your entire resi pierce is compensated every additional piece pushes sorcs (magica user dmg in general) into the wet noodle area...
Germtrocity wrote: »
and that is less and less happening any more - 2 nirn pieces and your entire resi pierce is compensated every additional piece pushes sorcs (magica user dmg in general) into the wet noodle area...
The maximum resistance is always 50%, say that dude had 0% resistance (he had more), that CF would have still hit for 8K if he had massive spell resistance, which is not a wet noodle for an instant cast 33m range 2 second CC, on 15-20K health bars. Half your health gone from a large range and being stunned for two seconds, is not a wet noodle.
Those large hits 1.) require a glass cannon setup and 2.) can not only be reduced with actives defenses and spell resistance, but reduced magic and critical damage.
Besides that, don't mess with the spell penetration system. Forming arguments without thoroughly testing in the same version of the game is rarely a good idea, sadly.
Those large hits 1.) require a glass cannon setup and 2.) can not only be reduced with actives defenses and spell resistance, but reduced magic and critical damage.
Besides that, don't mess with the spell penetration system. Forming arguments without thoroughly testing in the same version of the game is rarely a good idea, sadly.
For a sorc, glass cannon and high survivability, are the same thing, they require the same resource. There is no such thing as glass cannon Sorcerers.
My recent experiances are myself with a group of 3-6 players fighting a single sorc, and getting nowhere. Endless kiting with bolt, and insane damage mitigation, I used the soul magic ultimate at the same time as my friend on this particular sorc, while the other members were DPSing, the full channel went through, and the sorcs health barely moved, we only just got through the damage shields. The whole while, the sorc was still managing to deal damage to us.
To be fair, a similar thing happened the other day (though nowhere near as bad, or as hard) with a nightblade, and DKs are always stupid hard to kill. So I think some general re balancing is in order rather than nerf bat.
I think rather than nerfing powerful abilities, introducing counter abilities, strategies or options, would be better.
well to be honest the stun on jabs needs to be erased - as i already mentioned my prefered substitution would be a stacking 1sec 15%snare on each dmg tick of it.Joy_Division wrote: »Germtrocity wrote: »There are too many issues with all the classes in the current state of the game to focus on any one thing in particular.
If sorcs got nerfed they would be possibly the weakest class (again?).
We have no meaningful CCs whatsoever, and our damage is mediocre when compared to stamina damage output.
If sorcerers had a CC as powerful as fear, then I would be completely understanding of everyone crying for nerfs, but they don't - in fact, sorcerers have some of the worst, if not the worst, CC options in the game. Our greatest duration knockdown is only a little over 2 seconds, and easily avoidable.
Most of our direct damage is almost completely able to be mitigated or ignored depending on your class.
Some of the biggest changes that need to be made before anything else gets changed is:
Dual wield magicka damage buff (anyone saying this is working as intended is fooling themselves)
Infinite sustain builds
Nirnhoned armor
Extremely high damage scaling / Low TTK
Once all of those things get changed, then class mechanics can start to be touched and tweaked, but to be perfectly honest I don't even think Zeni cares about the state of PvP at all.
Well I think Sorc cc is far better than Templar's.
I remember them saying in one of the latest ESO Live episodes that melee weapons had higher spell damage as a risk vs reward concept... because you need to be close to the target... /facepalm
I realize Templar's give out cc immunity like it's free candy bc/ of Jabs and Eclipse, but how is a slow moving projectile that has a cast time or an obvious visual cue better than a templar who can use a non-cast time projectile, a charge, or a range AOE?
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
well to be honest the stun on jabs needs to be erased - as i already mentioned my prefered substitution would be a stacking 1sec 15%snare on each dmg tick of it.Joy_Division wrote: »Germtrocity wrote: »There are too many issues with all the classes in the current state of the game to focus on any one thing in particular.
If sorcs got nerfed they would be possibly the weakest class (again?).
We have no meaningful CCs whatsoever, and our damage is mediocre when compared to stamina damage output.
If sorcerers had a CC as powerful as fear, then I would be completely understanding of everyone crying for nerfs, but they don't - in fact, sorcerers have some of the worst, if not the worst, CC options in the game. Our greatest duration knockdown is only a little over 2 seconds, and easily avoidable.
Most of our direct damage is almost completely able to be mitigated or ignored depending on your class.
Some of the biggest changes that need to be made before anything else gets changed is:
Dual wield magicka damage buff (anyone saying this is working as intended is fooling themselves)
Infinite sustain builds
Nirnhoned armor
Extremely high damage scaling / Low TTK
Once all of those things get changed, then class mechanics can start to be touched and tweaked, but to be perfectly honest I don't even think Zeni cares about the state of PvP at all.
Well I think Sorc cc is far better than Templar's.
I remember them saying in one of the latest ESO Live episodes that melee weapons had higher spell damage as a risk vs reward concept... because you need to be close to the target... /facepalm
I realize Templar's give out cc immunity like it's free candy bc/ of Jabs and Eclipse, but how is a slow moving projectile that has a cast time or an obvious visual cue better than a templar who can use a non-cast time projectile, a charge, or a range AOE?
and the times of eclipse beeing a free immunity are gone since 2.0 breaking eclips eats a freaking hughe amount of stamina (7k+) and has an even longer breaking animation than fear supressing any action for quite some time.
well to be honest the stun on jabs needs to be erased - as i already mentioned my prefered substitution would be a stacking 1sec 15%snare on each dmg tick of it.Joy_Division wrote: »Germtrocity wrote: »There are too many issues with all the classes in the current state of the game to focus on any one thing in particular.
If sorcs got nerfed they would be possibly the weakest class (again?).
We have no meaningful CCs whatsoever, and our damage is mediocre when compared to stamina damage output.
If sorcerers had a CC as powerful as fear, then I would be completely understanding of everyone crying for nerfs, but they don't - in fact, sorcerers have some of the worst, if not the worst, CC options in the game. Our greatest duration knockdown is only a little over 2 seconds, and easily avoidable.
Most of our direct damage is almost completely able to be mitigated or ignored depending on your class.
Some of the biggest changes that need to be made before anything else gets changed is:
Dual wield magicka damage buff (anyone saying this is working as intended is fooling themselves)
Infinite sustain builds
Nirnhoned armor
Extremely high damage scaling / Low TTK
Once all of those things get changed, then class mechanics can start to be touched and tweaked, but to be perfectly honest I don't even think Zeni cares about the state of PvP at all.
Well I think Sorc cc is far better than Templar's.
I remember them saying in one of the latest ESO Live episodes that melee weapons had higher spell damage as a risk vs reward concept... because you need to be close to the target... /facepalm
I realize Templar's give out cc immunity like it's free candy bc/ of Jabs and Eclipse, but how is a slow moving projectile that has a cast time or an obvious visual cue better than a templar who can use a non-cast time projectile, a charge, or a range AOE?
and the times of eclipse beeing a free immunity are gone since 2.0 breaking eclips eats a freaking hughe amount of stamina (7k+) and has an even longer breaking animation than fear supressing any action for quite some time.
Ah, Eclipse is and always was very annoying and I can't kill a decent Templar using that on me constantly.
But the fact that I can still move around, use all my defensive moves and cc, as well as Detonation + Curse, allows me to break it whenever I want, so that I have the cc immunity when I actually need it.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"